Psychic Powers (Warhammer: 40,000)

==Summary==
Psychic Powers come from the innate ability of some within Warhammer 40,000 to manipulate the Warp, otherwise known as the Immaterium, the Empyrean, the Sea of Souls, or the Realm of Chaos. These individuals, known generally as Psykers, draw from the Warp, allowing them to perform feats impossible for the average man without the use of sufficiently advanced technology. These abilities can be either universal or be split into specific disciplines, though strong enough psykers can draw from all of them.
==Common Powers==
Such powers are universal and are extensions to the very nature of psykers.
Provides Energy Manipulation and Chaos Manipulation (Psykers manipulate the energies of the WarpDark Heresy 2nd Edition Core Rulebook; pg 193 to use their abilities. Capable of creating psychic bolts of energyDark Heresy 2nd Edition Core Rulebook; pg 198), Reality Warping and Physics Manipulation (Their abilities allow them to break the laws of physicsDark Heresy 2nd Edition Core Rulebook; pg 192), Extrasensory Perception (Psykers can sense other psychic powersDark Heresy 2nd Edition Core Rulebook; pg 195, sensing the currents of the Warp as Psykers dip into it to fuel their abilities), Power Nullification (Psykers can negate the attacks and effects caused by other PsykersInquisitor Rulebook; pg 48), Resistance to all Psychic Powers (Psykers are naturally resistant to the powers of enemy Psykers)
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==
Such powers can be learned by those with even the slightest inkling of psychic potentialDark Heresy 1st Edition Core Rulebook; pg 165.
Provides Animal Manipulation (The psyker can call simple-minded animals to them), Aura (Psykers can project an aura of confidence out towards others which equally fills them with confidenceDark Heresy 1st Edition Core Rulebook; pg 167), Biological Manipulation (Psykers can cause a person's muscles to spasm out of control), Blood Manipulation (Psykers can stop blood loss), Empathic Manipulation (Psykers can project an aura of confidence out towards others which equally fills them with confidence), Extrasensory Perception (Psykers are able to sense the presence ofothers around themInquisitor Rulebook; pg 49), Energy Manipulation (Psykers can fire bolts of energy from their own eyes), Fear Manipulation (The psyker twists reality to appear far more terrifying and they become a source of dread for all who view themDark Heresy 1st Edition Core Rulebook; pg 166), Fire Manipulation (Psykers can create small orbs of psychic flame which act as a source of lightDark Heresy 1st Edition Core Rulebook; pg 168), Fragrance Manipulation (Psykers can make an object smell entirely distasteful to whoever happens to be within a certain area), Healing (Psykers can heal small wounds), Illusion Creation and Invisibility (The psyker projects their image elsewhere while they themselves appear invisible), Life Manipulation and Death Manipulation (Psykers can release a wave of invisible energy that kills all planet life in the area), Light Manipulation (The psyker can create a blinding flash), Sound Manipulation (The psyker can create a deafening bang. Psykers can create a deafening screech which drowns out all sound), Limited Flight (The psyker can slightly levetate in a small area), Memory Manipulation (Psykers create a memory loop within the mind of a target, slipping their mind back several seconds in time. The psyker can make it so that their very presence is forgetable and none can remember them, suppressing any previous memories of them as well), Mind Manipulation (Psykers can force others to believe things that simply aren't true), Pain Manipulation (Psykers can fill the minds of others with unspeakable agony), Perception Manipulation (Psykers can blur the way others see them to conceal their image), Precognition (Psykers can get a fuzzy image of the future which gets clearer as the event shown approaches), Probability Manipulation (Psykers can increase their probabilities in games of chance), Supernatural Luck (Psyker are unnaturally lucky), Gravity Manipulation and Surface Scaling (Psykers can bend gravity around them to allow them to walk on walls and the ceiling), Technology Manipulation (Psykers can jinx weapons and nearby machinery so they fail to work. Psykers can also fill the Warp with static to make scanning technology fail to detect them), Limited Teleportation (Psykers can teleport prepared items to their hands), Telekinesis (Psykers can telekinetically move objects within a certain range), Reality Warping (Psykers can tear through reality into the Warp or weaken the veil between realspace and the immaterium), Resistance to Mind Manipulation and Possession (Psykers can create mental wards to avoid possession), Pain Manipulation (Psykers can dull their own pain or the pain of others), Gravity Manipulation (Increased or decreased gravity doesn't have an effect on a psyker while utilizing Wall-Walk)
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.
==Major Disciplines==
These abilities are akin to specific paths a psyker can go on, allowing them to specialize in specific kinds of psychic powers. However, strong enough psykers can master arts from several disciplines or even all of them. These disciplines include: Biomancy, Divination, Pyromancy, Telekinesis, Telepathy, Daemonology, and Theosophamy.
===Biomancy===
Provides Electricity Manipulation (Biomancers can project bio-lightning from their bodies)Dark Heresy 1st Edition Core Rulebook; pg 169Dark Heresy 2nd Edition Core Rulebook; pg 202, Status Effect Inducement (Biomancers can strip the vitality from others and weaken them)Dark Heresy 2nd Edition Core Rulebook; pg 200, Life Manipulation and Absorption (Biomancers can absorb the lifeforces of others)Dark Heresy 2nd Edition Core Rulebook; pg 201, Biological Manipulation (Biomancy in and of itself is study of flesh and its users can alter it within other beings)Dark Heresy 1st Edition Core Rulebook; pg 170, Body Control, Transformation, Flight, Underground Mobility, and Bodily Weaponry (Biomancers can shape their flesh in any way they wish, allowing them to sprout wings, gain claws and other forms of natural weaponry, or the ability to burrow underground), Limited Disease Manipulation (Biomancers can draw out diseases from the bodies of others)Inquisitor: The Thorians; pg 32, Enhanced Senses (Biomancers can enhance their senses beyond natural limits to become comparable to biomechanically augmented senses), Healing (Biomancers can encourage cell growth to heal their allies), Regeneration (Low-Mid; Biomancers can regenerate entire limbs that've been lost), Statistics Amplification (Biomancers can enhance their physical strength and speed), Resistance to Poison Manipulation (Biomancers can make their bodies immune to all poisons) and Temperature Manipulation (Biomancers can make their bodies strong enough to ignore extreme temperatures)
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===
Provides Clairvoyance (Psykers can sense the psychic residue left on objects or scry information from the movement of the stars or scattered animal entrails)Dark Heresy 2nd Edition Core Rulebook; pg 205Dark Heresy 1st Edition Core Rulebook; pg 171Dark Heresy 1st Edition Core Rulebook; pg 172, Precognition (Psykers can peer into anything from their own future to the countless possible outcomes of battles)Dark Heresy 2nd Edition Core Rulebook; pg 203Dark Heresy 1st Edition Core Rulebook; pg 173Dark Heresy 2nd Edition Core Rulebook; pg 204, Probability Manipulation (Psykers can ensure that misfortune comes to their foes, from mere mishaps to life-or-death struggles occurring), Enhanced Senses (Psykers can enhance their perception beyond natural limits), Fate Manipulation (By sending a ripple effect in the Warp, a psyker can alter the course of events in a battle without moving a muscle), Extrasensory Perception and Information Analysis (Psykers can view a person's spectral self and learn a variety of things from it, ranging from their emotions to the state of their body or any madness they suffer from)
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===
Provides Fire Manipulation (Pyromancy is entirely based around the manipulation of fire)Dark Heresy 1st Edition Core Rulebook; pg 174Dark Heresy 1st Edition Core Rulebook; pg 175Dark Heresy 2nd Edition Core Rulebook; pg 206Dark Heresy 2nd Edition Core Rulebook; pg 208Inquisitor Rulebook; pg 53, Limited Technology Manipulation (Pyromancers can interfere with fire-based weaponry), Light Manipulation (Pyromancers can produce a bright flash of light to blind their enemies), Temperature Manipulation (Pyromancers can alter the temperature around them)Dark Heresy 2nd Edition Core Rulebook; pg 207, Breath Attack (Pyromancers can breathe fire), Aura (Pyromancers can create a blazing hot aura around themselves that rapidly expands outward and grows ever hotter and brighter), Soul Manipulation (Psykers can burn away the souls of others as well as Warp Entities), Existence Erasure and Resistance Negation (Pyromancers can erase Daemons in the Warp), Regeneration Negation (Low-Godly; Can erase Daemons beyond the point of regeneration), Immortality Negation (Types 1, 2, 3, 4, 5, 6, 8 and 9; Can negate the regeneration of Daemons), Resistance to Fire Manipulation (Pyromancers are, for the most part, immune to their own flames)
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.
===Telekinesis===
Provides Telekinesis (As the name suggests, the telekinesis discipline allows its users to translate mental impulses into a physical force)Dark Heresy 1st Edition Core Rulebook; pg 176Dark Heresy 1st Edition Core Rulebook; pg 177Dark Heresy 2nd Edition Core Rulebook; pg 209Dark Heresy 2nd Edition Core Rulebook; pg 211Inquisitor Rulebook; pg 52, Forcefield Creation (Psykers can manifest telekinetic shields and domes to protect themselves and others), Portal Creation and Spatial Manipulation (Psykers can tear holes in physical space into the Warp), Dimensional Travel (Gate of Infinity allows its users to travel into the Warp), Technology Manipulation (Psykers can disrupt the inner workings of machines), Sound Manipulation and Vibration Manipulation (Shockwave allows a psyker to amplify a sound they produce to effectively create a shockwave that can burst eardrums and knock people off their feet)Dark Heresy 2nd Edition Core Rulebook; pg 210, Law Manipulation (Vortex of Doom allows a psyker to undo the laws of physical space around a tear into the Warp), Weapon Creation (Psykers can create impossibly thin blades made of pure psychic force)
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===
Provides Telepathy (As the name implies, the telepathy discipline is based around telepathy)Dark Heresy 1st Edition Core Rulebook; pg 178Dark Heresy 1st Edition Core Rulebook; pg 180Dark Heresy 2nd Edition Core Rulebook; pg 214, Animal Manipulation (Telepaths can easily dominate and control the simpler minds of animals), Mind Manipulation (Telepaths can alter, control, or erase aspects of a person's mind and memories)Dark Heresy 1st Edition Core Rulebook; pg 179Dark Heresy 2nd Edition Core Rulebook; pg 212Inquisitor Rulebook; pg 50, Astral Projection (Telepaths can project their minds outward while leaving their physical body behind), Fear Manipulation (Telepaths can draw upon a targets' greatest fears and create nightmarish visions to terrify them), Extrasensory Perception (Telepaths can sense the presence of other minds around them), Memory Manipulation (Telepaths can slice away the memories of others, erasing them forever), Empathic Manipulation (Telepaths can alter the emotions of others), Perception Manipulation (Telepaths can alter what another person sees in order to trick them), Body Puppetry (Telepaths can control the bodies of others while locking away the targets own mind)
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.
===Daemonology===
Provides BFR and Portal Creation (Banishment allows for a psyker to tear open a portal in realspace to banish Daemons back into the Warp. Vortex of Chaos creates a gateway which sucks anything in the area into the Warp)Inquisitor Rulebook; pg 53, Dimensional Travel and Intangibility (Instability allows a psyker to phase in and out of the Warp in order to phase through objects), Teleportation (As the name suggests, teleportation allows a psyker to teleport themselves or another person or object), Statistics Amplification (By drawing on the powers of the Warp, the psker enhances their strength and agility for a period of time)
Daemonology Powers
*Banishment: The psyker opens a temporary portal into the warp, drawing power from all nearby psykers and banishing any daemonic entities back into the Realm of Chaos.
*Instability: The psyker "phases" their molecules slightly into warpspace, enabling them to pass through solid objects but keeping them from interacting with the physical world in any way at all.
*Sanctuary: The psyker creates a zone of power around them which can repel daemonic creatures.
*Summon Warp Power: The psyker draws upon the energy of the Warp, imbuing themself with extraordinary strength and agility for a limited time.
*Summon Void: The psyker opens a small breach into the Warp, tearing away a tiny piece of reality and dragging it into the other dimension.
*Teleportation: The psyker uses the power of the warp to displace themself, another person, or inanimate object, to another area.
*Vortex of Chaos: The psyker opens a gateway from realspace into the Warp, creating a swirling vortex that sucks everything in the surrounding area into the Realm of Chaos.
===Theosophamy===
Provides Status Effect Inducement (Confound Daemon disrupts the flow of Warp energy into realspace, disorienting daemonic creatures), Energy Manipulation (Strike Daemon involves the psyker creating a psychic bolt to attack a daemon), Soul Manipulation (Stigmatise disrupts the link between a person's body and soul, disorienting them and affecting their mind)
Theosophamy Powers
*Confound Daemon: The psyker reaches out with their mind to disrupt the flow of energy from the Warp itno realspace, temporarily disorienting Daemonic creatures.
*Seal Warp Breach: The psyker cuts off the connection between the mortal realm and Warp space. Any daemonic creatures drawing from the energies of the Warp have their power leeched away as they attempt to continue to exist in realspace, perishing if they cannot re-establish another link to the immaterium.
*Stigmatise: The psyker disrupts the link between a mortal and its soul, creating a subconscious suspicion in their comrades.
*Strike Daemon: The psyker blasts their daemonic foes with the strength of their mind, unleashing a bolt of pure faith.
==Psykana Discipline==
Such powers are utilized by the sanctioned psykers of the Astra Militarum.
Provides Electricity ManipulationCodex: Imperial Guard (5th Edition); pg 33, Mind Manipulation and Perception Manipulation, Energy Manipulation and Soul ManipulationCodex: Imperial Guard (5th Edition); pg 47, Fear ManipulationCodex: Astra Militarum (8th Edition); pg 137, Forcefield Creation, Weather Manipulation
Psykana Powers
*Lightning Arc: Provides Electricity Manipulation. Focusing his mind, the psyker unleashes a roiling burst of Warp lightning upon the foe.
*Nightshroud: Provides Mind Manipulation and Perception Manipulation. The psyker reaches into the minds of his foe, obscuring himself and his companions from the sight of the enemy.
*Soulstorm: Provides Energy Manipulation and Soul Manipulation. The psyker engulfs their enemies in a storm of Warp energy that sears flesh and rends their foe's souls from their bodies.
*Weaken Resolve: Provides Fear Manipulation. The psykers reach out with their minds, evoking irrational terror in the minds of their foes.
*Terrifying Visions: Provides Fear Manipulation. The psyker fills his enemies' minds with nightmarish images and visions of torment, seeking to send them fleeing in terror.
*Gaze of the Emperor: The psyker cages the immense power of the immaterium with his physical form, and his eyes blaze with the Emperor's vengeful fury.
*Psychic Barrier: Provides Forcefield Creation. The psyker weaves an aegis of pure psychic energy around his allies, against which enemy fire sparks and spatters harmlessly.
*Mental Fortitude: Provides Mind Manipulation. Drawing on boundless reserves of inner strength, the psyker shields his allies' minds from the mortal fears and threat of sorcerous assault.
*Psychic Maelstrom: Provides Weather Manipulation. The psyker unleashes the full might of his mind, summoning a roiling psychic tempest that envelops his enemy, lifting them from the ground and wrenching them about like a ragdoll.
==Librarius Disciplines==
Such powers are utilized by the Librarians of the Adeptus Astartes and the numerous Chapters.
===Librarius Discipline===
Provides Electricity ManipulationCodex: Space Marines (5th Edition); pg 57, Forcefield CreationCodex: Space Marines (9th Edition); pg 110, Curse Manipulation and Technology Manipulation, Fire Manipulation and Summoning, Time Manipulation, Resistance Negation and Statistics Reduction, Statistics Amplification, Portal Creation and Dimensional Travel, Supernatural Willpower and Mind Manipulation
Librarius Powers
*Smite: Provides Electricity Manipulation. Lethal bolts of lightning leap from the Librarian's fingertips, tearing his enemies apart in a barrage of psychic power.
*Force Dome: Provides Forcefield Creation. Reaching out with his mind, the Librarian erects a barrier of shimmering force about himself and his companions.
*Machine Curse: Provides Technology Manipulation. The Librarian calls down a powerful curse upon the machine spirit of an enemy war engine.
*The Avenger: Provides Summoning and Fire Manipulation. 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: Provides Time Manipulation. 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: Provides Power Nullification and Statistics Reduction. 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: Provides Statistics Amplification. 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: Provides Mind Manipulation. 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: Provides Portal Creation and Dimensional Travel. 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: Provides Time Manipulation. The psyker projects his will beyond the regular passage of time, altering the temporal flow to sway the tide of battle.
*Vortex of Doom: Provides Portal Creation. 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 Discipline===
Provides Mind ManipulationCodex: Space Marines (9th Edition); pg 111 and Perception Manipulation, Enhanced Senses, Fear Manipulation and Illusion Creation, Darkness Manipulation, Time Manipulation
Obscuration Powers
*Shrouding: Provides Perception Manipulation and Mind Manipulation. 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: Provides Enhanced Senses. 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: Provides Mind Manipulation. 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: Provides Fear Manipulation and Illusion Creation. 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: Provides Darkness Manipulation. 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: Provides Time Manipulation. 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 Discipline===
Such powers are utilized by the members of the Grey Knights.
Provides Statistics AmplificationCodex: Grey Knights (5th Edition); pg 25Codex: Grey Knights (8th Edition); pg 101Codex: Grey Knights (9th Edition); pg 65, Power Nullification, Energy Manipulation, Mind Manipulation and Perception Manipulation, Electricity Manipulation, Portal Creation, Soul Manipulation and Purification, Dimensional Travel, Light Manipulation and Forcefield Creation, Fire Manipulation
Sanctic Powers
*Hammerhand: Provides Statistics Amplification. 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: Provides Power Nullification. The Grey Knight weaves an enchantment that severs the Daemon's connection to its dark master.
*Might of Titan: Provides Statistics Amplification. Drawing strength from the legends of his Chapter, the Librarian bolsters the might of his allies.
*Quicksilver: Provides Statistics Amplification. Quickened by the Librarian's uncanny mind, the Grey Knights reflexes are increased to an incredible speed.
*Sanctuary: Provides Light Manipulation and Forcefield Creation. 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: Provides Mind Manipulation and Illusion Creation. 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: Provides Electricity Manipulation. Lethal bolts of lightning leap from the Librarian's fingertips, tearing his enemies apart in a barrage of psychic power.
*Vortex of Doom: Provides Portal Creation. 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: Provides Portal Creation. With a simple gesture, the Librarian rends the material realm asunder, condemning his foes to the caprices of the Warp.
*Purge Soul: Provides Soul Manipulation and Purification. 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: Provides Portal Creation and Dimensional Travel. 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: Provides Fire Manipulation. The pellucid fire of the psyker's soul is released in a wave of empyric flame, burning the essences of the unworthy.
*Armoured Resilience: Provides Statistics Amplification. 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 Discipline===
Such powers are utilized by members of the Grey Knights.
Provides Portal Creation and Dimensional TravelCodex: Grey Knights (9th Edition); pg 64, Statistics Amplification, Light Manipulation and Forcefield Creation, BFR, Reality Warping and Statistics Reduction
Dominus Powers
*Gate of Infinity: Provides Portal Creation and Dimensional Travel. The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye.
*Empyric Amplification: Provides Statistics 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: Provides Light Manipulation and Forcefield Creation. 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: Provides Portal Creation and BFRThe psyker tears a rift between realspace and the warp, condemning his foes to total oblivion.
*Warp Shaping: Provides Reality Warping. 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: Provides Reality Warping and Statistics Reduction. 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.
===Sanguinary Discipline===
Such powers are utilizes by the Librarians of the Blood Angels Chapter.
Provides Blood ManipulationCodex: Blood Angels (5th Edition); pg 63, Fear Manipulation, Statistics AmplificationCodex: Blood Angels (8th Edition); pg 140, Mind Manipulation, Forcefield Creation, Electricity Manipulation, Weapon Creation, Flight, Empathic Manipulation 
Sanguinary Powers
*Blood Boil: Provides Blood Manipulation. The Librarian drives his enemy's blood into a seething frenzy, causing it to burst from every pore with explosive finality.
*Fear of the Darkness: Provides Fear Manipulation. Summoning the indescribable malice of the Warp, the Librarian unleashes a mighty wave of sheer terror, assailing his foe's soul with nameless torment.
*Might of Heroes: Provides Statistics Amplification. The deadly powers of the Immaterium flow into the Librarian, heightening his speed and strength to unimaginable levels to smite the foes of the Emperor.
*Shackle Soul: Provides Mind Manipulation. The Librarian reaches into the foe's mind, trammeling his soul and crushing his will to fight.
*Shield of Sanguinius: Provides Forcefield Creation. The Librarian wills a shimmering golden barrier into existence, preserving his companions from harm.
*Smite: Provides Electricity Manipulation. Lethal bolts of ruby lightning leap from the Librarian's fingertips, tearing his enemies apart.
*The Blood Lance: Provides Weapon Creation. The Librarian conjures a mighty lance, glistening with gore. On a single word of command, the lance flies from his hands, skewering everything in its path.
*The Sanguine Sword: The Librarian's force weapon takes on a violent crimson hue as he infuses it with a sliver of his inner rage.
*Unleash Rage: Provides Mind Manipulation. Reaching into the minds of his fellows, the Librarian unleashes the savagery within the Blood Angel's psyche.
*Wings of Sanguinius: Provides Flight. Two blood-red wings of psychic energy spring from the Librarian's back, allowing him to fly over the battlefield.
*Quickening: Provides Statistics Amplification. The Librarian channels his psychic might and the deadly powers of the immaterium flow through him, raising his speed to deadly heights.
===Tempestas Discipline===
Such powers are utilized by the Rune Priests of the Space Wolves Chapter.
Provides Weather ManipulationCodex: Space Wolves (3rd Edition); pg 6Codex: Space Wolves (5th Edition); pg 37, Sound Manipulation, Electricity Manipulation, Summoning, Ice Manipulation, Earth Manipulation, Empathic ManipulationCodex Supplement: Space Wolves (9th Edition); pg 52
Tempestas Powers
*Storm Caller: Provides Weather Manipulation. The Rune Priest calls up a blizzard of psychic energy to hide their allies from the enemy.
*Thunderclap: Provides Sound Manipulation. The Rune Priest slams his armoured gauntlets together whilst shouting a word of power, and the noise is magnified a hundredfold. The resultant thunderclap is loud enough to shatter stone and even liquify the brains of those nearby.
*Living Lightning: Provides Electricity Manipulation. Sentient electricity crackles from the brooding skies, arcing into the ranks of the enemy and grounding on foe after foe until a trail of blackened corpses is left in its wake.
*Tempest's Wrath: Provides Weather Manipulation. The Rune Priest brings the rage of the storm to a roaring climax, frost-fingered wind spirits whipping those who intrude upon their domain out of the skies and smashing them into the stony ground.
*Fury of the Wolf Spirits: Invoking Freki and Geri from the netherworld, the Rune Priest sets the charcoal-black spirits of the two most exalted Thunderwolves upon the foe, their eerie howls sending men mad with fear.
*Murderous Hurricane: Provides Ice Manipulation. The Rune Priest bellows an ancient curse and his frosted breath coalesces and grows into a deadly blizzard. Within moments, the Rune Priest's foes are all but consumed in a hurricane of freezing shards, a thousand blades of psychic ice plunging into their flesh.
*Jaws of the World Wolf: Provides Earth Manipulation. The Rune Priest implores the spirit of the world, upon which he walks to open its rock-fanged maw, and a chasm cracks open under the feet of his enemies, sending them tumbling to their deaths.
*Instincts Awoken: Provides Empathic Manipulation. Maintaining a balance between the controlled aggression of his brothers and the roaring beast at their hearts, the Rune Priest awakens the savage spirit within them.
==Powers of Tzeentch==
Such powers are utilized by the forces of Tzeentch.
===Disciplines of Tzeentch===
Such powers are utilized by the Daemons of Tzeentch and Sorcerers aligned with him.
Provides Corruption (Type 2)Codex: Chaos Daemons (8th Edition); pg 132, Biological Manipulation, Transmutation, Energy Manipulation, Precognition, Mind Manipulation, Fire Manipulation, Portal Creation and BFR, Statistics AmplificationBlack Crusade Core Rulebook; pg 218, Invisibility, Dimensional Travel, and IntangibilityBlack Crusade Core Rulebook; pg 219, Illusion Creation, Pain Manipulation, Body Puppetry, Underwater Breathing, Body Control, Underground Mobility, Flight, Bodily Weaponry, Additional Limbs, and Enhanced SensesBlack Crusade Core Rulebook; pg 220
Tzeentch Powers
*Boon of Change: Provides Corruption (Type 2), Biological Manipulation, and Transmutation. As the Daemon chants, its minions begin to twist and new forms take shape as the will of Tzeentch demands.
*Bolt of Change: Provides Energy Manipulation and Transmutation. The Daemon unleashes a bolt of roiling warp energy that wracks the foe with sickening and uncontrollable mutations.
*Gaze of Fate: Provides Precognition. The Daemon uses its powers of precognition to unravel the strands of destiny, and in doing so discovers the one true path to victory.
*Treason of Tzeentch: Provides Mind Manipulation. The psyker reaches into the mind of its victim, subverting their will and turning them upon their own allies.
*Flickering Flames: Provides Fire Manipulation. Cackling madly, the psyker's minions are wreathed in pink and blue flames that leap forth to consume their foes.
*Infernal Gateway: Provides Portal Creation and BFR. The psyker opens a portal to the warp, a tear in the fabric of the mortal plane that sucks foes into certain oblivion.
*Boon of Tzeentch: Provides Statistics Amplification. The psyker reaches deep into the warp for greater power, bolstering their already potent abilities further.
*Flicker: Provides Invisibility, Dimensional Travel, and Intangibility. The psyker creates a shimmering field of unreality around him, his image becoming transparent and intermittent as he flickers between reality and the warp, allowing him to step through solid objects as though they were air and the lows of enemies as if he were nothing more than a holographic image.
*Gholam Curse: Provides Body Puppetry. The psyker reaches into the mind of an enemy, and bends their body to his will.
*Mantle of Lies: Provides Illusion Creation. The psyker calls upon the Weaver of Fates to bless him with the power of confusion. An illusion is woven over the psyker and a target of his choice, the psyker appearing as the target and the target appearing as the psyker, with even the closest of allies of the victim can seldom see the truth of the matter.
*Mindscourge: Provides Mind Manipulation and Pain Manipulation. The psyker places a sliver of psychic energy in the mind of a victim, causing debilitating pain as it moves through the victim's psyche, ultimately leaving him comatose.
*Protean Form: Provides Underwater Breathing, Body Control, Underground Mobility, Flight, Bodily Weaponry, Additional Limbs, and Enhanced Senses. The psyker distends and warps their form into a new and horrific shape, channeling the power of Chaos into their own corrupt flesh to bless their enemies with a glorious image of change. The mutations gained can vary from gaining flight, claws, multiple arms, natural armour, unnatural or enhanced senses, the ability to burrow, or amphibious qualities.
*Psyphon: Provides Mind Manipulation. The psyker locks his gaze with a victim, drawing away his will and using that stolen mental strength to bolster his own. Frequent use of this power has been known to result in a coma or braindeath for the victim, and a leaving fleeting echoes of memory in the psyker.
*Vile Revelation: Provides Precognition. The psyker feels the shifts and flows of the warp keenly and can discern brief slivers of events yet to come from this morass of swirling potential.
===Discipline of Change===
Such powers are utilized by the Sorcerers of the Thousand Sons.
Provides Fire ManipulationCodex: Chaos Space Marines (3rd Edition; 2nd Codex); pg 61Codex: Thousand Sons (8th Edition); pg 100, Mind Manipulation, Precognition, Blessed, Light Manipulation, Corruption, Transmutation, and Biological Manipulation, Perception Manipulation, Energy Manipulation, Time Manipulation, SummoningCodex: Thousand Sons (9th Edition); pg 58, Illusion Creation
Discipline of Change Powers
*Pink Fire of Tzeentch: Provides Fire Manipulation. The psyker unleashes a torrent of Warp fire upon his foes.
*Psychic Duel: Provides Mind Manipulation. Reaching with his mind across the battlefield, the psyker seeks to undermine the concentration of enemy psykers, making it harder for them to utilize their own psychic powers.
*Reckoning of Tzeentch: Provides Blessed and Precognition. The psyker receives the blessings of Tzeentch, reading the strands of fate as they unravel before him.
*Weaver of Fates: Provides Blessed. The followers of Tzeentch gain his blessings while planning their attack.
*Withering Gaze: Provides Light Manipulation. The psyker's eyes burn with a small portion of Tzeentch's own baleful gaze, causing his enemies to avert their own eyes as they attempt to engage him.
*Tzeentch's Firestorm: Provides Corruption and Transmutation. The psyker conjures a storm of pink and blue fire that mutates his foes, leaving capering Daemons that claw and bite in its wake.
*Boon of Mutation: Provides Transmutation and Biological Manipulation. The psyker channels the warping power of Chaos into a warrior marked for glory, transforming the champion until his flesh wrenches and flows.
*Glamour of Tzeentch: Provides Perception Manipulation. The psyker twists and obscures the perception of his foes to the point that his allies become all but invisible.
*Doombolt: Provides Energy Manipulation. The psyker hurls a bolt of roiling energy that blasts its targets into terrifying new shapes.
*Temporal Manipulation: Provides Time Manipulation. By creating a pocket of dilated time around an injured ally, the psyker drastically accelerates the rate at which wounds heal and muscles regrow.
*Baleful Devolution: Provides Transmutation. Transmogrifying energies erupt from the psyker's eyes, playing across the enemy's ranks and reducing their proud warriors to mewling beasts.
*Cacodaemonic Curse: Provides Summoning. With dark invocations, the psyker summons cackling daemon imps to infest the enemy's weapons.
*Pyric Flux: Provides Fire Manipulation. The psyker makes themselves into a bounteous font of unholy warpflame.
*Perplex: Provides Illusion Creation. With perspective-warping illusions the psyker obfuscates his enemies' vision, rendering their targets fluid and indistinct.
===Discipline of Vengeance===
Such powers are utilized by the Sorcerers of the Thousand Sons.
Provides Energy ManipulationCodex: Thousand Sons (9th Edition); pg 59 and Existence Erasure, Precognition, Fate Manipulation, Corruption (Type 2), Biological Manipulation, Transmutation, Time Manipulation, Summoning, Astral Projection, Earth Manipulation
Discipline of Vengeance Powers
*Gaze of Hate: Provides Energy Manipulation and Existence Erasure. Pure roiling hatred surges through the psyker, becoming first dark fire in their veins then leaping from their eyes in searing columns of annihilating energy. Those struck by them risk being scoured from existence entirely.
*Twist of Fate: Provides Precognition and Fate Manipulation. One with sufficient willpower and disregard for their own soul can glean forbidden lore by looking upon the fettering tides of the warp, plucking silvery skeins of fate from amongst the deadly morass and spinning from them into nooses for their luckless foes.
*Dark Blessing: Provides Corruption and Transmutation. Offering bloody sacrifice to the Dark Gods, the psyker calls down their unbridled gnerosity upon his foe. Their bodies are wracked by hideous mutations, their sanity collapsing as their mortal forms become a heaving, thrashing mass of horror.
*Presage: Provides Precognition. The psyker reads signs and omens in the ebb and flow of battle, the whirling patterns of smoke, the spatter of blood as blades bite home. These gleaned warnings as he passes on to his warriors, the better for them to predict and thus strike down their enemies.
*Swelled by the Warp: Provides Transmutation. The psyker opens a ragged channel to the roiling energies of the Warp and funnels them recklessly into a chosen target. That warrior's form expands with iron-hard muscle, lashing extra limbs, gnashing fangs, and vicious talons that allow them to tear a bloody path towards the foe.
*Temporal Surge: Provides Time Manipulation. With a wrench of mind, body, and soul the psyker tears ropey strands of temporal energy through the veil from beyond and hurls them out to wind about his allies. Those so blessed are sped into battle all the faster as their garland of stolen time burns swiftly away.
*Empyric Guidance: Provides Summoning. The psyker conjures a whirling flock of daemonic imps that bear his comrades' shells and energy blasts across the battlefield on flickering winds of unholy flame.
*Psychic Stalk: Provides Astral Projection. Astrally projecting a portion of his soul into the warp, the psyker circles the flickering witchfires of his victim's souls. Should their mental defenses drop for even a moment, he strikes with predatory swiftness.
*Desecration of Worlds: Provides Earth Manipulation. The psyker pours their rage and contempt into the bedrock of the battlefield, tainting it with their warpcraft even as they shatter apart.
==Powers of Nurgle==
Such powers are utilized by the forces of Nurgle.
===Disciplines of Nurgle===
Such powers are utilized by the Daemons of Nurgle and Sorcerers aligned with him.
Provides Disease ManipulationCodex: Chaos Daemons (8th Edition); pg 133, Healing and Biological Manipulation, Soul Manipulation, Animal Manipulation, Pain ManipulationBlack Crusade Core Rulebook; pg 215, Statistics Amplification, Weather Manipulation and Blood ManipulationBlack Crusade Core Rulebook; pg 216, Death ManipulationBlack Crusade Core Rulebook; pg 215-216, Transmutation
Nurgle Powers
*Stream of Corruption: Provides Disease Manipulation. The psyker spews forth a stream of disease on its enemies.
*Fleshy Abundance: Provides Healing and Biological Manipulation. Nurgle's bountiful energies surge through the target, healing their wounds beneath new growths of swollen flesh.
*Nurgle's Rot: Provides Soul Manipulation and Disease Manipulation. Gurgling praise to its god, the psyker exudes a wave of soul-pox that rapidly kills those who lack Nurgle's blessings.
*Shrivelling Pox: Provides Disease Manipulation. Muttering an unholy chant in a blighted tongue, the psyker calls down poxed blessings on a chosen foe.
*Virulent Blessing: Provides Disease Manipulation. The psyker blesses its allies with a bounty of fresh diseases with which to infect their enemies.
*Miasma of Pestilence: Provides Animal Manipulation. As the psyker chants in a phlegm-choked drone, a dark cloud of filth and flies shrouds its allies from view.
*Choir of Poxes: Provides Pain Manipulation. The psyker chants the true names of every disease they've ever held as well as the names of every disease Nurgle has ever gifted mortals with, causing all within earshot to fall in spasms of pain and delerium.
*Inviolable Flesh: Provides Statistics Amplification. The psyker's flesh twists to resemble the blessed effluents of the Plague God, being crusted with filth and foulness, allowing them to shrug off injuries that found fall a lesser man.
*Leper's Curse: Provides Death Manipulation. The psyker focuses a stream of decay into the body part of their victim, causing flesh and bone to wither away in a display of glorious atrophy.
*Field of Pestilence: Provides Disease Manipulation and Transmutation. Touching the ground, the psyker spreads forth a wave of decay and pestilence, transforming the ground into a morass of greenish-grey sludge.
*Putrefying Embrace: Provides Disease Manipulation. The psyker reaches out their arms, full of dripping foulness, to corrupt anything they touch. The slightest touch spreading stinking pus and other vile fluids, defiling all it comes in contact with.
*Rain of Foulness: Provides Weather Manipulation and Blood Manipulation. At the psyker's command, the skies fill with discolored clouds that split open and pour filth and rotton blood down upon their foes.
===Contagion Discipline===
Such powers are utilized by psykers of the Death Guard.
Provides Mind ManipulationCodex: Chaos Space Marines (3rd Edition; 2nd Codex); pg 52, Status Effect InducementCodex: Death Guard (8th Edition); pg 101, Disease ManipulationCodex: Death Guard (9th Edition); pg 51, Animal Manipulation, Air Manipulation, Aura, Statistics Amplification
Contagion Powers
*Nurgle's Dance: Provides Mind Manipulation. The psyker calls to the enemy, inviting them to reveal themselves and join him in Nurgle's exuberant cavalcade.
*Nausea: Provides Status Effect Inducement. The psyker is able to invoke nausea and disorientation amongst his foes.
*Affliction: Provides Disease Manipulation. Calling upon Grandfather Nurgle, the psyker bestows a particularly choice contagion upon his foes.
*Miasma of Pestilence: Provides Animal Manipulation and Weather Manipulation. The psyker calls forth clouds of pestilent flies and choking vapours, through which few enemies have the stomach to advance, also shrouding his allies from view of their enemies.
*Aura of Decay: Provides Aura and Disease Manipulation. The psyker surrounds himself in an aura of corruption and filth to such an extent that his enemies have difficulty engaging him.
*Gift of Contagion: Provides Disease Manipulation. With a gesture, the psyker gathers a foul fog of contagion about his enemies, granting them Grandfather Nurgle's choicest blessing.
*Plague Wind: Provides Disease Manipulation and Air Manipulation. The psyker belches forth a wind of plague that blows through his foes, choking them and leaving only diseased, maggot-bloated corpses in its wake.
*Blades of Putrefaction: Provides Disease Manipulation. As the psyker draws forth more of Nurgle's power the blades of his allies begin to rust and secrete lethal fluids.
*Putrescent Vitality: Provides Statistics Amplification. Rancorous energies surge through Nurgle's followers, bloating their distended bodies further with fresh infections and granting them new strength.
*Curse of the Leper: Provides Disease Manipulation. The victims touched by this enervating curse find themselves weakened and drained of life within moments.
*Gift of Plagues: Provides Disease Manipulation. Channeling Nurgle's blessings and power, the psyker enhances the contagions bestowed upon the Death Guard of his army.
==Powers of Slaanesh==
Such powers are utilized by the forces of Slaanesh.
===Disciplines of Slaanesh===
Such powers are utilized by the Daemons of Slaanesh and Sorcerers aligned with them.
Provides Sound ManipulationCodex: Chaos Daemons (8th Edition); pg 133, Madness Manipulation (Type 1), Energy Manipulation, Mind Manipulation and Empathic Manipulation, Biological Manipulation, Illusion Creation and Fear Manipulation, Pain ManipulationBlack Crusade Core Rulebook; pg 218, Resistance to Status Effect InducementBlack Crusade Core Rulebook; pg 217
Slaanesh Powers
*Cacophonic Choir: Provides Sound Manipulation and Madness Manipulation. The psyker emits an ear-piercing chorus of screams that shatters the sanity of its foes.
*Symphony of Pain: Provides Energy Manipulation. The psyker's chants unleash destructive Chaos energy.
*Hysterical Frenzy: Provides Mind Manipulation. The psyker sends out a psychic lash that goads its allies.
*Delightful Agonies: Provides Biological Manipulation and Empathic Manipulation. The psyker manipulates the pleasure centers of its allies' minds, causing even great pain to register as sheer ecstasy.
*Pavane of Slaanesh: Provides Mind Manipulation. As the psyker sings, its spasming victims' flesh tears and bones snap as they dance themselves to death.
*Phantasmagoria: Provides Illusion Creation and Fear Manipulation. The psyker summons illusions to terrify and entice their foes.
*Acquiescence: Provides Mind Manipulation. The psyker conjures a spark of delusion, overwhelming the target's mind with contradictory thoughts and feelings that drive him to distraction, incapable of performing any action amidst the psychic fog. 
*Ecstatic Oblivion: Provides Resistance to Status Effect Inducement. The psyker summons up every flickering moment of stray emotion he can find within the immaterium and drawing it into themself, overwhelming their own senses and rendering them oblivious to the sensations of battle around them and making them immune to being stunned or fatigue.
*Hellshriek: Provides Sound Manipulation and Pain Manipulation. The psyker reaches deep into the warp and produces a soul-shattering noise that inflicts terrible pain upon all who hear it.
*Lash of Submission: Provides Mind Manipulation. The psyker projects a lurid glowing cord of energy that wraps itself around his enemies, worming itself into their minds and overwhelming their will for a few brief moments.
*Soul's Secrets Unleashed: Provides Mind Manipulation. The psyker becomes a mouthpiece for the infinite voice of Slaanesh, crawling deep into the mind of a chosen victim, calling forth the darkest desires from the depths of his victim's soul, unleashing and giving them free reign.
*Symphony of Pain: Provides Mind Manipulation and Pain Manipulation. The psyker casts his arms wide, as if conducting a great orchestra of cavorting daemons that howl and dance around his echo within the immaterium. Their siren call warps the minds of those nearby causing blinding sheets of pain.
===Minor Powers of Slaanesh===
Such powers are utilized by the psykers of the Emperor's Children.
Provides Statistics AmplificationCodex: Chaos Space Marines (3rd Edition; 2nd Codex); pg 56, Shapeshifting, Light Manipulation, Status Effect Inducement, Curse Manipulation, Soul Manipulation and Non-Physical Interaction, Mind Manipulation and Pain ManipulationCodex: Chaos Space Marines (8th Edition); pg 168
Minor Slaanesh Powers
*Fueled by Pain: Provides Statistics Amplification. Pain serves only to heighten the psyker's combat prowess. With every wound he gains he is further invigorated.
*Siren: Provides Shapeshifting/ The psyker assumes the appearance of an individual important, cherished, or attractive to the enemy, one they would never harm in any way.
*Beam of Slaanesh: Provides Light Manipulation and [[Status Effect Inducement]. The psyker unleashes a dazzling rainbow display that beguiles and disorientates his foe.
*Touch of Slaanesh: Provides Curse ManipulationThe psyker gifts each of his opponents with a delicate caress that renders them insensable and unable to avoid harm.
*She Who Thirsts: Provides Soul Manipulation and Non-Physical Interaction. The psyker reaches out and attempts to pluck out the very soul from his enemy, leaving little more than a withered husk in his wake.
*Delightful Agonies: Provides Mind Manipulation and Pain Manipulation. Those whose minds are touched by the psyker's caress are wracked by waves of exquisite pain, over which physical trauma has no hold.
==Powers of Chaos Undivided==
Such powers are utilized by psykers and followers of Chaos as a whole, regardless of the God they worship.
===Unaligned Powers===
Provides SummoningBlack Crusade Core Rulebook; pg 213, Energy Manipulation, CreationBlack Crusade Core Rulebook; pg 213-214, Corruption and Biological ManipulationBlack Crusade Core Rulebook; pg 214, Aura and Empathic Manipulation, Time Manipulation and Statistics Amplification, Disease Manipulation or Fire Manipulation or Light Manipulation and Electricity ManipulationBlack Crusade Core Rulebook; pg 214-215 
Unaligned Powers
*Abhorrent Ward: Provides Summoning. The Sorcerer's tainted soul draws to it the denizens of the warp, who clamour to his presence. At his command, they press against the skin of reality, their shrieks and howls and the visions they inflict horrific to behold. Few beings have the mental fortitude to gaze upon a being surrounded by a cacophonous swarm of daemons, disrupting their ability to target him.
*Doombolt: Provides Energy Manipulation. Formed from the coalesced spite and loathing of the Sorcerer, they are corrosive bolts of dark energy, raining down like black hail upon the enemy.
*Foul Cage: Provides Creation. Long bonds of warp-spawned ropes, chains, and lengths of barbed sinew erupt from the ground and wind themselves around any creature within reach.
*Gift of Chaos: Provides Corruption and Biological Manipulation. The Sorcerer tears a hole into reality, exposing a foe to pure warp energy and causing rapid mutation within their body to the point where they're left as little more than a mass of corrupted flesh and flailing tendrils.
*Hatestorm: Provides Aura and Empathic Manipulation. The Sorcerer summons an aura of dark energy which causes all within to be filled with rage and attack all living things around them.
*Host of Fiends: Provides Limited Summoning. The Sorcerer makes the veil between reality and the warp grow thin, allowing for Daemons to scratch and claw at the edge of the universe, the horrifying images and shrieks tormenting all mortals within their path.
*Warptime: Provides Time Manipulation. The Sorcerer draws upon the timeless nature of the warp to defy the limits of time and move at speeds that make all around them appear to be moving in slow motion.
*Winds of Chaos: Provides Disease Manipulation or Fire Manipulation or Light Manipulation and Electricity Manipulation. Reaching into the corruption of their soul, the Sorcerer unleashes a wave of energy that devastates the area around them. Depending on their god, the wave takes on different qualities. Those devoted to Tzeentch produce a wave of flame, those devoted to Slaanesh produce a wave of hypnotic luminescence which shocks those around them, and those devoted to Nurgle produce a wave of toxic, bilious filth.
===Exalted Powers===
Such powers are powerful and difficult to obtain, though several are more powerful versions of Unaligned Powers.
Provides Status Effect Inducement and SummoningBlack Crusade Core Rulebook; pg 220, Energy ManipulationBlack Crusade Core Rulebook; pg 221, Empathic Manipulation, Time Manipulation
Exalted Powers
*Blasphemy Made Flesh: Provide Status Effect Inducement and Summoning. The psyker's soul is the foulest of blasphemies, utterly awful to behold and almost impossible for mortal beings to look upon him without feeling nauseous or repelled. So vile is the Sorcerer's nature that daemons swarm around him, desperate to tear through the veil and revel in the horror of the psyker's presence.
*Hellish Blast: Provides Energy Manipulation. The psyker reaches into the warp for pure destructive force, gathering up raw hatred and the most concentrated spite.
*Maelstrom of Rage: Provides Empathic Manipulation. The psyker reaches deep into the warp, bringing forth the deepest, darkest rage and hatred they can find, unleashing it upon all those nearby.
*Primordial Annihilation: Provides Energy Manipulation. The psyker unleashes the raw power of the warp into reality, burning away the sham of the material universe. Few things can stand before the relentless tide of the immaterium, and fewer emerge unscathed.
*Shattertime: Provides Time Manipulation and Time Travel. The psyker draws upon the timeless nature of the warp and uses it to unravel the hinderances of linear time, stepping from moment to moment in no particular order.
*Sunder the Veil: Provides Summoning. The veil between reality and the warp is breached, allowing daemons to pour through and wreak havoc upon the material universe for a brief time.
===Dark Hereticus Discipline===
Provides Energy ManipulationCodex: Chaos Space Marines (8th Edition); pg 168, Curse Manipulation and Power Nullification, Corruption (Type 2) and Biological Manipulation, Statistics Amplification, Time Manipulation
Dark Hereticus Powers
*Infernal Gaze: Provides Energy Manipulation. Unholy power streams from the psyker's eyes, charring and melting everything caught in its path.
*Death Hex: Provides Curse Manipulation and Power Nullification. The Sorcerer places a dire hex upon his enemies. Wards and energized shields flicker and fail, leaving the foe exposed.
*Gift of Chaos: Provides Corruption and Biological Manipulation. As the power of the warp surges through the psyker's victim, bones snap and flesh rips as a new form takes shape.
*Prescience: By focusing his warp-sight, the psyker can guide the aim of his allies, bringing a swift and merciless death to their foes.
*Diabolical Strength: Provides Statistics Amplification. The unholy energies of Chaos course throught he recipient, swelling his frame with the strength to tear a tank in two.
*Warptime: Provides Time Manipulation. The power of the immaterium bursts from the psyker, warping time and heightening the speed of his allies.
===Malefic Discipline===
Provides Curse ManipulationCodex: Chaos Space Marines (9th Edition); pg 119, Biological Manipulation and limited Resurrection, Statistics Amplification, Soul Manipulation
Malefic Powers
*Warp Minded: Provides Curse Manipulation. The psyker marks his target with a cursed rune that attracts the denizens of the Warp to devour their soul
*Pact of Flesh: Provides Biological Manipulation and Limited Resurrection. The psyker uses a measure of soul energy to remold the flesh of his allies or to reanimate their corpse with a daemon inhabitant.
*Cursed Earth: The psyker becomes a conduit for the energies of the Warp, tainting the ground and sustaining the Daemonkin that walk upon it.
*Possession: Provides Soul Manipulation. The psyker blasts away their enemy's soul so that their spiritless shell can be possessed by a daemon.
*Infernal Power: Provides Statistics Amplification. Diabolical energy flows from the psyker into their followers, allowing them to fight with greater ferocity.
*Mutated Invigoration: Provides Statistics Amplification. A wave of insanity and mutation flows from the psyker's fingers, enveloping his allies with bountiful gifts.
===Sinistrum Discipline===
Provides Forcefield Creation, Curse Manipulation, Statistics Reduction, Power Nullification, Statistics Amplification, Summoning, Energy Manipulation, Spatial Manipulation, Time Manipulation, Fate Manipulation, Causality ManipulationBlack Crusade: Traitor's Hate; pg 132 
Sinistrum Powers
*Armour of Hatred: Provides Forcefield Creation. The psyker draws upon the boundless hatred that festers within the deepest recesses of his soul, fashioning a psychic shield with the capacity to nullify incoming onslaughts from others who utilize unnatural energies to their advantage.
*Death Hex: Provides Curse Manipulation, Statistics Reduction, and Power Nullification. Invoking unholy ancient curses, the psyker places a dire hex upon his foes, stripping them of both physical and metaphysical protection in order to leave them exposed to the grasping claws of death.
*Diabolic Strength: Provides Statistics Amplification. The psyker is filled with the raw energy of Chaos, allowing him to rip even the most heavily armoured battle tank in two using only his bare hands.
*Empyragheist: Provides Summoning. The psyker calls forth a formless predator from within the Warp, turning its supernatural hunger upon his unfortunate enemies.
*Fury of the Gods: Provides Energy Manipulation. The psyker pours his hate and spite into a shimmering sphere of darkness, hurling it forth to shred groups of enemy troops to nothingness.
*Warp Fate: Provides Spatial Manipulation, Time Manipulation, Fate Manipulation, and Causality Manipulation. The psyker rips aside the veil of time and space, wrenching apart the strands of fate and rearranging them into new configurations.
*Warp Lure: Provides Curse Manipulation and Power Nullification. Specifically designed to take care of similarly magical or psychic foes, the psyker tears away his target's supernatural defenses and illuminates their presence in the Warp, causing their very essence to be obliterated in a feeding frenzy of daemonic beasts.
===Heretech Discipline===
Provides Summoning, Technology Manipulation, Energy Manipulation, Weather Manipulation, Statistics Amplification, CorruptionBlack Crusade: Traitor's Hate; pg 133
Heretech Powers
*Boon of the Iron Beast: Provides Summoning. Using dark sigils, the psyker summons a tide of gibbering cacodaemons, imbuing a friendly vehicle with unnatural vitality and power.
*Corrupt Machine: Provides Technology Manipulation. The psyker's mind invades an enemy vehicle just as a virus enters a living being's blood stream, turning the war engine against its former master.
*Dark Invigoration: Provides Technology Manipulation. The psyker pours vast quantities of raw Warp energy into a damaged vehicle, causing its broken weapons to suddenly repair and otherwise fatal damage to completely disappear.
*Electromortis: Provides Energy Manipulation. The psyker hurls forth crackling tendrils of Warp energy, snuffing out the hearts of enemy machines with contemptuous ease.
*Flayerstorm: Provides Weather Manipulation. A violent tempest is called forth from the Warp, the shapeless storm tearing apart the hulls of enemy vehicles while simultaneously slaughtering enemy soldiers with splintered metal.
*Fleshmetal Hide: Provides Statistics Amplification. A tide of biomechanical ooze pours from The psyker's hands, covering an ally, be they biological or mechanical, and hardening into a foul crust that augments their natural defenses.
*Scrapcode Curse: Provides Corruption and Technology Manipulation. The psyker vomits out a screaming barrage of metaphysical scrapcode that completely corrupts and destroys any machinery in its path.
===Ectomancy Discipline===
Provides Energy Manipulation, Technology Manipulation, Forcefield Creation, Summoning, Electricity Manipulation, Soul Manipulation, TeleportationBlack Crusade: Traitor's Hate; pg 134, Resistance to Matter Manipulation and Durability NegationBlack Crusade: Traitor's Hate; pg 134
Ectomancy Powers
*Coruscating Blaze: Provides Energy Manipulation. The psyker releases a searing blast of Warp energy that burns the bodies of its victims and leaps from soul to soul seeking out new targets.
*Daemonshriek: Provides Technology Manipulation. Letting loose a hyprsonic banshee howl, the psyker overloads generators and shorts out weapon systems, causing nearby technology to erupt in fountains of blood-red sparks.
*Empyric Shield: Provides Forcefield Creation and Resistance to Matter Manipulation and Durability Negation. Swirling Warp energy forms a shield around the psyker's body that repels attacks on a molecular level.
*Ghost Storm: Provides Summoning. The psyker summons a whirling mass of ectophantasmic gargoyles who pluck his allies from the battlefield and transport them with impossible speed.
*Infernal Claws: Provides Electricity Manipulation. The psyker sheathes his arms in dark lightning. Upon striking his foes, foul energy bursts from their bodies, tearing through their hapless comrades.
*Soulswitch: Provides Soul Manipulation and Teleportation. Disregarding the laws of realspace, the psyker switches the position of multiple souls within the Warp, causing both friend and foe's physical bodies to follow suit as they are reunited with their incorporeal ghosts.
*Warpshock: Provides Energy Manipulation. With a mere gesture, the psyker sends forth the raw power of the Warp, obliterating foes with explosive force.
===Geomortis Discipline===
Provides Curse Manipulation, Absorption, Life Manipulation, Statistics Amplification, Earth Manipulation, Transmutation, Magma ManipulationBlack Crusade: Traitor's Hate; pg 135
Geomortis Powers
*Earthly Anathema: Provides Curse Manipulation. The psyker taints his entire being with monstrous energies, causing the world itself to recoil in terror rather than endure his loathsome touch.
*Ley Leach: Provides Absorption, Life Manipulation, and Statistics Amplification. Like some foul parasite, the psyker sucks the world on which he fights dry of its vital energies, enhancing the strength of his allies with the stolen geo-animus.
*Profane Ruination: The psyker utters the seven forbidden truths of the last ruination, causing even the most indestructible fortifications and defenses to crumble into lifeless dust.
*Rockmaw: Provides Earth Manipulation and Transmutation. With a ground-shaking curse, the psyker twists the surface of the world into a giant, stone-fanged maw that swallows up his enemies from below.
*Rupture: Provides Magma Manipulation. The psyker focuses his power upon a single point on the battlefield, causing a build up of unnatural energies until the land bursts like a vast boil, obliterating any unlucky enough to be nearby in a spewing tide of tainted lava and screaming steam.
*Torturer of Worlds: Provides Earth Manipulation. The psyker sinks his psychic barbs deep into the world, causing the tormented ground upon which his foes stand to buckle and churn with wordless agony.
*Worldwrithe: Provides Earth Manipulation. The psyker rips madly at the ground beneath his enemies' feet with vast psychic claws. Entire mountains, forests, and fortifications are flung skyward before crashing down upon the psyker's foes as he reshapes the world around him to a thing of monstrous beauty.
==Runes of the Aeldari==
These disciplines are utilized by the psykers of the Craftworld Aeldari, Harlequins, and the Ynnari. The Runes of Battle are utilized mainly by the Warlocks of the Craftworld Aeldari, the Runes of Fate and Runes of Fortune by the Farseers of the Craftworld Aeldari, the Phantasmancy Discipline by the Shadowseers of the Harlequins, and the Revenant Discipline by specific psykers of the Ynnari.
===Runes of Battle===
Provides Darkness ManipulationCodex: Eldar (6th Edtion); pg 70, Energy Manipulation, Healing, Empathic Manipulation and Fear Manipulation, Statistics Amplification, Statistics Reduction, Fate Manipulation, Time Manipulation
Runes of Battle Powers
*Conceal/Reveal: Provides Darkness Manipulation. The Warlock seizes command of the shadows, concealing his squad from the enemy's gaze or revealing the enemy.
*Destruction/Renewer: Provides Healing and Energy Manipulation. Caging a portion of his psychic energy, the Warlock sends it forth to heal his allies or destroy his enemies.
*Embolden/Horrify: Provides Empathic Manipulation and Fear Manipulation. The Warlock calls down the splendour of battle, instilling his allies with valour or sapping courage from his foes.
*Enhance/Drain: Provides Statistics Amplification and Statistics Reduction. Calling upon Khaine's favour, the Warlock grants battle-skill to his allies, or strips it from his foes.
*Protect/Jinx: Provides Fate Manipulation. Chained by runes of power, fate itself is bound to the Warlock's will
*Quicken/Restrain: Provides Time Manipulation. The Warlock twists time itself to its bidding, enhancing or decreasing the speed of those around them.
*Empower/Enervate: Provides Statistics Amplification and Statistics Reduction. The Warlock causes his comrades to strike at their full potential, whilst diminishing the might of his foes.
===Runes of Fate===
Provides Fate ManipulationCodex: Eldar (6th Edtion); pg 71, Summoning, Energy Manipulation, Vibration Manipulation, Electricity Manipulation, Precognition, Mind Manipulation
Runes of Fate Powers
*Guide: Provide Fate Manipulation. The Farseer twists the strands of destiny, guiding the shots of his allies onto the proper target
*Executioner: Provides Summoning. The Farseer summons an astral doppelganger and unleashes it upon the foe.
*Doom: Provides Energy Manipulation. With a simple manipulation of that which is to come, the Farseer grants a darkened fate to a chosen foe.
*Eldritch Storm: Provides Electricity Manipulation and Vibration Manipulation. The Farseer summons a swirling corona of energy that assails the foe with bolts of lightning and psychic shockwaves.
*Death Mission: Provides Precognition. Sensing an approaching crux of destiny, the Farseer imbues himself with whatever fortune the future holds, preparing his own mind for death even as he brings this fate to his foes.
*Fortune: Provides Precognition. The Farseer scries possible futures to foresee where the enemy will attack, alterting his fellows to the emergent danger.
*Mind War: Provides Mind Manipulation. The psyker reaches out to attack the mind of an enemy in a desperate mental duel.
===Runes of Fortune===
Provides Fate ManipulationCodex: Aeldari (9th Edition); pg 123, Energy Manipulation, Statistics Amplification, Telekinesis, Mind Manipulation, Perception Manipulation
Runes of Fortune Powers
*Fateful Divergence: Provides Fate Manipulation. Exerting their will upon destiny, the psyker shifts the paths of fate to aid the fortunes of their people.
*Witch Strike: Provides Energy Manipulation. Focusing the still greater portion of their power into their weapon, each strike from the psyker blasts foes with potent aetheric energies.
*Ghostwalk: Provides Statistics Amplification. Channeling energies from their runic armour, the psyker imbues their allies with ethereal speed.
*Crushing Orb: Provides Telekinesis. The psyker captures their foe in a sphere of kinetic energy, then crushing it inwards with a gesture.
*Focus Will: Provides Mind Manipulation. The psyker channels their mind to aid a fellow seer in wielding their mental might and resisting the efforts of enemy sorcerers.
*Impair Senses: Provides Perception Manipulation. The psyker dims the foe's senses, dazzling their minds with strange images and patters.
===Phantasmancy Discipline===
Provides Limited CreationCodex: Harlequins (8th Edition); pg 73, Mind Manipulation and Reality Warping, Perception Manipulation, Light Manipulation and Weapon Creation, Statistics Amplification and Healing
Phantasmancy Powers
*Twilight Pathways: Provides Limited Creation. Eerie half-lit tunnels blink into existence, opening new paths of maneuver and attack.
*Fog of Dreams: The Shadowseer sends forth her consciousness like a creeping mist, baffling the senses of the enemy.
*Mirror of Minds: Provides Mind Manipulation and Reality Warping. A maddening clash of wills consumes the victim's mind as reality falls away.
*Veil of Tears: Provides Perception Manipulation. Sketching a gesture in the air, the Shadowseer snatches the image of the Harlequins from the minds of their foe, hiding them from sight.
*Shards of Light: Provides Light Manipulation and Weapon Creation. Blades of polychrome energy dazzle the foe, inflicting horrific and disorientating psychosomatic wounds.
*Webway Dance: Provides Statistics Amplification and Healing. The veils between realspace and the Webway grow thin, allowing the Harlequins to jink away from danger at quicksilver speed, only to reappear unharmed moments later.
===Revenant Discipline===
Provides Fire ManipulationWhite Dwarf: May 2019; pg 45, Telepathy, Mind Manipulation, and Madness Manipulation (Type 2), Healing and Resurrection, Soul Manipulation, Forcefield Creation, Statistics Amplification
Revenant Powers
*Gaze of Ynnead: Provides Fire Manipulation. The psyker's eyes blaze with fire as they channel the power of Ynnead.
*Storm of Whispers: Provides Teleportation, Mind Manipulation, and Madness Manipulation (Type 2). The psyker's whisper is joined by the voices of their ancestors, driving mortal minds to insanity.
*Word of the Phoenix: Provides Healing and Resurrection. The psyker calls upon the power of the mythical phoenix, who eternally dies in flame, healing and resurrecting their allies.
*Unbind Souls: Provides Soul Manipulation. The psyker reaches into their foes' minds, weakening the bond between soul and body and leaving them vulnerable.
*Shield of Ynnead: Provides Forcefield Creation. Those favoured by Ynnead are bestowed with his protection, which manifests as a shield of spiritual energy capable of turning aside even the strongest of attacks.
*Ancestor's Grace: Provides Statistics Amplification. Drawing forth the greatness that is the genetic legacy of all Aeldari, the psyker bolsters their fellow' bodies and souls until they achieve the apex of their potential.
==Ork Psychic Powers==
Such powers are utilized by the Weirdboyz and Wurrboyz of the Orks.
===Power of the WAAAGH! Discipline===
Provides Energy ManipulationCodex: Orks (4th Edition); pg 37, Statistics Amplification, TeleportationCodex: Orks (8th Edition); pg 129, Limited Weather Manipulation and Creation, Sound Manipulation and Mind Manipulation, Pain Manipulation and Status Effect InducementCodex: Orks (9th Edition); pg 66
WAAAGH! Powers
*'Eadbanger: Provides Energy Manipulation. The energies raging through the Weirdboy go out of control, causing the heads of those nearby to explode.
*Frazzle: Provides Energy Manipulation. The Weirdboy sends out arcs of crackling energy that ground themselves upon the enemy, reducing them to shriveled husks before the eyes of their terrified comrades.
*Zzap: Provides Energy Manipulation. The eyes of the Weirdboy glow a blazing green, discharging an incandescent beam that strikes with the force of a thunderbolt.
*Warpath: Provides Energy Manipulation and Statistics Amplification. The Weirdboy disperses the energy coursing through his frame into the Ork warriors around him with dramatic effect.
*Waaagh!: Provides Statistics Amplification. The Weirdboy screams a warcry at the top of his lungs, suffusing his comrades with primal power.
*Da Jump: Provides Teleportation. The Weirdboy closes his eyes tight and, in a storm of green light, teleports a mass of confused greenskins to another part of the battlefield.
*Fist of Gork: Provides Statistics Amplification. The Weirdboy channels the Waaagh! energy into his own fists or those of a nearby Ork, providing them strength enough to punch through tank hulls.
*Da Krunch: Provides Limited Weather Manipulation and Creation. Green energies erupt from the Weirdboy's eyes and coalesce in a roiling cloud above the energy. That cloud then solidifies into a vast green foot of Gork (or Mork) himself, which commences to repeatedly stomp down on the foe.
*Roar of Mork: Provides Mind Manipulation and Sound Manipulation. The Weirdboy opens his gob impossibly wide and gives vent to a bellowing roar that reverberates through his enemies' minds. Coherent thought becomes nigh-impossible, and as the roar thunders on, panic begins to spread.
*Jabbin' Fingerz: Provides Pain Manipulation. The Weirdboy forces his attention on a nearby enemy before jabbing his fingers into his own eyes. The unfortunate foe experiences agonizing pain before finding themselves temporarily blind.
===Beasthead Discipline===
Provides Sound Manipulation and Mind ManipulationCodex: Orks (9th Edition); pg 67, Energy Manipulation, Creation, Animal Manipulation and Empathic Manipulation, Light Manipulation, Transmutation
Beasthead Powers
*Roar of Mork: Provides Sound Manipulation and Mind Manipulation. The Wurrboy opens his gob impossibly wide and gives vent to a bellowing roar that reverberates through his enemies' minds. Coherent thought becomes nigh-impossible, and as the roar thunders on, panic begins to spread.
*Frazzle: Provides Energy Manipulation. The Wurrboy concentrates really hard, a sickly green glow emanating around his gnarled cranium as he builds up a store of Waaagh! energy within himself. At the point where the Wurrboy is almost fit to burst, a wave of crackling energy floods out, reducing nearby foes to shriveled husks in an instant.
*Bitin' Jawz: Provides Creation. The Wurrboy conjures a set of enormous green jaws in front of him, their teeth clamping open and shut in time with his own twitching movements. As he narrows his eyes, these jaws surge towards the enemy, the Weirdboy gnashing and comping at anything that gets in their way.
*Spirit of Gork: Provides Animal Manipulation and Empathic Manipulation. The Wurrboy stokes the bestial fury of nearby squigs. Eyes aglow with Waaagh! energy, the enraged creatures plunge into enemy lines, tearing the foe apart while their amused rides cling tightly.
*Beastscent: Provides Light Manipulation. The Wurrboy turns his nose to the sky, taking exaggerated sniffs. As he does so, a faint green glow begins to emanate from nearby enemies, telling the Weirdboy's fellow hunters exactly where to find them.
*Squiggly Curse: Provides Transmutation. The Wurrboy cackles madly as he transforms the foe into a herd of squigs, the now terrified and confused beasts rampaging through their former comrades before bounding away.
==Hive Mind Discipline==
Such powers are utilized by the Tyranids and granted to them through the power of The Hive Mind.
Provides Power Nullification, Fear Manipulation, and Madness Manipulation (Type 2)Codex: Tyranids (8th Edition); pg 7, Biological ManipulationCodex: Tyranids (8th Edition); pg 121, Pain Manipulation, Mind Manipulation and Sound Manipulation, Transmutation and SummoningCodex: Tyranids (9th Edition); pg 69
Hive Mind Powers
*The Shadow in the Warp: Provides Power Nullification, Fear Manipulation, and Madness Manipulation (Type 2). As the Hive Fleet approaches, the Hive Mind casts a massive, sinister shadow in the Warp that severs a Psyker's connection to the Warp, making it near-impossible to safely use one's psychic powers. As the Tyranid swarm engulfs its prey, the Shadow in the Warp blots out all communication and psychic power, causing entire planets to simply go dark and disappear without even the smallest plea for help. Along with all psychic power being cut off, fear spreads throughout the planet and those few psykers brave enough to try and use their powers are driven mad unless they possess a particularly strong will.
*Dominion: The Tyranid uses its prodigious psychic strength to channel and amplify the will of the Hive Mind.
*Catalyst: Provides Biological Manipulation. Through its synaptic conduits, the Hive Mind reaches out to infuse the organisms under its control, invigorating their metabolisms with such unnatural vitality that they can ignore the most grievous of wounds.
*The Horror: Provides Mind Manipulation. The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids' enemies and causing them to quail and panic.
*Onslaught: The synapse creature reaches out its mind and seizes control of the lesser creatures' weapon symbiotes, guiding their fire whilst simultaneously towards the enemy at breakneck pace.
*Paroxysm: Provides Pain Manipulation. The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony.
*Psychic Scream: Provides Mind Manipulation and Sound Manipulation. Through its vassal, the Hive Mind unleashes a piercing shriek of undiluted psychic energy that shreds the minds of those caught in its wake.
*Neuroparasite: Provides Summoning and Transmutation. Channeling psionic energies into the mind of the prey organism, the synapse creature triggers encephalitic mutation. Raw grey matter gains rudimentary synaptic sentience and sprouts microscopic chitinous talons and fangs before attempting to chew its way out of its cranial prison.
==Broodmind Discipline==
Such powers are utilized by the psykers of Genestealer Cults.
Provides Mind ManipulationCodex: Genestealer Cults (9th Edition); pg 71, Energy Manipulation, Biological Manipulation, Statistics Amplification,
Broodmind Powers
*Mass Hypnosis: Provides Mind Manipulation. The psyker exerts their mental dominion over their foes, placing them into a trance-like state so that the cult can take them apart at leisure.
*Mind Control: Provides Mind Manipulation. The psyker stabs at the minds of their victims, stoking their doubts and assailing them with contrary directives.
*Psionic Blast: Provides Energy Manipulation. With a screech of triumph, the psyker focuses the alien hatred of their kind into a blaze of pallid energies that consumes their enemies.
*Mental Onslaught: Provides Biological Manipulation and Mind Manipulation. The psyker intensifies their hypnotic power to such a degree that it can cause their victims' brains to swell to bursting point inside their skulls.
*Psychic Stimulus: Provides Statistics Amplification. The unknowable power of the cult's gestalt soul flows into the psyker's chosen instruments, spurring them into a religious frenzy that sees them attack with hyperactive speed.
*Might From Beyond:Provides Statistics Amplification. With a low whisper that rises to a scream, the psyker amplifies the alien might hidden within every cultist, swelling their bodies with empowering energy born of the void itself.
==Skeinwrought Discipline==
Such powers are utilized by the Grimnyr of the Leagues of Votann
Provides Statistics AmplificationCodex: Leagues of Votann (9th Edition), Fire Manipulation, Existence Erasure, Power Nullification and Probability Manipulation, Telekinesis
Skeinwrought Powers
*Interface Echo: The Grimnyr draws empyrically archived Votannic wisdom from within ward-tech augmetic neural buffers and uses them to inform their comrades' battle plan.
*Fortify: Provides Statistics Amplification. The Grimnyr draws upon the Kin's natural beliefs in their own indomitable fortitude to manifest temporary physical enhancements.
*Ancestral Wrath: Provides Fire Manipulation. The Grimnyr channels the hatred that all Kin have for their foes and transmutes it into destructive energies. White fire leapes from their eyes, fingertips, and mouth, blasting their foe to scattered ashes.
*Grudgepyre: Provides Fire Manipulation and Existence Erasure. The Grimnyr harnesses the Kin's hatred for their foes and engulfs them in a pillar of flame that scours them from existence.
*Null Vortex: Provides Power Nullification and Probability Manipulation. The Grimnyr projects a null-probability field that causes enemy force shields to flicker and die and even the most agile of foes to fumble in their efforts to evade harm.
*Crushing Contempt: Provides Telekinesis. The Grimnyr's glowering stare bores its way into the enemy, their disdain and anger intensifying until they feel its weight as a physical force, causing them to stagger and strain simply to keep from collapsing all together.
==References==
Category:Verse-specific Powers and Abilities
Category:Warhammer 40,000