Difference between revisions of "Biomancy"
From Warhammer 40k - Lexicanum
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| − | [[Biomancy]] is a [[Psychic Discipline]] known to [[psyker]]s | + | {{cite}} |
| + | [[Biomancy]] is a [[Psychic Discipline]] known to [[psyker]]s who specialise in the use of manipulating biological energy and processes. Through this art, biomancers are capable of changing or influencing a change in the physical form of either themselves or their enemies. Practitioners are of Biomancy are known as '''Biomancers'''{{Fn|2}} | ||
==Abilities== | ==Abilities== | ||
| − | *'''Blood Boil''' : by reaching into an enemy's body with their mind, a psyker can rapidly accelerate their pulse and blood pressure to lethal levels with the end result being the | + | *'''Blood Boil''': by reaching into an enemy's body with their mind, a psyker can rapidly accelerate their pulse and blood pressure to lethal levels with the end result being the victim's heart and brain exploding. |
| − | *'''Choke''' : through a simple gesture a psyker reach out with their abilities and close tight the windpipe of their intended victim thus choking them of their breath. | + | *'''Choke''': through a simple gesture a psyker reach out with their abilities and close tight the windpipe of their intended victim thus choking them of their breath. |
| − | *'''Enfeeble''' : a biomancer can drain the vigour of their enemy thus making them feel weak and incapable of acting. | + | *'''Enfeeble''': a biomancer can drain the vigour of their enemy thus making them feel weak and incapable of acting. |
*'''Endurance''': Reaching into the essence of his allies, the biomancer knits together bones, heals flesh, and banishes fatigue.{{Fn|2}} | *'''Endurance''': Reaching into the essence of his allies, the biomancer knits together bones, heals flesh, and banishes fatigue.{{Fn|2}} | ||
| − | *'''Haemorrhage''': Focusing his mind, the | + | *'''Haemorrhage''': Focusing his mind, the psyker reaches forth and sets the inside of his enemy aflame. Within moments, the victim's blood boils and he bursts into flames.{{Fn|2}} |
| − | *'''Hammerhand''' : through this power, a user can harden the flesh and skin of their first thus hardening tendons and strengthening the muscles of the arm which enhances their physical strength. | + | *'''Hammerhand''': through this power, a user can harden the flesh and skin of their first thus hardening tendons and strengthening the muscles of the arm which enhances their physical strength. |
*'''Iron Arm''': By transmuting his flesh into living metal, the biomancer, can wade through enemy fire unscathed and pulp skulls with iron fists.{{Fn|2}} | *'''Iron Arm''': By transmuting his flesh into living metal, the biomancer, can wade through enemy fire unscathed and pulp skulls with iron fists.{{Fn|2}} | ||
*'''Life Leech''': The Psyker rips the life force from his enemy, harnessing the stolen essence for himself.{{Fn|2}} | *'''Life Leech''': The Psyker rips the life force from his enemy, harnessing the stolen essence for himself.{{Fn|2}} | ||
| − | *'''Regenerate''' : a psyker with the appropriate knowledge can reach into the very cells of their target and begin knitting together flesh and bind the wounds through their mental abilities alone. | + | *'''Regenerate''': a psyker with the appropriate knowledge can reach into the very cells of their target and begin knitting together flesh and bind the wounds through their mental abilities alone. |
*'''Smite''': Lethal bolts of bio-lightning leap from the Psyker's fingertips, ripping their foes apart.{{Fn|2}} | *'''Smite''': Lethal bolts of bio-lightning leap from the Psyker's fingertips, ripping their foes apart.{{Fn|2}} | ||
*'''Storm of Lightning''' : this psychic bolt of bio-electrical energy can leap from a biomancers fingertips which can jump from victim to victim. | *'''Storm of Lightning''' : this psychic bolt of bio-electrical energy can leap from a biomancers fingertips which can jump from victim to victim. | ||
*'''Warp Speed''': The powers of the Immaterium flow through the Psyker, heightening his speed to supernatural levels and allowing him to run at a speed where he appears at a mere blur.{{Fn|2}} | *'''Warp Speed''': The powers of the Immaterium flow through the Psyker, heightening his speed to supernatural levels and allowing him to run at a speed where he appears at a mere blur.{{Fn|2}} | ||
| − | *'''Warp Strength''' : a psyker can invigorate a target with psychic energy by channeling the power of the [[Warp]] through their muscles, tendons and even bones which enhances their strength to remarkable levels.{{Fn|1}} | + | *'''Warp Strength''': a psyker can invigorate a target with psychic energy by channeling the power of the [[Warp]] through their muscles, tendons and even bones which enhances their strength to remarkable levels.{{Fn|1}} |
==Source== | ==Source== | ||
| − | *{{Endn|1}}: | + | *{{Endn|1}}: [http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1320029_Inq_Rulebook_part_1.pdf Inquisitior Rulebook Part 1], pg. 49 |
| − | *{{Endn|2}}: [[Warhammer 40,000 6th Edition Rulebook]] pg.419 | + | *{{Endn|2}}: [[Warhammer 40,000 6th Edition Rulebook]], pg. 419 |
| + | [[Category:Inquisition]] | ||
[[Category:Psychic Powers]] | [[Category:Psychic Powers]] | ||
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Revision as of 00:50, 24 December 2012
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Abilities
- Blood Boil: by reaching into an enemy's body with their mind, a psyker can rapidly accelerate their pulse and blood pressure to lethal levels with the end result being the victim's heart and brain exploding.
- Choke: through a simple gesture a psyker reach out with their abilities and close tight the windpipe of their intended victim thus choking them of their breath.
- Enfeeble: a biomancer can drain the vigour of their enemy thus making them feel weak and incapable of acting.
- Endurance: Reaching into the essence of his allies, the biomancer knits together bones, heals flesh, and banishes fatigue.[2]
- Haemorrhage: Focusing his mind, the psyker reaches forth and sets the inside of his enemy aflame. Within moments, the victim's blood boils and he bursts into flames.[2]
- Hammerhand: through this power, a user can harden the flesh and skin of their first thus hardening tendons and strengthening the muscles of the arm which enhances their physical strength.
- Iron Arm: By transmuting his flesh into living metal, the biomancer, can wade through enemy fire unscathed and pulp skulls with iron fists.[2]
- Life Leech: The Psyker rips the life force from his enemy, harnessing the stolen essence for himself.[2]
- Regenerate: a psyker with the appropriate knowledge can reach into the very cells of their target and begin knitting together flesh and bind the wounds through their mental abilities alone.
- Smite: Lethal bolts of bio-lightning leap from the Psyker's fingertips, ripping their foes apart.[2]
- Storm of Lightning : this psychic bolt of bio-electrical energy can leap from a biomancers fingertips which can jump from victim to victim.
- Warp Speed: The powers of the Immaterium flow through the Psyker, heightening his speed to supernatural levels and allowing him to run at a speed where he appears at a mere blur.[2]
- Warp Strength: a psyker can invigorate a target with psychic energy by channeling the power of the Warp through their muscles, tendons and even bones which enhances their strength to remarkable levels.[1]
Source
- 1: Inquisitior Rulebook Part 1, pg. 49
- 2: Warhammer 40,000 6th Edition Rulebook, pg. 419