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Psychic Phenomena

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When '''Psychic Phenomena''' and more deadly '''Perils of the Warp''' have a chance of occurring whenever a [[Psyker]] uses one of their [[Psychic Powers]].{{Fn|4}} When a psyker uses one of their 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 sometimes yields unexpected and unpleasant results, because the energies of the Warp are unpredictable, and the Warp is filled with daemons who are drawn to psykers. The Empyrean can bleed into reality when a psyker draws into the warp for power, the deeper they draw the higher the risk of unbidden phenomena occurring.
When a psyker uses a power, he or she runs the risk of incurring psychic phenomena, proportional to the amount of power they choose to expend; more powerful effects are thus riskier. Most psychic phenomena do little harm, but there is a slim chance that they may suffer Perils of the Warp, a category of phenomena that are very harmful indeed.
==Known Psychic Phenomena==
The potential Different '''psychic phenomena''' have been been identified and catalogued by [[Imperial]] [[Inquisitors]].:{{Fn|1}}{{Fn|4}}
*'''Dark Foreboding''' — A faint breeze surrounds the area, giving nearby individuals an unsettling feeling.{{Fn|1}}{{Fn|4}}*'''Warp Echo''' — For a short period, any sounds cause strange echoes.{{Fn|1}}{{Fn|4}}*'''Unholy/Ethereal Stench''' — The air around the psyker becomes either pleasant or noxious.{{Fn|1}}{{Fn|4}}
*'''Mounting Paranoia''' — The psyker gets an itchy back, as if there is someone behind them.
*'''Grave Chill''' {{Fn|1}} or '''Hoarfrost'''{{Fn|4}} — The area around the psyker becomes cold and frost covered out for several metres.{{Fn|1}}{{Fn|4}}*'''Unnatural Aura''' or '''Aura of Taint''' — Any nearby animals become frightened and attempt to get away,{{Fn|1}} or also become agitated.{{Fn|4}}*'''Memory Worm''' — Anyone in the vicinity of the psyker forgets something minor.{{Fn|1}}{{Fn|4}}*'''Spoilage''' — Any perishable goods within several metres become stale and useless.{{Fn|1}}{{Fn|4}}*'''Haunting Breeze''' — Winds surround the psyker strong enough to move around small objects.{{Fn|1}}{{Fn|4}}*'''Veil of Darkness''' — The area becomes devoid of natural light for a few fecondsseconds. Being plunged into darkness for a brief moment.{{Fn|1}}{{Fn|4}}*'''Distorted Reflection''' — Any reflective surfaces nearby break or distort.{{Fn|1}}{{Fn|4}}*'''Breath Leech''' — The air in nearby individuals lungs becomes lost, causing them to pause.The psyker and those nearby become short of breath.{{Fn|1}}{{Fn|4}}*'''Daemonic Mask''' — The psyker channels a daemon for an instant, causing them to take on a frightful appearance for a moment, but corrupting their body permanently.{{Fn|1}}{{Fn|4}}*'''Unnatural Decay''' — All plants in the area witherand die.{{Fn|1}}{{Fn|4}}*'''Spectral Gale''' — Very strong winds envelop the area, knocking people to the ground.{{Fn|1}}{{Fn|4}}*'''Bloody Tears''' — Images or statues appear to weep blood. Chipped stone and wood appears to ooze blood (rather than sapin the case of the latter).{{Fn|1}}{{Fn|4}}*'''The Earth Protests''' — The ground shakes violently, causing a local earthquake.{{Fn|1}}{{Fn|4}}*'''Psy Discharge''' or '''Actinic Discharge''' — Static electriciy electricity fills the area, causing the psyker to float for a short period.{{Fn|1}} Unprotected electronics nearby short out and hair stands on end.{{Fn|4}}*'''Warp Ghosts''' — Howling ethereal apparitions fill the area, flying around unnerving or howling in pain. Unnerves the living (except the psyker) and potentially causing insanity.{{Fn|1}}{{Fn|4}}*'''Falling Upwards''' — Gravity reverses for a few secondsthen abruptly returns to normal.{{Fn|1}}{{Fn|4}}*'''Banshee Howl''' — A very loud screech or shrill keening fills the immediate, potentially causing those neraby and the psyker to go deaf.{{Fn|1}}{{Fn|4}} Glass shatters in the immediate area.{{Fn|4}} The Banshee Howl's area out can potentially reach up to almost a kilometre, causing people to be deafened.in distance{{Fn|1}}*'''The Furies''' — The psyker is assaulted by an invisible forceor unseen horrors, causing himself and nearby objects to be thrown around viciouslyor be slammed into the ground.{{Fn|1}}{{Fn|4}}*'''Shadow of the Warp''' — ''(not to be confused with the [[Shadow in the Warp|Tyranid]] ability)'' The world changes appearance, causing people to glimpse the warp for an instant. Potentially destroying or corrupting mindswith the glimpse at the nature of the unseen unreality.{{Fn|1}}{{Fn|4}}*'''Tech Scorn''' — All un[[ward]]ed tech devices and weapons nearby malfunction or jam.{{Fn|1}} [[Machine Spirit]]s reject the psyker's unnatural ways.{{Fn|4}}*'''Warp Madness''' — A psychic backlash of violent emotion fills the area, causing nearby individuals to become frenzied and mad. Potentially causing further emotional harm.{{Fn|1}}{{Fn|4}}
===The Perils of the Warp===
Even if a psyker survives an attack from the warp, their souls are permanently marked by the close contact with the warp, becoming more susceptible to the forces of the warp in future.
The different phenomena of the '''Perils of the Warp''' have also been identified and catalogued by the [[Inquisition]]:{{Fn|1}}
*'''The Gibbering''' — Uncontrolled warp energy surges through the psykers mind, burning out their minds and driving them insane.
==Sources==
{{Cite}}
*{{Endn|1}}: [[Dark Heresy Rulebook]], {{Cite This}}pgs. 162 & 163
*{{Endn|2}}: [[Fallen Angels (Novel)]], {{Cite This}}
*{{Endn|3}}: [[Codex: Imperial Guard (5th Edition)]], {{Cite This}}
*{{Endn|4}}: [[Black Crusade Core Rulebook]], pgs. 210 & 211
[[Category:Psychic Powers]]
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