Psykers and the Psychic Rules

 

This section is closely linked with Chapter 11: Psychic Powers. Whereas the following section is essentially a list of all the Psychic Powers available this section details the rules covering how to use psychic powers and the classes and character types which are allowed to cast powers.

 

Before this a few technical notes. The bulk of Psychic Power rules come from the Dungeons and Dragons 3.5 System Reference Document. Psychic Powers are not based on Psionics. The Warhammer 40,000 universe is a mingling of fantasy and science and Psionics don’t reflect well the mystical/magical nature of psychic powers in the Dark Millenium. In fact mechanically there was no difference between the Psychic Powers in Warhammer 40,000 and the Magic Spells in Warhammer Fantasy Battle until the most recent editions.

 

Also more people are familiar with the Dungeons and Dragons Magic rules than the Psionic rules. So for those of you that are familiar with the D&D magic rules you should be aware that Warhammer 40,000 Psychic Powers are just magic spells by another name; the rules have barely changed at all.

 

That’s not to say they haven’t changed completely. For those familiar with D&D here’s a brief synopsis of the changes:

 

1.) Spells/Psychic Powers have been added / subtracted or modified. All of these are listed here. If in doubt as to the effect of a Psychic Power refer to Chapter 11 of this book, not the spell lists in the D&D game.

 

2.) The introduction of a Psychic Check. The Psychic Check occurs each time a psychic power is cast and failure results in not only a failed psychic power but also potential damage on the psyker.

 

3.) The terms Psychic Level and [type] Psyker Level. These are explained in more detail later on. Psychic Level is equivalent to Caster Level and Effective Psychic Level equivalent to Effective Caster Level but [type] Psyker Level references are reserved exclusively for explanations of what sort of psyker you are and how powerful a psyker of that kind you are. Eg: Innate Psyker Level 4 means you’re as good a psychic powercaster as a 4th level sorcerer – regardless of what classes you took to grant you said Innate Psyker Level (could be all Charismatic or Charismatic / Witch or even something else).

 

If you’re not familiar with the D&D Magic rules you can happily ignore all of the stuff above. Hopefully this section will give you everything you need to know to properly play a Warhammer 40,000 psychic.

 

 

KINDS OF PSYKERS & PSYCHIC RULES

 

There are three kinds of psykers.

 

Arcane Psykers are formally trained psykers who have studied or are studying in the Scholastica Psykana – an Imperial organization for the location and training of psykers for military and other purposes. These psykers are often called Alpha Psykers by the Imperium. They often serve in a military role for the Imperial Guard providing the Guard with the equivalent devastation of a tank in a very small and tidy package.

 

Mystic Psykers are church-trained or independantly master-pupil trained psykers who have learned to draw upon there internal store of warp energy without agitation by focusing on a mystic force such as a Greater Power. In the case of the Imperium this means most Mystic Psykers are devoutly religious and good servents of the Emperor. It is from among these that the Imperium selects Astropaths. Navigators are also a bit mystically psychic due to their warp eye.

 

Innate Psykers are those who have trained themselves (hence innate). Sometimes these are called Wyrds. Other times Witches or Warlocks. Most people fear innate psykers and the Inquisition considers them a very dangerous threat. Innate psykers are generally those most likely to be seduced by chaos because they haven’t been formally trained to fight the fell powers. Innate psykers can become incredibly – easily as powerful – if not more so – than any formally trained psyker.

 

CASTING PSYCHIC POWERS

This is the section to read once you know which psyker you’re dealing with and how they work. These rules apply universally to all psykers.

 

THE TOLL OF PSYKING

This section includes rules that balance out the power of Psykers. in the game of d20 Warhammer 40,000.

 

PSYCHIC POWER LISTS

 

The following section contains all the psychic powers available in the d20 Warhammer 40,000 game.

 

READING PSYCHIC POWERS

This section presents the format with which psychic powers are listed and the way to read them. Also explains what certain symbols mean (V represents Verbal components, MF a Mystic Focus one and so forth) and what conventions are used. Also explains to those familiar with D&D some of the general changes made across the board to psychic powers.

 

ARCANE / INNATE

These psychic powers are used by Magi, Alpha Psykers, Primaris Psykers, Space Marine Librarians, Wyrds, Warlocks and Witches. Most psykers use these two kinds of powers.

 

MYSTIC

Mystic powers represent a more complex, deeper sort of psychic power. These are used by Seers, Astropaths, powerful Navigators and Clerics of the Ecclesiarchy who have a psychic mind.

 

XENO-POWERS

Certain races have access to special psychic powers both of the Arcane/Innate type and of the Mystic type. This section outlines some famous xeno-powers.

 

CHAOS POWERS

These psychic powers are specifically designed for Chaos Sorcerers. They come in three categores (Nurgle, Slaanesh and Tzeentch) because the blood god does not have any psykers.

 

Hosted by www.Geocities.ws

1