0-LEVEL MYSTIC PSYCHIC POWERS (ORISONS)

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.

1ST-LEVEL MYSTIC PSYCHIC POWERS

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.

2ND-LEVEL MYSTIC PSYCHIC POWERS

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.

3RD-LEVEL MYSTIC PSYCHIC POWERS

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.

4TH-LEVEL MYSTIC PSYCHIC POWERS

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.

5TH-LEVEL MYSTIC PSYCHIC POWERS

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.

6TH-LEVEL MYSTIC PSYCHIC POWERS

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.

7TH-LEVEL MYSTIC PSYCHIC POWERS

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.

8TH-LEVEL MYSTIC PSYCHIC POWERS

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.

9TH-LEVEL MYSTIC PSYCHIC POWERS

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.

 

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