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Psychic Phenomena

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When a psyker uses one of their powers, they invariably draw from the essence 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 it is filled with [[daemon]]s 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 their power, they run the risk of incurring psychic phenomena, proportional to the amount of power they choose to wield; greater power means greater risk. 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.{{Fn|1}}{{Fn|4}} However, some make no distinction between phenomena and perils, classing all psychic phenomena as perils of the warp.{{Fn|6}}
[[Ward]]ed objects, [[daemon]]s, and [[untouchable]]s tend to be immune to weaker phenomena or less affected by more violent perils.{{Fn|1}}{{Fn|4}}
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