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.
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..
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.
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.
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.
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.
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.
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.
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.
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.