Castellan Crowe

==Summary==
Garran Crowe is the current Castellan Champion of the Grey Knight's Purifier Order, and Warden of the Black Blade of Antwyr. An indestructible, malicious Warp entity trapped in the form of a sword, Antwyr is the darkest and most dangerous artifact watched over by the Purifiers. The sole thing keeping its evil contained is Crowe's indomitable will.
For over a century he has kept a grip on the Black Blade, forever isolated from his brethren except in war, as the entity within constantly assaults the mind of anyone even remotely near it, using their doubts and fears, promising great power. Crowe is the sole man capable of weathering every blow the blade throws at him, and keeps a keen ear on the words of spite directed at him. For although Antwyr spits nothing but vitriol and temptation, in its ramblings there may be yet hidden truths that lead to the dark weapon's destruction.
==Powers and Stats==
Tier: At least . , though higher with psychic powers
Name: Garran Crowe
Origin: Warhammer 40,000
Gender: Male
Age: Several centuries old
Classification: Space Marine, Grey Knight Castellan Champion, Warden of the Blade, former Knight of the Flame
Powers and Abilities:
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|-|Shown Abilities=
Space Marine Physiology, Psychic Powers (Given his rank as Castellan of the Purifier Order and his exceptional prowess, he should have access to all abilities granted by the Common Powers, Minor Powers, Biomancy, Divination, Pyromancy, Telekinesis, Telepathy, Librarius Discipline, Obscuration Discipline, Sanctic Discipline, and Dominus Discipline), Forcefield Creation (Via Codex: Space Marines (5th Edition); pg 52Warden of the Blade; Epilogue), Purification and Fire Manipulation (Crowe is able to conjure flames that scour daemonkind and the unclean taint of The WarpWarden of the Blade; Chapter SixWarden of the Blade; Chapter Seven), Aura (Overwhelming; . The Neverborn hordes are incapable of touching him for long, and suffer burns in proximity to him. His soul burns brightly enough to act as a in the WarpWarden of the Blade; Chapter FourWarden of the Blade; Chapter OneWarden of the Blade; Chapter TwelveCastellan; Chapter TwelveWarden of the Blade; Chapter FourteenCastellan; Chapter FourCastellan; Chapter SeventeenCastellan; Chapter Five), Supernatural Willpower (Crowe possesses willpower beyond , having withstood the psychic assaults of Antwyr for . Meanwhile, merely being in proximity to the Black Blade is enough to cause regular Grey Knights . He is , and of the Masque of Slaanesh, who was easily incorporating another Purifier into her danceCastellan; Chapter OneWarden of the Blade; PrologueCastellan; Chapter ThreeWarden of the Blade; Chapter EightCastellan; PrologueCodex: Grey Knights (9th Edition); pg 23Castellan; Chapter Fifteen), Weapon Mastery and Martial Arts (As Castellan Champion, Crowe is the , and among the greatest warriors in the entire elite brotherhood of the Grey Knights. Judged himself the only Grey Knight present in the campaign capable of Warden of the Blade; Chapter SevenWarden of the Blade; Chapter FourCodex: Grey Knights (5th Edition); pg 15), Extrasensory Perception (Crowe is particularly capable at , being even more attuned than his fellow Grey Knights to itWarden of the Blade; Chapter FourWarden of the Blade; Chapter SixWarden of the Blade; Chapter Three), Corruption (Type 1 and 2) and Mind Manipulation (Simply being in proximity will result in the Black Blade's corrupting influencing constantly scything the psyche of anyone nearby, with both threats and offers of power)
|-|Resistances=
Resistance to Psychic Powers (Psykers are naturally resistant to the powers of enemy Psykers.Dark Heresy 2nd Edition Core Rulebook; pg 195 Possesses additional resistances thanks to the hexagrammic wards inscribed into his armourGathering Storm - Rise of the Primarch; pg 126), Corruption (Type 1 and 2), Mind Manipulation and Madness Manipulation (Even among the already nigh-incorruptible and unshakeable Purifiers, Crowe stands alone as being nearly entirely incapable of being affected by the Warp's corrupting influenceCodex: Grey Knights (9th Edition); pg 23)
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Attack Potency: At least Building level (Superior to a regular Space Marine. As Castellan Champion, he is the greatest warrior of the Purifier Brotherhood, and among the greatest in the entire Chapter. The Black Blade . Can . Battled a weakened Champion of Khorne Skulltaker to a standstill, who had in an earlier campaign Warden of the Blade; Chapter SevenWarden of the Blade; Chapter FourWarden of the Blade; Chapter FourteenCastellan; Chapter SeventeenCodex: Grey Knights (5th Edition); pg 15Codex: Chaos Daemons (4th Edition) ).Varies, though higher with psychic powers (Caused a Daemon Prince of Slaanesh . Burned through the gigantic leg of an animated, Chaos-corrupted cathedralWarden of the Blade; EpilogueWarden of the Blade; Chapter Seven)
Speed: At least Subsonic movement speed (Faster than ordinary Astartes), with at least Hypersonic combat and reaction speed (As a notable duelist and warrior beyond most others in his Chapter, should be far superior to baseline Astartes who can intercept bolt rounds) and FTL perception speed (Veteran Astartes can react to information in nanosecondsBattle for the Abyss; Chapter Five)
Lifting Strength: At least Class 25 (Should be comparable if not superior to Astartes in Terminator armor), far higher with psychic powers (While in a Warp-infested space, Crowe was able to resist the telekinetic pull of the Masque of Slaanesh, Castellan; Chapter Fifteen)
Striking Strength: At least Building level (Antwyr can easily cleave through daemonsWarden of the Blade; Chapter Fourteen)
Durability: At least Building level (His artificer armor is to the regular armor of Grey Knights and it can Warden of the Blade; Chapter ThreeCastellan; Chapter One)
Stamina: Superhuman (Crowe is a nigh-unstoppable force on the battlefield, and his stamina is far superior to the average Astartes. Has withstood the strain of Antwyr for over a century. Got mauled by a Daemon Prince and continued the campaign on Sandava III with no signs of slowing down. Suffered from being stabbed by Antwyr and simply continued the campaign on Sandava IIWarden of the Blade; EpilogueWarden of the Blade; Chapter TwelveWarden of the Blade; PrologueCastellan; Chapter Three)
Range: Extended Melee Range normally; Kilometers with Storm Bolter; At least Several meters with psychic powers
Standard Equipment: The Black Blade of Antwyr, wrist-mounted Storm Bolter, Iron Halo, , Warden of the Blade; Epilogue
Intelligence: At least Gifted (Crowe is an extremely knowledgeable member of the Grey Knights, having done , and is also a venerated war leader with hundreds of campaigns under his beltCastellan; Chapter Five)
Weaknesses: Antwyr constantly rages against Crowe, attempting to draw other hosts to it, actively trying to get him killed.
Notable Attacks/Techniques:
Psychic Bolts
*Psychic Barrage: A cluster of bolts of psychic energy, similar to that of semi-automatic weapon fire.
*Psychic Storm: Many bolts of psychic energy, similar to that of fully-automatic weapon fire.
*Psychic Blast: A blast which detonates over a wide area, affecting numerous enemies simultaneously.
Minor Powers
*Call Creatures: The psyker calls simple-minded creatures to themself.
*Call Item: The psyker summons an item to their hand instantly.
*Chameleon: Reality blurs around the psyker, distorting their image and blending them into their surroundings.
*Deja Vu: The psyker begins a memory loop in the mind of their opponent, causing them to repeat thoughts.
*Detection: The psyker scans their surroundings for the mental signature of any foe, becoming immediately aware of anyone up to a dozen yards from them.
*Distort Vision: The psyker's image disappears and reappears within another space up to 10 meters away.
*Dull Pain: The psyker nullifies their pain or the pain of another.
*Fearful Aura: The psyker twists reality to appear as the prime source of dread for whoever looks upon them.
*Flash Bang: The psyker creates a bright flash of light and a deafening bang.
*Float: The psyker begins to levitate above the ground, only being able to move up or down 5 meters.
*Forget Me: The psyker becomes instantly forgettable to its opponent. The mere thought of it being suppressed in its mind.
*Gaze of Death: Dark bolts of energy burst from the psyker's eyes, striking their foe.
*Healer: The psyker knits together someone's flesh and bone to its previous state.
*Inflict Pain: The psyker fills a person's mind with unspeakable pain.
*Inspiring Aura: The psyker casts an aura around themself which fills those around them with confidence.
*Knack: The psyker taps into their unconscious to awaken a deeper understanding of their capabilities.
*Lucky: Luck warps and acts strangely around the psyker.
*Precognition: The psyker gains a fuzzy picture of the future, with it becoming clearer as the event draws near.
*Psychic Stench: An item is imbued with a repugnant stench. Within 5 metres, all will smell it regardless of barriers or other smells, regardless of whether or not said person lacks a sense of smell
*Resist Possession: The psyker wards their mind from the denizens of the Warp.
*Sense Presence: The psyker reaches out with their mind to get a sense of other life forms within their range.
*Spasm: The psyker causes a target's muscles to spasm.
*Spectral Hands: The psyker creates an invisible force to manipulate an object.
*Staunch Bleeding: The psyker stops their own bleeding or the bleeding of another.
*Torch: The psyker creates a small ball of psychic flame which lights up the area.
*Touch of Madness: The psyker reaches into the mind of a target and forces them to believe something that isn't true.
*Trick: The psyker influences probability to affect the outcome of any game they're playing.
*Unnatural Aim: The psyker uses the Warp to guide their aim.
*Wall Walk: The psyker bends gravity, negating the naturally low or high gravity of a world, to walk on walls or ceilings.
*Warp Howl: The psyker sends out a screech through the Warp that tears into reality, drowning out all sounds in the area.
*Weaken Veil: The psyker weakens the fabric of space, drawing the immaterium closer to realspace.
*Weapon Jinx: The psyker distorts and scrambles the circuitry of nearby machinery.
*White Noise: The psyker fills the Warp with static, making psychic detection and tech sensors less reliable.
*Wither: A wave of pestilence emerges from the body of a psyker, causing all plant life within the area to die within a matter of moments.
Biomancy Powers
*Bind Corruption: The psyker slows the spread of diseases, specifically those of Warp-related origin, such as the Zombie Plague or Obliterator Virus.
*Bio-Lightning: The psyker channels their life force through their body, creating a blast of living energy.
*Blood Boil: The psyker causes their opponent's blood pressure to rise by flexing their heart and accelerating their pulse, causing blood vessels to rupture.
*Cellular Control: The psyker transcends their body's natural limitations and modify their very cellular structure. This makes them immune to all poisons, the effects of extreme temperature, and fatigue. It also enhances all of their physical characteristics and makes it as though they're wearing a void suit in a vacuum (However, they still require oxygen to breathe).
*Constrict: With a word, thought, or gesture, the psyker constricts their opponent's windpipe, choking them and cutting off their breath.
*Endurance: The psyker energizes their body to initiate rapid cell growth, causing shattered bones and wounds to heal and removing the effects of combat entirely.
*Enfeeblement: The psyker strips their victim's vitality away, causing them to become stunned and fatigued.
*Enhanced Senses: The psyker extends their senses beyond what is physically possible, to a limit only equaled by those with biomechanical augmentations.
*Haemorrhage: Similar to Blood Boil, the psyker accelerates their opponent's heart rate beyond what is physically possible, causing their blood pressure and pulse to accelerate rapidly. This causes blood to flood their brain and veins to burst from the sheer amount of pressure.
*Hammerhand: The psyker vastly increases the strength of their arm, making it capable of shredding flesh and bone with ease.
*Invigourate: The psyker galvanizes the flesh of their group, empowering them and removing their fatigue.
*Iron Arm: The psyker transforms their flesh, causing it to harden in a slick, living metal, weighing him down but also causing him to become incredibly resistant, being able to shrug off small arms fire and crush their enemies with their bare hands.
*Life Leech: The psyker leeches the life force of their opponent, stealing it to heal and invigourate their own flesh.
*Regenerate: The psyker knits their own flesh back together, allowing them to even regrow lost limbs and organs.
*Seal Wounds: The psyker repairs their damaged flesh, healing any cuts and burns they may have.
*Shape Flesh: The psyker transforms their body into whatever frame they can imagine. This can allow them to gain claws, sharp teeth, and even gain the ability to fly, see in the dark, and burrow through solid rock. It can also be used in subtler ways, allowing them to simply alter their appearance, such as changing their eye color or flesh tone or even mimic another individual entirely.
*Smite: The psyker draws on their body's own electric field and projects crackling bolts of bio-lightning from their body.
*Toxic Siphon: The psyker draws poison from their flesh, removing it completely.
*Warp Speed: Drawing on the power of the Warp, the psyker greatly enhances their body's speed, pushing themself beyond physical limits.
Divination Powers
*Divine Shot: The psyker uses the power of the Warp, searching down the near-infinite paths of potential trajectories and finding the one needed, making an unavoidable shot, regardless of how potent that shot actually is.
*Dowsing: The psyker focuses his mind on a single object or person, pushing out all other distractions until that target is found.
*Far Sight: The psyker opens their inner eye to perceive events far away from them, pushing far beyond what's physically possible to perceive events up to a kilometer away.
*Foreboding: The psyker gains a natural sixth sense, knowing exactly where and how their opponent will attack, dodging blows and even lasblasts with frightening ease.
*Forewarning: The psyker taps into the warp and akin to dropping a single pebble into a pool, sends ripples into the Empyrean and slightly shifting the course of events. Without even moving a muscle, the psyker saves their ally from injury and their opponent baffled.
*Glimpse: The psyker peers into the future and into the various potential outcomes and pathways.
*Misfortune: The psyker twists fate to ensure their foe suffers every single calamity possible to them, ranging from embarrassing mishaps to possible life-and-death struggles.
*Perfect Timing: The psyker predicts the exact moment their foe will expose themself as a target. The psyker then forges a link with their allies, intertwining their fortures so that they fire in perfect unison against their newly exposed foe.
*Precognition: The psyker witnesses solid, perfectly lifelike visions of their own future, gaining information to ensure and avoid future fates.
*Precognitive Strike: Like a spider on a web, the psyker senses disturbances in their immediate future, allowing them to read possible outcomes and anticipate the movement of their opponent.
*Precognitive Dodge: The immediate future of a psyker appears clearly in their mind, allowing them to dodge projectiles even before they've been fired.
*Prescience: The psyker sees brief, fuzzy flashes of immediate futures which guide them and their allies against their opponent.
*Preternatural Awareness: The psyker gains the ability to gain an impression of future events, giving them uncanny accuracy in anticipating them.
*Psychometry: The psyker draws upon the emotions and psychic residue left on an object or place, reading the psychic impressions to gain a glimpse of the events that transpired there.
*Personal Augury: The psyker peers into the fate of a single, willing target, allowing them to warn them of impending dangers and opportunities that may arise in their future.
*Scrier's Gaze: The psyker is unburdened by physical limitations on sight, allowing them to see anything from the actions or plans of a foe, the movements throughout an entire battlefield or hive level, the number of individuals around them, or even every possible outcome of the conflicts within an area.
*Soul Sight: The psyker reads a person's aura and soul, learning anything from their current emotions to their levels of injury or even any addictions or madness they may suffer from.
*Warp Perception: The psyker opens his senses to the Warp, allowing for them to see and smell far beyond their physical limits.
*Winding Fate: Through touching an item or person, the psyker peers into the past and future of the target.
Pyromancy Powers
*Blinding Flash: The psyker focuses his mind into a burst of searing, bright light that blinds all those around them.
*Burning Fist: The psyker wreathes their hand in waves of shimmering flame.
*Call Flame: With a single thought, the psyker conjures a small flame in their palm.
*Cauterise: The psyker cauterizes a wound by applying intense heat to the wound.
*Douse Flames: The psyker instantly extinguishes all flames in the area as well as interfering with fire-based weapons, causing them to not function as long as they remain within range of the power, though they may still spray fuel depending on the design of the weapon.
*Fiery Form: The psyker engulfs their entire body in flame, cloaked in sheets of fire that somehow don't harm them but burns all nearby nonetheless.
*Fireball: The psyker engulfs their hands in flame which they hurl at the enemy.
*Fire Bolt: The psyker creates a bolt of flame with their mind and hurls it at their foe.
*Fire Shield: The psyker summons a wall of shimmering fire. All who attempt to strike the psyker must contend with flames that leap from the shield.
*Fire Storm: The psyker creates an intense conflagration about their target as the very air itself ignites, burning all within to cinders.
*Flame Breath: The psyker expels a torrent of flame from their mouth and eyes.
*Holocaust: Drawing on the psyker's own soul to power, the spell creates a storm that burns both realspace as well as the immaterium, burning across dimensions and affecting entities in both. There is no immunity its fires and warp Entities, as well as other immaterial creatures are burned as readily as the fleshbound. Those slain by by the flames are killed forever.
*Incinerate: The psyker generates an intense heat, agitating molecules to create an effect even more devastating than a meltagun.
*Inferno: The psyker focusses their power and ignites the very atmosphere surrounding their target.
*Manipulate Flame: The psyker manipulates the flames around them, molding and moving them as they wish.
*Molten Beam: The psyker projects a beam of sun-hot energy from their palm which liquifies and burns all it touches.
*Sculpt Flame: The psyker controls the shape of the fires around them, intensifying them or shaping their appearance as they wish.
*Spontaneous Combustion: The psyker ignites their enemies and burns them alive, boiling their blood and turning their flesh to smoulders.
*Sunburst: The psyker releases a nova of fiery energy from their body which glows brighter and hotter before rapidly expanding outward in all directions. The psyker remains untouched while all around them is reduced to ashes and cinders.
*Wall of Fire: The psyker summons an immobile wall of fire that's 3 metres high, a metre thick, and up to ten metres long.
Telekinetic Powers
*Assail: The psyker reaches out with their mind and plucks out an object and hurls it at their target. When there are no objects around them, they instead choose to direct their mental energies directly at the foe, pounding them with bolts of invisible force.
*Catch Projectiles: The psyker catches an incoming projectile, though it only works on solid objects.
*Fling: The psyker telekinetically lifts an unattended object and flings it at their target.
*Force Barrage: The psyker creates a large number of force bolts, firing them at their opponent.
*Force Bolt: The psyker fires a burst of tangible mental force at their opponent.
*Gate of Infinity: The psyker tears a hole in space to pass into the Warp, allowing them to reach their destination at incredible speeds.
*Machine Empathy: The psyker tampers with mechanical, electrical, and electronic systems, causing machinery to malfunction.
*Objuration Mechanicum: The psyker reaches out and disrupts the inner workings of nearby machines, jamming gears, blowing fuses, and severing power couplings.
*Precision Telekinesis: The psyker achieves more subtle effects, moving minor objects with high amounts of precision.
*Psychic Blade: The psyker projects a blade made purely of psychic energy. Thanks to this, it's impossibly thin, as little as a molecule thick, and thus shear through almost any physical object with ease.
*Psychic Crush: The psyker constricts their opponent, crushing the life out of them.
*Psychic Impel: The psyker uses a powerful telekinetic push to fling the enemy into the ground.
*Psychic Ward: The psyker shields themself with a psychic aura that deflects enemy attacks.
*Push: The psyker gathers a ball of telekinetic energy and directs it against a taget, knocking them over and onto the ground.
*Shockwave: The psyker creates a sound that transforms into a powerful shockwave, bursting eardrums and knocking all to the ground.
*Telekine Dome: The psyker shields themself and nearby allies with a dome of pure mental energy, deflecting bullets and lasblasts with ease.
*Telekine Shield: The psyker erects a wall of intangible force that moves with them, blocking bullets and blades.
*Telekinesis: The psyker uses their strength of will to move an inanimate object around.
*Telekinetic Shield: The psyker calls on their power and reaches out farther than their flesh can extend, distorting reality to grasp objects with eldritch hands.
*Telekinetic Shield: The psyker erects a field of telekinetic energy around them.
*Vortex of Doom: The psyker tears a hole into the Warp. The laws of physical space are undone as the predators of Chaos devour all in the vicinity.
Telepathy Powers
*Beastmaster: The psyker perceives the emotions of animals and communicates with them. Thanks to their simplicity, they take over the creature's mind and force them to follow their every command.
*Compel: The psyker briefly tricks a target's mind and forces another to act against their own will.
*Demoralize: The psyker reaches into the mind of another and fills them with thoughts of panic and fear.
*Distraction: The psyker interferes with their target's perception, causing them to see something in the shadows and distract them from the battle.
*Dominate: The psyker reaches out with their mind and completely seizes control of another's body.
*Embolden: The psyker bolsters the courage of a nearby target by instilling images of heroic actions into their mind.
*Enforce Will: The psyker mentally prompts an enemy to perform a simple action against their will.
*Erasure: The psyker opens a target's mind and slices away their memories, removing them forever.
*Hallucination: The psyker manipulates the mind of another, severing their connection to normal existence and causing them to believe something that isn't true.
*Inspire: The psyker bolsters their comrades by subtly implanting images of courage and masking negative emotions in their mind.
*Invisibility: The psyker obscures their allies from their foe's senses. Though they can still detect them with their eyes and other senses, their mind cannot perceive them, save for a slight distortion in their vision.
*Mental Fortitude: The psyker augments the mental abilities of their target, providing them a defense against the stresses of combat and terrors of the galaxy.
*Mesmerism: The psyker reaches into the mind of a victim and, using their mental powers, entrances them.
*Mind Scan: The psyker reads the thoughts of another, reading anything from surface level thoughts to every crevice of the target's mind, so much so that their entire psyche is there to plunder for information.
*Projection: The psyker sends out their mind and spirit, projecting a "mental self" which can look like whatever the psyker wishes. Said projection travels at the speed of thought but said projections also leave the physical body vulnerable to attack as the psyker is completely unaware of the surroundings of the physical body as well as leaving their spirit vulnerable to the native creatures of the immaterium which will assail the psyker's mind.
*Psi-Track: The psyker traces the minds of another nearby, immediately sensing their exact locations.
*Psychic Shriek: The psyker create a scream of psychic energy designed to overload nervous systems and knock targets unconscious.
*Puppet Master: The psyker crushes the target's will, locking them away in a dark corner of their own mind and completely taking control of their body.
*See Me Not: The psyker erases their presence from the minds of others, removing the very thought of them from others and leaving them unknown of the cause of any effects they may cause to the physical world.
*Telepathy: The psyker sends their thoughts into the minds of those around them, sending a message to one or more individuals.
*Telepathic Link: The psyker establishes a mental connection with another, linking their minds and allowing them to receive or transmit thoughts.
*Terrify: The psyker dredges up a person's worst nightmares and projects them directly into their mind, causing them to flee screaming.
Librarius Powers
*Smite: Lethal bolts of lightning leap from the Librarian's fingertips, tearing his enemies apart in a barrage of psychic power.
*Force Dome: Reaching out with his mind, the Librarian erects a barrier of shimmering force about himself and his companions.
*Machine Curse: The Librarian calls down a powerful curse upon the machine spirit of an enemy war engine.
*The Avenger: The Librarian draws on the ancient legends of his Chapter to create a destructive avatar of roiling flame. The psychic construct billows forward, leaving destruction in its wake.
*Quickening: Using his uncanny mind to project his physical being forwards into the timestream, the Librarian acts so swiftly as to defy the vision of his foes.
*Null Zone: The Librarian turns the full force of his mind upon the foe, peeling away their layers of protection, both technological and mystical, and leaving them vulnerable to the weaponry of his brothers.
*Might of the Ancients: The deadly powers of the Immaterium heighten the Librarian's strength to unimaginable levels, the better to vanquish the foes of the Emperor.
*Psychic Scourge: The psyker pits his superhuman willpower against that of his enemies in a battle of mental fortitude, seeking to destroy their minds in a burst of psychic fury.
*The Gate of Infinity: Focusing his Warp-sense, the Librarian creates a corridor of safe passage through the Immaterium, allowing him to cross great distance in but the blink of an eye.
*Veil of Time: The psyker projects his will beyond the regular passage of time, altering the temporal flow to sway the tide of battle.
*Vortex of Doom: The Librarian opens a tear between the material realm and the howling destruction of the Warp, unleashing devastating energies that utterly consume his foes.
Obscuration Powers
*Shrouding: The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that their allies appear as nothing more than indistinct shadows.
*Soul Sight: The psyker shares his warp-sight with his bretheren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark.
*Mind Raid: The psyker peers into the mind of their foe, raiding their thoughts for secret codes, battle plans, and the location of hidden forces and any other tactical information that might be useful. Such brute psychic interogation inflicts severe cerebral trauma on its victims.
*Hallucination: The psyker instils terror and panic within his foes by conjuring images out of their memories - from past allies seemingly returning from the dead, to apparitions wrought from nightmares.
*Tenebrous Curse: As the psyker twists his hand, a psychic bolt lances through the minds of his enemies. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination.
*Temporal Corridor: The psyker creates an invisible corridor in which the passage of time is altered, allowing his allies to traverse the battlefield with supernatural swiftness.
Sanctic Powers
*Hammerhand: Focusing the raging power of their minds, Grey Knights can augment their already prodigious might. Even unarmed, such a warrior can crush flesh and bone - given blade or hammer there is little limit to what he can slay.
*Dark Excommunication: The Grey Knight weaves an enchantment that severs the Daemon's connection to its dark master.
*Might of Titan: Drawing strength from the legends of his Chapter, the Librarian bolsters the might of his allies.
*Quicksilver: Quickened by the Librarian's uncanny mind, the Grey Knights reflexes are increased to an incredible speed.
*Sanctuary: Chanting words of warding, the psyker creates a zone of light around him that can protect him from harm and repel daemonic creatures.
*The Shrouding: The Librarian uses his psychic mastery to fog the minds of his enemies, clouding sight and instinct. So it is that even a shot taken at point blank range is unlikely to find its target, but instead wastes its force on a shadow-image that only exists in the firer's mind.
*Smite: Lethal bolts of lightning leap from the Librarian's fingertips, tearing his enemies apart in a barrage of psychic power.
*Vortex of Doom: The Librarian opens a tear between the material realm and the howling destruction of the Warp, unleashing devastating energies that utterly consume his foes.
*Warp Rift: With a simple gesture, the Librarian rends the material realm asunder, condemning his foes to the caprices of the Warp.
*Purge Soul: The psyker draws upon every ounce of willpower he possesses to purge the evil of his foes' souls, scouring every trace of corruption even if it destroys them in the process.
*Gate of Infinity: The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye.
*Astral Aim: The psyker reaches out to the minds of his fellow battle-brothers, mystically guiding their aim to the chosen target.
*Purifying Flame: The pellucid fire of the psyker's soul is released in a wave of empyric flame, burning the essences of the unworthy.
*Armoured Resilience: The psyker channels the primordial energies of the empyrean through himself, infusing the armour of his allies with its power, hardening the ceramite beyond what could be achieved by human artifice.
Dominus Powers
*Gate of Infinity: The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye.
*Empyric Amplification: In ritualistic patters, the psyker overlays a complex web of blessed, psychic amplifications around the doomed foe. Matching the intricate martial methods of his brother knights, each strike with their psychically empowered weapons through this field drives more of their manifested power into the enemy.
*Sanctuary: Chanting words of warding, the psyker creates a zone of light around him that can both protect him from harm and repel daemonic creatures.
*Vortex of Doom: The psyker tears a rift between realspace and the warp, condemning his foes to total oblivion.
*Warp Shaping: The psyker draws deep from the very fabric of the Warp, molding it to serve his will and the needs of his battle-brothers.
*Ghostly Bonds: Subtly manipulating the invisible barrier separating the immaterium from the material realm, the psyker causes imperfect wrinkles and bulges within its fabric to gather around his opponent, pushing back against their advance and dragging at their momentum like a spiritual halter.
==Gallery==
CroweOnce.jpeg|Crowe as a Knight of the Flame, before his ascension to the rank of Castellan
Castellan Garran Crowe.png
Crowe.png
GK CastellanCrowe.jpg|Fifth Edition Crowe miniature
Crowe9th.jpg|Ninth Edition Crowe miniature
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Warhammer 40,000
Category:Knights
Category:Super Soldiers
Category:Science Fantasy Characters
Category:Armor Users
Category:Sword Users
Category:Warriors
Category:Imperium of Man
Category:Humans
Category:Book Characters
Category:Leaders
Category:Adeptus Astartes
Category:Psychics
Category:Forcefield Users
Category:Purification Users
Category:Fire Users
Category:Aura Users
Category:Supernatural Willpower Users
Category:Weapon Masters
Category:Martial Artists
Category:Extrasensory Perception Users
Category:Corruption Users
Category:Mind Users
Category:Absorption Users
Category:Acid Users
Category:Adaptation Users
Category:Alternate Future Display Users
Category:Animal Users
Category:Astral Projection Users
Category:BFR Users
Category:Biology Users
Category:Blood Users
Category:Bodily Weaponry Users
Category:Body Control Users
Category:Body Puppetry Users
Category:Breath Attack Users
Category:Chaos Users
Category:Clairvoyance Users
Category:Creation Users
Category:Curse Users
Category:Darkness Users
Category:Death Users
Category:Disease Users
Category:Durability Negation Users
Category:Electricity Users
Category:Empathic Manipulation Users
Category:Energy Users
Category:Enhanced Senses Users
Category:Existence Erasure Users
Category:Fate Users
Category:Fear Users
Category:Flight Users
Category:Fragrance Users
Category:Gravity Users
Category:Healers
Category:Heroes
Category:Illusionists
Category:Immortality Negation Users
Category:Immortals
Category:Imperium of Man
Category:Information Analysis Users
Category:Law Users
Category:Life Users
Category:Light Users
Category:Matter Users
Category:Memory Users
Category:Mind Users
Category:Non-Physical Interaction Users
Category:Pain Users
Category:Perception Users
Category:Physics Users
Category:Portal Users
Category:Power Nullification Users
Category:Precognition Users
Category:Probability Users
Category:Purification Users
Category:Reality Warpers
Category:Regeneration Negation Users
Category:Regeneration Users
Category:Resistance Negation Users
Category:Soldiers
Category:Soul Users
Category:Sound Users
Category:Space Users
Category:Statistics Amplification Users
Category:Statistics Reduction Users
Category:Status Effect Users
Category:Summoners
Category:Supernatural Luck Users
Category:Surface Scalers
Category:Technology Users
Category:Telekinesis Users
Category:Temperature Users
Category:Time Users
Category:Transformation Users
Category:Underground Mobility Users
Category:Underwater Breathing Users
Category:Vibration Users
Category:Warriors
Category:Weapon Creation Users