Generic Psychic Powers

From Warhammer 40k - Lexicanum
Jump to: navigation, search

This is a list of the widely available powers used by psykers of any origin, unless stated otherwise.

Name Notes/Effects Sources
Level 1
Aura of Resistance A basic version of an aura that protect the psyker from harm, a powerful emanation that provides a physical barrier akin to force-field. Vulnerable to force weapons. [1]
Cure Injury A limited healing done to an ally or oneself, only improving small wounds. Provides no relief to serious injuries. [1]
Hammerhand Channel raw psychic energy throughout the psyker's body. Turning them into a powerful hand-to-hand combatant. [1]
Immunity from Poison Transmutation of poisons and other harmful chemicals into harmless ones. Provides complete immunity to all poisons, venoms, choking chemicals, halucinogens, fear inducers, debilitations, toxins and viral vectors, web toxin, needler shots, frenzon and other stimulants. The effects last for a day. [1]
Mental Blow A direct attack on the mind of the target, dealing damage analogous to missile fire but ignoring armour. [1]
Steal Mind Reach towards the mind of an enemy to temporarily disconnect all higher functions of their brain. Victims are left a slavering idiot, aware of the surroundings but unable to act beyond gibber and dribble. [1]
Telekinesis A lesser version of a power to move objects by pure will. Allows to have them stuck mid-hover. Limited to a kilogram of mass. Most hand held equipment, grenades included, fall into that category. Alternatively, operating any machinery with manual interface like buttons or levers is also possible. [1]
Telepathy Establish a momentary one-way contact between the psyker and a target. [1]
Teleport A lesser version of a power to instantaneously relocate oneself, limited by not being able to transport through solid objects. [1]
Wind Blast A sudden and powerful disturbance of the atmosphere in a burst of psychic energy, creating an area of effect. The effect may last as long as the psyker is focused, and knocks down all exposed targets. [1]
Level 2
Aura of Protection A greater version of the aura of resistance [1]
Ectoplasmic Mist Draw psychic energy into a dense grey and cloudy fog. Troops caught in the mist are blinded and move at a half-rate, while those left outside still are unable to see past the area of effect. [1]
Jinx Interfere with mechanical, electric, hydraulic or similar mechanisms. Able to jam mechanisms, including doors and weapons, or fudge the controls of vehicles. Conversely, can be used to undo a similarly damaged system. [1]
Mental Bolt A greater version of the mental blow. [1]
Rally Form a brief telepathic link with the minds of the psyker's allies, banishing fear and panic of the routing troops. Limited in scope to a one unit of troops. [1]
Sense Presence Sense the presence and location of living creatures. Can be used to locate hidden targets. [1]
Smash Utilise raw psychic energy to destroy material objects on touch, such as doors or walls. Does not work on living tissue. [1]
Telekinesis An improved ability to move one or more unsecured objects, less than 10 kilos in total mass. Allows to have them stuck mid-hover and to utilise them as a missile attack. [1]
Teleport An improved ability, increasing in distance, and able to pass through obstacles if they are less than meter thick. [1]
Level 3
Animate Weapon Pass little of the psyker's power unto an inanimate object, such as a projectile weapon. Those objects can act independently of either the psyker or their operator, floating in the air with no material means of propulsion. [1]
Aura of Recalcitrance Even greater version of the aura of resistance. [1]
Cause Confusion Open up the target's mind to a barrage of confusing, conflicting and thought-destroying data. [1]
Cause Fear Induce fear into a unit of troops, making them apprehensive of every encounter. [1]
Destroy Aura Dispel either aura of resistance or aura of protection. [1]
Mental Blitz Even greater version of the mental blow. [1]
Rout Forms a brief telepathic link with a target unit, instilling a sense of unreasoning fear and panic. [1]
Transfer Aura Transfer the existing aura onto another character. [1]
Telekinesis Even more improved ability to move one or more unsecured objects, less than an estimate of a small vehicle in total mass. Allows to have them stopped mid-movement, stuck mid-hover and utilise them as a missile attack. [1]
Telepathy Establish a two-way contact between the psyker and the target, lasting as long as both parties are willing to maintain it. [1]
Level 4
Aura of Invulnerability The most powerful version of the aura of resistance [1]
Change Allegiance Tamper with the fundamental personality of the target, changing their motivations and loyalties. With the effect lasting for a day. [1]
Cure Wounds Heal an ally or the psyker, limited only with an inability to heal a lethal blow. [1]
Limbo Disassemble the physical part of the psyker, turning into a phantasm. Absorbed into the warp, unable to act in or even perceive the material universe. Able to rematerialise anywhere within the universe, alternatively remaining adrift upon the psychic winds as long as he chooses. Ultimately, the ability weakens the psyker. [1]
Mental Blast The most powerful version of the mental blow. [1]
Stasis Alter the laws of time and space, temporarily creating a stasis field, comparable to the stasis grenade. The effect lasts for a day. [1]
Strength of Mind Channel psychic energy into the mind of the psyker, increasing one of his personal characteristic. Unable to apply the effect twice, which will last till the next day. [1]
Telekinesis The most improved ability to move one or more unsecured objects, less than an estimate of a large vehicle in total mass. Allows to have them stopped mid-movement, stuck mid-hover and utilise them as a missile attack. [1]
Telepathy Establish a two-way contact between the psyker and any or all individuals made aware to them, lasting as long as all parties are willing to maintain it. [1]
Temporal Distort Create a disturbance in the fabric of space, causing repetitions and negations of the time stream, allowing to manipulate those to the psyker's advantage. Multiplying the instances of the psyker's side successes, and removing those on the enemy's side. [1]

Navigation

Sources