From Warhammer 40k - Lexicanum
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14:26, 10 February 2014
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When a [[Psyker]] uses one of their [[Psychic Powers|powers]], they invariably draw from the essense of the [[Warp]], to manifest fantastic abilities that would be otherwise impossible to perform. However, using psychic powers can have unexpected and unpleasant results, because the energies of the Warp are unpredictable, and the Warp is filled with daemons who prey on psykers.
However==Tabletop game==Every time a unit with psychic abilities uses a power, he/she must make a Psychic Test by drawing '''warp energy''' into rolling two dice. If the '''material realm''' there are often unexpected consequences beyond that of the [[psychic power]] itself. Most commonly manifesting itself result is either a double 1 or a double 6 (a 1 in a layer 18 chance) it will suffer Perils of frost covering the '''Psyker''' himself{{Fn|2}} or nearby surfacesWarp.{{Fn| This means it suffers 1}} Wound, no save.
Other forms of '''Psychic Phenomena''' certainly do occur==Roleplaying game==The roleplaying games set in the Warhammer 40,000 universe (Dark Heresy, Rogue Trader, and become etc.) use a more prevalent with the scale sophisticated set of the psychic power being attempted to manifest.{{Fn|1}} Such an event is incredibly difficult to predict or suppress, rules and will easily give away the position a more diverse range of peculiar mishaps than the psyker in question, even if they are attempting to use their powers discretely. The best way to lower the risk of '''psychic phenomena''' is either to use powers that require less energy, or do not draw from the '''warp''' at all. Within the superstitious [[Imperium]] such psychic phenomena can be used to easily identify '''Psykers'''{{Fn|1}}. However, it is not entirely known how other races respond to the strange occurences that accompany psychic powerstabletop game.
==Known Psychic Phenomena==