Create Water:
Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures
1 point of damage.
Detect Psychic Presence:
Provides a +20 insight bonus on psychic sense checks to detect presences.
Detect Venoms:
Detects poison in one creature or object.
Guidance: +1 on
one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch
attack, 1 point of damage.
Light:
Object shines like a torch.
Mending: Makes
minor repairs on an object.
Purify Food and Drink:
Purifies 1 cu. ft./level of food or water.
Resistance:
Subject gains +1 on saving throws.
Understand Psychic
Script: Read scrolls and psychic tomes.
Virtue:
Subject gains 1 temporary hp.
Bane:
Enemies take –1 on attack rolls and saves against fear.
Bless:
Allies gain +1 on attack rolls and saves against fear.
Cause Fear: One
creature of 5 HD or less flees for 1d4 rounds.
Command: One
subject obeys selected command for 1 round.
Comprehend Languages: You
understand all spoken and written languages.
Cure Light Wounds: Cures
1d8 damage +1/level (max +5).
Deathwatch:
Reveals how near death subjects within 30 ft. are.
Detect Warpflux:
Reveals deamons, psykers and pariahs within 120 ft.
Detect Xenogen:
Reveals creatures, psychic powers, or objects of selected allegiance.
Divine Favor: You
gain +1 per three levels on attack and damage rolls.
Doom: One
subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist
comfortably in hot or cold environments.
Entropic Shield:
Ranged attacks against you have 20% miss chance.
Force Weapon: Weapon
gains +1 bonus. [magic weapon]
Inflict Light Wounds: Touch
deals 1d8 damage +1/level (max +5).
Obscuring Mist: Fog
surrounds you.
Protection from Xenogens: +2 to
AC and saves, counter mind control, hedge out xenos.
Remove Fear:
Suppresses fear or gives +4 on saves against fear for one subject + one per
four levels.
Sanctuary:
Opponents can’t attack you, and you can’t attack.
Scan: Reveals
nearby living / bio-organic things.
Shield of Faith: Aura
grants +2 or higher deflection bonus.
Summon Monster I: Calls
a creature from the immaterium to fight for you.
Telekinetic Charge: Three
stones gain +1 on attack, deal 1d6 +1 damage.
Aid: +1 on attack rolls and
saves against fear, 1d8 temporary hp +1/level (max +10).
Augury:
Learns whether an action will be good or bad.
Bear’s Endurance:
Subject gains +4 to Con for 1 min./level.
Bull’s Strength:
Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms
creatures, negating emotion effects.
Consecrate: Fills
area with positive energy, making daemons and same-race psykers stronger.
Cure Moderate Wounds: Cures
2d8 damage +1/level (max +10).
Darkness:
20-ft. radius of supernatural shadow.
Death Knell: Kills
dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops
poison from harming subject for 1 hour/level.
Desecrate: Fills
area with negative energy, making daemons and xenogen psykers weaker.
Eagle’s Splendor:
Subject gains +4 to Cha for 1 min./level.
Enthrall:
Captivates all within 100 ft. + 10 ft./level.
Find Traps: Gain
a +10 bonus to notice traps with a succesful search check. Searching is faster.
Gentle Repose:
Preserves one corpse.
Hold Person:
Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch
attack, 2d8 damage +1/level (max +10).
Knockback: You knock a target backwards with the
power of this mental attack.
Make Whole:
Repairs an object.
Owl’s Wisdom:
Subject gains +4 to Wis for 1 min./level.
Prescience: You gain a +1 competency bonus on all
rolls for a few rounds.
Remove Paralysis: Frees
one or more creatures from paralysis or slow effect.
Resist Energy:
Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser:
Dispels psychic ability penalty or repairs 1d4 ability damage.
Shatter: Sonic
vibration damages objects or crystalline creatures.
Shield Other: You
take half of subject’s damage.
Silence:
Negates sound in 20-ft. radius.
Sound Burst: Deals
1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Psychic
weapon attacks on its own.
Status: Monitors
condition, position of allies.
Summon Monster II: Calls
a creature from the immaterium to fight for you.
Undetectable Allegiance:
Conceals an allegiance for 24 hours.
Zone of Truth:
Subjects within range cannot lie.
Bestow Curse: –6 to
an ability score; –4 on attack rolls, saves, and checks; or 50% chance of
losing each action.
Blindness/Deafness: Makes
subject blinded or deafened.
Continual Flame: Makes
a permanent, heatless torch.
Create Food and Water: Feeds
three humans (or one horse)/level.
Cure Serious Wounds: Cures
3d8 damage +1/level (max +15).
Daylight:
60-ft. radius of bright light.
Deeper Darkness:
Object sheds supernatural shadow in 60-ft. radius.
Fortune: A divination to grant attack bonuses to nearby
allies.
Glyph of Warding:
Inscription harms those who pass it.
Guide: A divination to grant defense bonuses to nearby
allies.
Helping Hand:
Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch
attack, 3d8 damage +1/level (max +15).
Invisibility Purge:
Dispels invisibility within 5 ft./level.
Locate Object:
Senses direction toward object (specific or type).
Meld into Bulkhead: You
and your gear merge with a nearby bulkhead/wall of stone, steel, ceramite or
other material.
Mystic Circle against
Xenogens: As protection psychic powers, but
10-ft. radius and 10 min./level.
Mystic Vestment: Armor
or shield gains +1 enhancement per four levels.
Nullify:
Cancels psychic powers and psychic effects.
Obscure Object: Masks
object against scrying.
Prayer:
Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy:
Absorb 12 points/level of damage from one kind of energy.
Remove
Blindness/Deafness: Cures normal or psychic conditions.
Remove Curse: Frees
object or person from curse.
Remove Disease: Cures
all diseases affecting subject.
Searing Light: Ray
deals 1d8/two levels damage, more against daemons and alien beasts.
Speak with Dead:
Corpse answers one question/two levels.
Steel Shape:
Sculpts steel into any shape.
Summon Monster III: Calls
a creature from the immaterium to fight for you.
Water Breathing:
Subjects can breathe underwater.
Water Walk:
Subject treads on water as if solid.
Wind Wall:
Deflects bullets, smaller creatures, and gases.
Air Walk:
Subject treads on air as if solid (climb at 45-degree angle).
Battlefate: Uses divination to predict the outcome of
a battle.
Brain Slam: Deals a terrific mental blow to a target
(1d6 damage per level).
Control Water:
Raises or lowers bodies of water.
Cure Critical Wounds: Cures
4d8 damage +1/level (max +20).
Death Ward:
Grants immunity to death psychic powers and negative energy effects.
Dimensional Anchor: Bars
extradimensional movement.
Discern Lies:
Reveals deliberate falsehoods.
Dismissal:
Forces a warp creature or daemon back into the Immaterium.
Divination:
Provides useful advice for specific proposed actions.
Divine Power: You
gain attack bonus, +6 to Str, and 1 hp/level.
Force Weapon, Greater: +1
bonus/four levels (max +5).
Freedom of Movement:
Subject moves normally despite impediments.
Giant Vermin: Turns
centipedes, scorpions, or spiders into giant vermin.
Imbue with Psychic
Ability: Transfer psychic powers to subject.
Inflict Critical Wounds: Touch
attack, 4d8 damage +1/level (max +20).
Neutralize Poison:
Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch
deals 1d10 Con damage, repeats in 1 min.
Repel Vermin:
Insects, spiders, and other vermin stay 10 ft. away.
Restoration:
Restores level and ability score drains.
Sending:
Delivers short message anywhere, instantly.
Slow: One subject/level takes only one action/round, –1
to AC, reflex saves, and attack rolls.
Psychic Power Immunity:
Subject is immune to one psychic power per four levels.
Summon Monster IV: Calls
a creature from the immaterium to fight for you.
Tongues: Speak
any language.
Break Enchantment: Frees
subjects from antments, alterations, curses, and petrification.
Command, Greater: As command,
but affects one subject/level.
Commune:
Astronimican call on the Emperor’s spirit answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures
1d8 damage +1/level for many creatures.
Eldritch Storm: A powerful psychic storm that
damages and interferes with other psykers.
Exorcism: You expunge a daemon residing within a
person.
Flame Strike: Smite
foes with ine fire (1d6/level damage).
Haste: One creature/level moves faster, +1 on attack
rolls, AC, and Reflex saves.
Inflict Light Wounds, Mass: Deals
1d8 damage +1/level to many creatures.
Insect Plague:
Locust swarms attack creatures.
Mark of Justice:
Designates action that will trigger curse on subject.
Nullify Xenogen: +4
bonus against attacks.
Planet Shift: As
many as eight subjects travel through the warp to a nearby planet (in solar
system).
Righteous Might: Your
size increases, and you gain combat bonuses.
Scrying: Spies
on subject from a distance.
Slay Living: Touch
attack kills subject.
Psychic Power
Resistance: Subject gains PR 12 + level.
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.
True Seeing: Lets
you see all things as they really are.
Wall of Iron:
Creates an iron wall that can be shaped.
Animate Objects:
Objects attack your foes.
Banishment:
Forces 2 HD/level of warp creatures or daemons back into the Immaterium.
Bear’s Endurance, Mass: As bear’s
endurance, affects one subject/ level.
Blade Barrier: Wall
of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s
strength, affects one subject/level.
Cure Moderate Wounds, Mass: Cures
2d8 damage +1/level for many creatures.
Destructor: A cone-shaped attack the deals
considerable damage.
Eagle’s Splendor, Mass: As eagle’s
splendor, affects one subject/level.
Find the Path: Shows
most direct way to a location.
Forbiddance:
Blocks warp travel, damages creatures of different race.
Geas/Quest:
Commands any creature of 7 hit dice or less.
Glyph of Warding,
Greater: As glyph of warding, but up to 10d8
damage or 6th-level psychic power.
Harm: Deals
10 points/level damage to target.
Heal: Cures
10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food
for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals
2d8 damage +1/level to many creatures.
Nullify, Greater: As Nullify,
but up to +20 on check.
Owl’s Wisdom, Mass: As owl’s
wisdom, affects one subject/level.
Squish: The spell ork weirdboy’s call da krunch! Summons a massive wall of
ceramite to flatten foes.
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.
Wind Walk: You
and your allies turn vaporous and travel fast.
Word of Recall: Warps
you back to designated place.
Aura of Leadership: Lead allies more succesfully.
Control Weather:
Changes weather in local area.
Cure Serious Wounds, Mass: Cures
3d8 damage +1/level for many creatures.
Destruction: Kills
subject and destroys remains.
Emperor’s Edict:
Kills, paralyzes, weakens, or dazes xeno-subjects.
Ethereal Jaunt: You
become ethereal for 1 round/level.
Inflict Serious Wounds, Mass: Deals
3d8 damage +1/level to many creatures.
Mind War: Wage war with the mind of an enemy psyker.
Refuge:
Alters item to transport its possessor to you.
Regenerate:
Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion:
Creatures can’t approach you.
Restoration, Greater: As restoration,
plus restores all levels and ability scores.
Resurrection: Fully
restore dead subject.
Scrying, Greater: As scrying,
but faster and longer.
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.
Assail: A baleful teleportation spell, allows you to
displace enemies.
Battleroar: A powerful bless effect on a large number of allies.
Cure Critical Wounds, Mass: Cures
4d8 damage +1/level for many creatures.
Dimensional Lock:
Teleportation and warp travel blocked for one day/level.
Discern Location:
Reveals exact location of creature or object.
Earthquake:
Intense tremor shakes 80-ft.-radius.
Fire Storm: Deals
1d6/level fire damage.
Inflict Critical Wounds, Mass: Deals
4d8 damage +1/level to many creatures.
Mantle of Protection: +4 to
defense, +4 resistance, and PR 25.
Nullification Field:
Negates magic within 10 ft.
Psychic Power
Immunity, Greater: As psychic power immunity, but up
to 8th-level psychic powers.
Summon Monster VIII: Calls
a creature from the immaterium to fight for you.
Symbol of Death:
Triggered rune slays nearby creatures.
Symbol of Insanity:
Triggered rune renders nearby creatures insane.
Energy Drain:
Subject gains 2d4 negative levels.
Etherealness:
Subject and companions take on ethereal form.
Farsight: Allows you to see far into the distant
future.
Foresight:
“Sixth sense” warns of impending danger.
Gate:
Connects two planets for travel or summoning.
Heal, Mass: As heal,
but with several subjects.
Implosion: Kills
one creature/round.
Miracle: Make
a special call on the Emperor for an intercession.
Soul Bind: Traps
newly dead soul to prevent resurrection.
Storm of Vengeance: Storm
rains acid, lightning, and hail.
Summon Monster IX: Calls
a creature from the immaterium to fight for you.
True Resurrection: As resurrection,
plus remains aren’t needed.
Vortex: Summons a small rip in the fabric of space that
sucks foes into the warp.