0-LEVEL ARCANE/INNATE PSYCHIC POWERS (CANTRIPS)

Acid Splash: Orb deals 1d3 acid damage.

Arcane Mark: Inscribes a personal rune (visible or invisible).

Dancing Lights: Creates torches or other lights.

Daze: Humanoid creature of 4 HD or less loses next action.

Detect Psychic Presence: Detects nearby psychic presences and a bonus on psychic sense.

Detect Venoms: Detects poison in one creature or object.

Flare: Dazzles one creature (–1 on attack rolls).

Ghost Sound: Figment sounds.

Light: Object shines like a torch.

Magos Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whispered conversation at distance.

Open/Close: Opens or closes small or light things.

Prestidigitation: Performs minor tricks.

Ray of Frost: Ray deals 1d3 cold damage.

Resistance: Subject gains +1 on saving throws.

Touch of Fatigue: Touch attack fatigues target.

Understand Psychic Script: Read scrolls and psychic psychic tomes.

1ST-LEVEL ARCANE/INNATE PSYCHIC POWERS

Alarm: Wards an area for 2 hours/level.

Animate Rope: Makes a rope move at your command.

Burning Hands: 1d4/level fire damage (max 5d4).

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Charm Person: Makes one person your friend.

Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.

Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.

Comprehend Languages: You understand all spoken and written languages.

Detect Paths: Reveals hidden doors within 60 ft.

Disguise Self: Changes your appearance.

Endure Elements: Exist comfortably in hot or cold environments.

Enlarge Person: Humanoid creature doubles in size.

Erase: Mundane or psychic writing vanishes.

Expeditious Retreat: Your speed increases by 30 ft.

Feather Fall: Objects or creatures fall slowly.

Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.

Force Weapon: Weapon gains +1 bonus.

Forcefield: Gives +4 to defense, blocks psychic bolts.

Grease: Makes 10-ft. square or one object slippery.

Hold Portal: Holds door shut.

Hypnotism: Fascinates 2d4 HD of creatures.

Identify: Determines properties of relic / psychic item.

Jump: Subject gets bonus on Jump checks.

Obscuring Mist: Fog surrounds you.

Psychic Bolt: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

Psychic Shield: Gives subject +4 shield bonus to defense.

Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

Reduce Person: Humanoid creature halves in size.

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Silent Image: Creates minor illusion of your design.

Sleep: Puts 4 HD of creatures into psychic slumber.

Summon Monster I: Calls a creature from the immaterium to fight for you.

True Strike: +20 on your next attack roll.

Unseen Servant: Invisible force obeys your commands.

Ventriloquism: Throws voice for 1 min./level..

2ND-LEVEL ARCANE/INNATE PSYCHIC POWERS

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.

Alter Self: Assume form of a similar creature.

Arcane Lock: Psychicly locks a portal or chest.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

Blindness/Deafness: Makes subject blinded or deafened.

Blur: Attacks miss subject 20% of the time.

Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Continual Flame: Makes a permanent, heatless torch.

Darkness: 20-ft. radius of supernatural shadow.

Darkvision: See 60 ft. in total darkness.

Daze Monster: Living creature of 6 HD or less loses next action.

Detect Thoughts: Allows “listening” to surface thoughts.

Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

False Life: Gain 1d10 temporary hp +1/level (max +10).

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

Fog Cloud: Fog obscures vision.

Fox’s Cunning: Subject gains +4 Int for 1 min./level.

Glitterdust: Blinds creatures, outlines invisible creatures.

Gust of Wind: Blows away or knocks down smaller creatures.

Headbutt: Slams a targets brain with force impact.

Hideous Laughter: Subject loses actions for 1 round/level.

Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.

Invisibility: Subject is invisible for 1 min./level or until it attacks.

Knock: Opens locked or psychicly sealed door.

Levitate: Subject moves up and down at your direction.

Locate Object: Senses direction toward object (specific or type).

Minor Image: As silent image, plus some sound.

Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).

Misdirection: Misleads inations for one creature or object.

Obscure Object: Masks object against scrying.

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Phantom Trap: Makes item seem trapped.

Prescience: You gain a +1 competency bonus on all rolls for a few rounds.

Protection from Bullets: Subject immune to most ranged attacks.

Psychic Mouth: Speaks once when triggered.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.

Rope Trick: As many as eight creatures hide in Immaterial space.

Scare: Panics creatures of less than 6 HD.

Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

See Invisibility: Reveals invisible creatures or objects.

Shatter: Sonic vibration damages objects or crystalline creatures.

Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Spider Climb: Grants ability to walk on walls and ceilings.

Summon Monster II: Calls a creature from the immaterium to fight for you.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Web: Fills 20-ft.-radius spread with sticky spiderwebs.

3RD-LEVEL ARCANE/INNATE PSYCHIC POWERS

Arcane Sight: Psychic auras become visible to you.

Aura of Fire: Engulfs the target in burning flames.

Blink: You randomly vanish and reappear for 1 round/level.

Daylight: 60-ft. radius of bright light.

Deep Slumber: Puts 10 HD of creatures to sleep.

Displacement: Attacks miss subject 50%.

Explosive Runes: Deals 6d6 damage when read.

Fireball: 1d6 damage per level, 20-ft. radius.

Fly: Subject flies at speed of 60 ft.

Force Weapon, Greater: +1/four levels (max +5).

Gaseous Form: Subject becomes insubstantial and can fly slowly.

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

Heroism: Gives +2 bonus on attack rolls, saves, skill checks.

Hold Person: Paralyzes one humanoid for 1 round/level.

Illusory Script: Only intended reader can decipher.

Invisibility Sphere: Makes everyone within 10 ft. invisible.

Lightning Bolt: Electricity deals 1d6/level damage.

Major Image: As silent image, plus sound, smell and thermal effects.

Nondetection: Hides subject from divination, scrying.

Nullify: Cancels psychic psychic powers and effects.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Psy-bolts: Bullets deal an extra die of damage.

Psychic Scream: Sends an ear-splitting psychic scream damaging all around.

Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.

Ray of Exhaustion: Ray makes subject exhausted.

Shrink Item: Object shrinks to one-sixteenth size.

Sleet Storm: Hampers vision and movement.

Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.

Stinking Cloud: Nauseating vapors, 1 round/level.

Suggestion: Compels subject to follow stated course of action.

Summon Monster III: Calls a creature from the immaterium to fight for you.

Tongues: Speak any language.

Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.

Water Breathing: Subjects can breathe underwater.

Wind Wall: Deflects bullets, smaller creatures, and gases.

4TH-LEVEL ARCANE/INNATE PSYCHIC POWERS

Arcane Eye: Invisible floating eye moves 30 ft./round.

Augment: Various bonuses to several allies.

Charm Monster: Makes monster believe it is your ally.

Conceal: Provides a cover saving throw to nearby allies.

Confusion: Subjects behave oddly for 1 round/level.

Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.

Detect Scrying: Alerts you of psychic eavesdropping.

Enervation: Subject gains 1d4 negative levels.

Enlarge Person, Mass: Enlarges several creatures.

Fear: Subjects within cone flee for 1 round/level.

Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.

Fire Trap: Opened object deals 1d4 damage +1/level.

Geas, Lesser: Commands subject of 7 HD or less.

Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level psychic power effects.

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.

Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Locate Creature: Indicates direction to familiar creature.

Minor Creation: Creates one cloth or wood object.

Mnemonic Enhancer: Arcane Psyker only. Prepares extra psychic powers or retains one just cast.

Phantasmal Killer: Fearsome ion kills subject or deals 3d6 damage.

Polymorph: Gives one willing subject a new form.

Rainbow Pattern: Lights fascinate 24 HD of creatures.

Reduce Person, Mass: Reduces several creatures.

Resilient Sphere: Force globe protects but traps one subject.

Scrying: Spies on subject from a distance.

Shout: Deafens all within cone and deals 5d6 sonic damage.

Solid Fog: Blocks vision and slows movement.

Steel-flesh: Ignore 10 points of damage per attack.

Summon Monster IV: Calls a creature from the immaterium to fight for you.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

Warp Jump: Teleports you short distance.

5TH-LEVEL ARCANE/INNATE PSYCHIC POWERS

Animal Growth: One animal/two levels doubles in size.

Baleful Polymorph: Transforms subject into harmless animal.

Blight: Withers one plant or deals 1d6/level damage to plant creature.

Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.

Cone of Cold: 1d6/level cold damage.

Dominate Person: Controls humanoid telepathically.

Eldritch Storm: A powerful psychic storm that damages and interferes with other psykers.

Fabricate: Transforms raw materials into finished items.

False Vision: Fools scrying with an illusion.

Feeblemind: Subject’s Int and Cha drop to 1.

Hold Monster: As hold person, but any creature.

Magos’ Faithful Hound: Phantom dog can guard, attack.

Major Creation: As minor creation, plus stone and metal.

Mind Fog: Subjects in fog get –10 to Wis and Will checks.

Nightmare: Sends vision dealing 1d10 damage, fatigue.

Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.

Passwall: Creates passage through stone or iron wall.

Permanency: Makes certain psychic powers permanent.

Persistent Image: As major image, but no concentration required.

Prying Eyes: 1d4 +1/level floating eyes scout for you.

Secret Chest: Hides expensive chest in Immaterium; you retrieve it at will.

Seeming: Changes appearance of one person per two levels.

Steel Legion: Converts armour DR to Hardness.

Summon Monster V: Calls a creature from the immaterium to fight for you.

Symbol of Pain: Triggered rune wracks nearby creatures with pain.

Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.

Telekinesis: Moves object, attacks creature, or hurls object or creature.

Teleport: Instantly transports you as far as 100 miles/level.

Wall of Force: Wall is immune to damage.

Wall of Iron: Creates an iron wall that can be shaped.

Waves of Fatigue: Several targets become fatigued.

6TH-LEVEL ARCANE/INNATE PSYCHIC POWERS

Acid Fog: Fog deals acid damage.

Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.

Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.

Breath of the Salamander: Coneshaped breath of fire.

Cat’s Grace, Mass: As cat’s grace, affects one subject/level.

Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.

Circle of Death: Kills 1d4/level HD of creatures.

Contingency: Sets trigger condition for another psychic power.

Control Water: Raises or lowers bodies of water.

Disintegrate: Makes one creature or object vanish.

Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.

Eyebite: Target becomes panicked, sickened, and comatose.

Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.

Freezing Sphere: Freezes water or deals cold damage.

Geas/Quest: As lesser geas, plus it affects any creature.

Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level psychic power effects.

Guards and Wards: Array of psychic effects protect area.

Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

Magos’ Lucubration: Arcane Psyker only. Recalls psychic power of 5th level or lower.

Mislead: Turns you invisible and creates illusory double.

Move Earth: Digs tres and build hills.

Nullification Field: Negates psychic powers within 10 ft.

Nullify, Greater: As Nullify, but +20 on check.

Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.

Permanent Image: Includes sight, sound, and smell.

Programmed Image: As major image, plus triggered by event.

Repulsion: Creatures can’t approach you.

Smite: Terrible area of effect psychic attack deals force damage.

Suggestion, Mass: As suggestion, plus one subject/level.

Summon Monster VI: Calls a creature from the immaterium to fight for you.

Symbol of Fear: Triggered rune panics nearby creatures.

Symbol of Persuasion: Triggered rune charms nearby creatures.

True Seeing: Lets you see all things as they really are.

Veil: Changes appearance of group of creatures.

Wall of Plasteel/Ceramite: 30 hp/four levels; can topple onto foes.

7TH-LEVEL ARCANE/INNATE PSYCHIC POWERS

Arcane Sight, Greater: As arcane sight, but also reveals psychic effects on creatures and objects.

Control Weather: Changes weather in local area.

Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.

Ethereal Jaunt: You become ethereal for 1 round/level.

Finger of Death: Kills one subject.

Forcecage: Cube or cage of force imprisons all inside.

Hold Person, Mass: As hold person, but all within 30 ft.

Insanity: Subject suffers continuous confusion.

Instant Summons: Prepared object appears in your hand.

Invisibility, Mass: As invisibility, but affects all in range.

Mindblast: Deals unhealable mental damage.

Phase Door: Creates an invisible passage through wood or stone.

Power Word Blind: Blinds creature with 200 hp or less.

Prismatic Spray: Rays hit subjects with variety of effects.

Purge Psyker: Causes a psyker to lose all spells available.

Rebound: Reflect 1d4+6 power levels back at caster.

Reverse Gravity: Objects and creatures fall upward.

Scrying, Greater: As scrying, but faster and longer.

Sequester: Subject is invisible to sight and scrying; renders creature comatose.

Statue: Subject can become a statue at will.

Summon Monster VII: Calls a creature from the immaterium to fight for you.

Symbol of Stunning: Triggered rune stuns nearby creatures.

Symbol of Weakness: Triggered rune weakens nearby creatures.

Teleport Object: As teleport, but affects a touched object.

Teleport, Greater: As teleport, but greater limit and no off-target arrival.

Waves of Exhaustion: Several targets become exhausted.

8TH-LEVEL ARCANE/INNATE PSYCHIC POWERS

Assail: A baleful teleportation spell, allows you to displace enemies.

Antipathy: Object or location affected by psychic power repels certain creatures.

Binding: Utilizes an array of techniques to imprison a creature.

Charm Monster, Mass: As charm monster, but all within 30 ft.

Clone: Duplicate awakens when original dies.

Dimensional Lock: Teleportation and warp travel blocked for one day/level.

Discern Location: Reveals exact location of creature or object.

Hellfire: Sends a giant ball of plasma to engulf foes 1d10 damage/level.

Horrid Wilting: Deals 1d6/level damage within 30 ft.

Incendiary Cloud: Cloud deals 4d6 fire damage/round.

Mind Blank: Subject is immune to mental/emotional magic and scrying.

Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

Polar Ray: Ranged touch attack deals 1d6/level cold damage.

Polymorph Any Object: Changes any subject into anything else.

Power Word Stun: Stuns creature with 150 hp or less.

Prismatic Wall: Wall’s colors have array of effects.

Protection from Psychic Powers: Confers +8 resistance bonus.

Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.

Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

Summon Monster VIII: Calls a creature from the immaterium to fight for you.

Sunburst: Blinds all within 10 ft., deals 6d6 damage.

Symbol of Death: Triggered rune slays nearby creatures.

Symbol of Insanity: Triggered rune renders nearby creatures insane.

Sympathy: Object or location attracts certain creatures.

Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.

Temporal Stasis: Puts subject into suspended animation.

9TH-LEVEL ARCANE/INNATE PSYCHIC POWERS

Dominate Monster: As dominate person, but any creature.

Energy Drain: Subject gains 2d4 negative levels.

Etherealness: Makes subject and companions ethereal.

Freedom: Releases creature from imprisonment.

Gate: Connects two planets for travel.

Hold Monster, Mass: As hold monster, but all within 30 ft.

Imprisonment: Entombs subject beneath the earth.

Mage’s Disjunction: Dispels magic, disenchants psychic items.

Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Power Word Kill: Kills one creature with 100 hp or less.

Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Storm of Wrath: An incredibly powerful chain lightning spell.

Summon Monster IX: Calls a creature from the immaterium to fight for you.

Teleportation Circle: Circle teleports any creature inside to designated spot.

Vortex: Summons a small rip in the fabric of space that sucks foes into the warp.

Wail of the Banshee: Kills one creature/level.

 

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