Psychic Powers

The Adeptus Astra Telepathica of the Imperial Trust has developed a large number of unique psychic powers, mostly as a result of studying the wildlife though some come from other research projects.

## Rituals

### Greater Sanctuary Ritual

#### applies strong Sanctuary to 1 Hive for 1 day, requires 9 ritualists and psychic choir, casting time 1 week, can be held for a month

Eight years ago Tamia finished creating the Greater Sanctuary Ritual. This Ritual takes a full week to cast by an entire Psychic Choir and a trio of ritualists but when cast makes it near impossible for demons to enter the rituals area, which is large enough to cover a normal hive. While by itself this would be near useless, another aspect of the ritual is that when cast it can then be stored for a period, with three ritualists being able to keep a prepared ritual, with the target already set, ready to be used as long as their stamina lasts, and then pass it on to another trio. Tamia estimates that a dozen ritualists could keep a Greater Sanctuary Ritual on hold until it decays, which would generally take a month. It takes around fifteen minutes for a Greater Sanctuary Ritual to be unleashed.

### Greater Structural Repair Ritual

#### notably repairs 1 structure, requires 13 ritualists and 2 psychic choirs, casting time 2 weeks

After finishing Greater Sanctuary Tamia turned her attention to creating a ritual that would repair damaged defences. Despite technomancy not being her strong point, she was able to create a ritual that fits your request. The Greater Structural Repair Ritual is cast on a single structure and repairs a great deal of the damage done to said structure. Its main limitations being that any material that has been either totally destroyed or moved too far from the structure becomes unavailable, leaving the damage unaffected. This is also an upper limit to how much damage can be repaired, with the ritual starting with the most easily fixed damage.

### True Shot Ritual

#### +20 to next roll to hit with targeted weapon, requires 4 ritualists and 3 psychic choirs, casting time 12 hours

The third and final ritual that Tamia created was the True Shot Ritual, a Ritual that bends fate to ensure that the next shot from the selected weapon hits its target. While most weapons lack enough impact to be worth a ritual on this scale to ensure their accuracy, given that the main issue with psychic cannons is hitting the right target, this should be a major boost for it. Could also be used in the void to ensure that a Heavy Spinal Accelerator hits its target.

### Binding Chain of Light Ritual

#### binds a single target in chains of Light preventing all physical movement and reducing psychic actions, far more effective vs daemons, requires 132 ritualists and 8 psychic choirs, casting time 1 week, can be held for a day

Tamia has just finished creating her Binding Chain of Light Ritual, which can bind a single target until the chains are broken. While the target remains bound it is fully paralysed, preventing all physical movement and making psychic actions harder. This ritual draws upon the Wind of Light, making it far more effective against daemons and similarly tainted beings. While she is not sure, Tamia estimates that it will hold an Exalted for a matter of moments, and should hold the average Honoured for around half a minute. These times will vary depending on the target, with those bearing Brass Collars or other strong sources of magi resistance being held for far shorter periods.

### Mud Ritual

#### turns 100km2 of land into mud for a week, requires 13 ritualists and 2 psychic choirs, casting time 13 hours

When you asked Tamia to create a ritual to aid in the campaign you did not expect her to create something like this. The Mud Ritual that she made while seemingly useless is actually one of the most effective battlefield control effects that you have heard of. This simple ritual turns any ground that is not solid into metre deep, sticky mud and affects around a hundred square kilometres per casting. This mud makes it significantly harder for the crude vehicles of the Orks to move and greatly slows their traditional infantry mass infantry charges, allowing Imperial Trust forces more time to shoot them and increasing the additional mobility that their transports provide, with no modern Trust transport being notably affected by a mere metre of mud

### Gravitic Booster Ritual

#### increases the area that the Gravitic Array can affect by 700% for 1 day, requires 2,197 ritualists and 169 psychic choirs, casting time 2 weeks

Grandmaster Tamia spent a few years creating a ritual that could boost the Gravitic Array by a notable amount. Given the sheer scale that the Gravitic Array operates on, the ritual that she created needed to be similarly large and requires thousands of ritualists guiding tens of thousands of psykers to cast. Tamia found no way to boost the strength of the Gravatic Arrays effect, or provide greater control to it, so instead turned her mind towards expanding the area that can be affected.

### Fortune's Favour Greater Ritual

#### +50 to all naval rolls for 1 day, requires 28,561 ritualists and 1,099 psychic choirs, casting time 1 week

Tamia spent a year working on a grand fateweaving ritual that will twist things in your favour over entire naval battles. While one of the more efficient ways to provide a boost on this scale, it still requires the efforts of a decent proportion of the Avernite Telepathica to cast, and only lasts for a single day. For that day fate will guide your fleet, allowing a far greater proportion of your shots to hit, often in key positions, even as the enemy's shots tend to miss your ships vitals, when they are not wasted on the void.

**Timeslip Ritual**

**+50 to single combatants rolls for 8 hours, requires 13 ritualists and 2 psychic choirs, casting time 18 hours**

Tamia's efforts to create a ritual to work with Jane Oakheart's abilities was actually harder than it seemed, with many of the seemingly obvious exploits failing to work due to Jane not acting as an anchor for them. Eventually she created a ritual that focused on boosting jane's speed via temporal effects.

## Wildlife Powers

### Blinking

**Blinking**: Early this year Xavier made a breakthrough in his attempts to figure out how to Blink. Three months after making his breakthrough Xavier managed to Blink for the first time, though it took him the rest of the year to reduce the time it took to use the power to under a second. According to his report Blinking is a rather hard ability and only major psykers will be able to use it and only those of at least Delta-level or with a talent for Demonology will be able to use it in combat. Despite the restriction on use Blinking is a major force multiplier in combat and Xavier tells you that it provides major benefits to both his ability to sneak and to his straight up combat capabilities. You can personally testify to the latter as you have a brief spare with him late this year and rather then the fight being mostly equal with your superior skill counteracting Xavier's biomancy, you lost rather quickly.

### Phasing

**Phasing:**Primaris Xavier spent the last year trying to figure out exactly what he is doing when he Phased and how to teach other how to do it. By the end of the year he achieved success and can now teach Phasing to the Sanctioned Psykers of Avernus. From what he can tell all Delta Grade Psykers or higher along with any psyker with a talent for Demonology will be able to Phase, including around 10% of your minor psykers. The speed of Phasing and whether they can partially Phase, and to what extent, is dependant on the power and control of the Psyker with few minor psykers being able to partially Phase at all. Primaris Xavier plans to train a special unit of minor Battle Psyker to make full use of this ability by acting as saboteurs.

**Phase-Cat Phasing**- Four years ago Headmaster Ridcully spent a year figuring out how to copy the Phase-Cats variation of phasing. As expected he found that it is very similar to the Phase-Tigers version and that using the Phase-Tigers version as a base it was easy to copy. This variation of Phasing is no easier, or harder to use, is slowing to Phase in or out and incapable of partial Phasing. On the other hand it is far easier for a psyker to maintain the power and harder to detect a psyker using this variation of the power.

### Siren Song

**Siren Song:** Headmaster Ridcully's studies of the Siren Song were completed this year with a measure of success, though not as much as he hoped for. Currently he is able to teach the Siren Song to all major Telepaths, Psykers of at least Delta-level and around ten percent of minor Psykers. Unfortunately he has not been able to get quite the same level of range that the Sirens demonstrate nor has he been able to copy the more powerful version used by Siren Ladies, which has several major differences from the basic version.

**Siren Song: Take Two**: With the aid of the Telepathic Sanctionites and the Primaris Psykers Xavier was able to both improve the range of the ordinary Siren Song, though not to the same level as the Sirens use and figure out the Siren Ladies version. This version can reach around twice as far as the basic version, five kilometres for most, and can affect multiple people at a time, usually between five and twenty. Those affected keep a greater degree of their mental faculties and will do anything to reach the source of the Song. Unfortunately only the most power Telepaths can use this power as it seems to be restricted to Telepaths of at least Epsilon-level or Primaris Psykers of Gamma-level or higher. Currently only twenty Psykers on Avernus have the power and skill to learn this.

### Motion Sensor

**Bombardment Cacti Motion Sensor**: Once she finished training the veterans of the First Daemonic Incursion Primaris Jameson started to look into the motion detection psychic power of Entombment Cacti. It took a few year for her and her research team to figure out how to use the power but once they got the trick it turned out to be easy. You are informed that every psyker capable of Divination should be able to learn the power, with their individual power and skill determine how far they can see and how small objects they are capable of detecting respectively. This power will be added to the standard training for Battle Psykers who will occasionally find it useful.

### Improved Toughness

**Dragon-Turtle Toughness**: After figuring out the Phase-Cats variation of Phasing Headmaster Ridcully tuned his attention to the Dragon-Turtles of The Azure Islands and their variation of the classic toughness technique. It took a few years of work but he was eventually able to make several major improvements to current toughness techniques by copying large portions of the Dragon-Turtles power. These techniques are a rather simple biomancy that everyone able to preform biomancy should be capable of, though only masters will be able to use it to its full potential.

### Hellflame Compression

**Hellflame Compression**: After seven years of careful research Grandmaster Xavier was able to reverse engineer the power that the Hellflame Coral uses to compress and store heat. He tells you that the new power that he has created, Hellflame Compression, works by creating a compressed flame near the caster and then feeding more power into it while continuing to concentrate on keeping it compressed. As more power gets fed into the flame the greater the degree of concentration and power required to keep it stable, leading to a limit of how much power can be stored at once. Moving away from the flame also makes it harder to maintain the compression. However given the scaling involved a Pyromancer choir can generally store up power for a week or more before reaching the limit. The power compressed in the compressed flame can be drawn on for pyromantic workings, though it is impossible to get out quite as much as you put in. This power is most effective for the more concentrated uses, Molten Beam and similar, and less effective for more widespread uses such as Sunburst. Finally when a psyker loses control of Hellflame Compression the power is unleashed from where it is gathered in a single burst, causing massive damage to its surroundings. While this is normally disastrous Xavier tells you that with care it could be used in sabotage to create fail-deadly traps.

### Psyrodactyl Interest

A bit over a year ago Aria finished working out a version of the Psyrodactyl power that detects interest in the user. She tells you that this power can be used by Psykers of any power, though the stronger the Psykers the greater its range, but requires enough control that only Elite Battle Psykers or Primaris Psykers that are gifted in Divination will be able to use it along with Master Battle Psykers and veteran Primaris Psykers that are not. Like the Psyrodactyl version this power detects any beings that are interested in the user in a radius, with the greater the level of interest the more they show up. This is highly useful in stealth situations where it allows the user warning that a sentry has seen something and is paying attention, or that someone is probing their disguise.

### Disrupting Pulse

Four years ago Aria finished recreating the Disrupting Pulse so that it can be used by humans. This power creates a pulse of psychic energy that disrupts nearby hive minds operating on the same frequency. This will allow your Psykers to force Hive minded creatures to revert to their base instincts in an area around them, greatly reducing their danger level. It has been noted however that the stronger the Hive mind in a given area the smaller the radius of effect that the power has, making it only useful against smaller Tyranid hordes and on the edge of major battles.

### Dragonfly Psy-Stunning

Five years ago Aria finished reverse engineering the psy-stunning power used by Spiderbane Dragonflies. She tells you that this relatively simple power can be used by any psyker able to use demonology. The power is able to temporarily cut off the Warp connection of a psyker at least one grade below the user, making it of limited use in battle and of great use in teaching.

The power has already been put into use and there has been a notable increase in pass rates of all psykers below Beta-level, including among the minor psykers who you had believed were as high as they could get. Unfortunately you lack enough Alpha-level Psykers for this technique to have an impact on the pass rates of your Beta-level psykers.

### Sky Dragon Invisibility

It took a year for Xavier to figure ou how to use the Sky Dragon’s Invisibility power, and another two to clean up the power enough to make it viable to teach. He tells you that the power involves effectively bending light and other forms of radiation around the psyker, and provides a high degree of protection against most basic sensors. The better sensors, however, can detect the slight temporal distortion that this causes, allowing them to track the power. Only the best Pyromancers are able to use this power, with it currently being restricted to Veteran Priamris and Master Battle Psykers of at least Epsilon power.

### Warp Break Down

After fifteen years of work, Grandmaster Aria was finally able to create a power that breaks down Warp power into its base components, which was than further refined with aid from the other Grandmasters of the Imperial Trust and Mittens. This power is a matter of skill over strength and that even the weakest active psyker can use it if skilled enough. As things are any Veteran-level Deamonologist, or Primaris can use the power in calm conditions, but only the Elite Deamonologists, and Primaris Deamonologists can use the power under pressure.

In effect Warp Break Down can be used to disassemble even the most complex Warp based effects with time, including those that you previously had no way of dealing with such as major curses. While harder to use than basic countering, it is far better at dealing with the more exotic effects that are often hard for psykers to deal with. On a final note, Aria has noticed that when broken down most powers produce a rainbow effect visible to Witchsight, leading her to suspect that there are 8 raw components to the Warp.

While it can be used to break down active powers traditional methods are more effective in that role. Where Warp Break Down is most useful is in breaking down Warp effects that tradition powers struggle with, such as the most powerful wards and chaotic taint. With Wards a user of the power can slowly degrade and break down a ward that is normal to strong for them to effect, while taint can be cleared at a far higher rate than conventional powers using Warp Break Down. Enough so that clearing entire worlds of taint may be on the cards if you refine the power any further.

### Vector Dancer

Xavier finished reverse engineering the Vector Dancer power of the Delta-Vee, which allows a user to rapidly change the direction but not the magnitude of its velocity and can be used to similarly adjust the velocity of objects smaller than it that it is touching. The Vector Dancer power should be usable by even your weakest psykers, though its complexity is surprisingly high, preventing your Battle Psykers and Veteran Battle Psykers from using it. While valuable your Battle Psykers, the true power of the Vector Dancer comes when it is used in combination with Psy-Thrones. The agility it gives to a Psy-Knight is near Eldar, and what it dos to aircraft is slightly ludicrous.

## Counter Powers

### Ork Weirdboy Countering

**Anti-Ork Powers: Countering**: Tamia spent four years working on creating a psychic power that counters Ork Weirdboyz powers efficiently. After much work she was able to create a pair of powers one that will harmlessly counter any Weirdboyz power of equal or lesser strength and reduce the impact of more powerful powers. This works by pure destructive resonances, weakening the Orks Power as a whole.

### Ork Weirdboy Disrupting

**Anti-Ork Powers: Countering**: Tamia spent four years working on creating a psychic power that counters Ork Weirdboyz powers efficiently. After much work she was able to create a pair of powers one that effectively destabilises a Waaagh power significantly stronger then it, causing unpredictable effects. This works by using targeted destructive resonances to remove a portion of the target powers make up, causing the whole power to collapse in on itself.

**Anti-Ork Powers: Grand Countering**: After eight years of study Xavier was able to create a version of Tamia’s anti-Ork countering power that work on a grand scale. This power can can significantly weaken the effect of a major Ork ritual via destructive resonances, reducing the impact that it can have. Unfortunately the more complex version of the power that targets a specific part of the Orks ritual to cause a collapse requires to much control to be usable with a Choir, and so will be limited to individual psykers. Xavier has ensured that all of the Battle Psyker Choirs deployed to Svartalfheim are skilled at using both this power and its Songweaving equivalent, though he has not had the time to spread it much beyond that.

### Ork Technology Disruption

Three years ago Xavier finished creating a power that weakens the segment of the Ork Waaagh Field that keeps their technology from malfunctioning. While he can’t explain exactly how it work in words you can understand from what you can gather it permeates the targeted technology with Warp Energy that has been aligned with the specific frequency of failure that has been found to have destructive resonance with the Waaagh Field. In effect this increases the chance of malfunction of Ork technology effected, with the chance going up with the power put into it and the complexity of the technology and down with the size of the area effected, the power of the Waaagh Field in the area and how invested it is in that particular item. Xavier tells you that this power should be highly useful at causing targeted malfunctions to volatile technology but should not be used on relics of any type, including Gargents, or in areas where the Waaagh is strong such as major battles. This makes the power more suited to pre-battle sabotage then open conflict, making it deadly in the hands of Xavier.

**Grand Techbane** Tamia recently finished creating a choir-scale version of Xavier's Ork Technology Disruption Power. This power reduces the ability of the Waagh field to keep Ork technology functioning as the base power does, but can be cast at far greater power. This can either allow it to affect far larger groups of orks not shielded by Wierdboyz or strong Waagh concentrations or can be used to push through interference, allowing it to be used on targets such as Gargents that would normally be immune.

### Dark Prince Countering

* **Anti-Dark Prince Powers: Countering:** High Grandmaster Ridcully has recently finished creating a set of psychic powers that counter powers used by the Dark Prince and its worshippers efficiency. These powers are based on a mix of Moderation and Clear-Thought, with just a touch of Tie-That-Bind and should give your Psykers a major advantage when countering the powers gained by the worship of the Dark Prince and all powers used by its daemons. However as of yet they do not scale up well and can not be used by entire choirs.

* **Anti-Dark Prince Powers: Grand Countering**: It took five years for Tamia to refine the Dark-Prince Countering Psychic power so that it could be sued for entire Choirs. From what you can gather this is mostly about making the power require a bit less precision, so that it can be used by the never perfectly coordinated Choirs.

### Dark Prince Banishing

* **Anti-Dark Prince Powers: Banishing:** High Grandmaster Ridcully has recently finished creating a set of psychic powers that counter powers used by the Dark Prince and its worshipers efficiency. These powers are based on a mix of Moderation and Clear-Thought, with just a touch of Tie-That-Bind and should give your Psykers a major advantage when countering the powers gained by the worship of the Dark Prince and all powers used by its daemons. However as of yet they do not scale up well and can not be used by entire choirs.
* **Anti-Dark Prince Powers: Grand Banishing:** Eight years ago Tamia finished up-scaling the power designed to banish daemons of the Dark Prince to allow it to be used by Choirs. This will massively boost the ability of your Psykers to deal with daemons of the Dark Prince, with your choirs potentially being able to banish entire hosts at a time.

### Anti-Blood God Powers: Countering

Recently Tamia finished creating a psychic power tailored to counter the powers of the Blood God. These powers are rooted in Peace, though they have a heavy leavening of Serenity. Given that most of the powers of the Blood God are aimed at driving either the wielders allies or foes berserk having these counter powers should be a useful tool in preventing the forces of Chaos countering your forces range and mobility advantage.

### Anti-Changer of Ways Powers: Banishing

It took six years for Tamia to create a power tailored to banish daemons of the Changer of Ways. Eventualy she was able to create a banishment power based around Stability, with a few hints of Contentment. Like the other tailored banishment powers this will be a major asset when fighting the deamons of its targeted god.

### Anti-Changer of Ways Powers: Countering

Grandmaster Tamia spent half a dozen years creating a counter-power for the sorcery of the Changer of Way. She tells you that the power that she has created uses contentment to destabilise the Ambition that most of the changers sorceries are built around, and then adds a touch of stability to prevent the resultant chaos from benefiting the Changer.

### Anti-Changer of Ways Powers: Grand Countering

Tamia had no problems with expanding the counter-power for the sorceries of the Changer of Way, finding that the power was already remarkably stable for its type. As such she ended up finishing her project a year ahead of projections, giving her a bit more time to mentor psykers.

### Anti-Abomination Powers: Banishing

It took six years for Tamia to create a power tailored to banish daemons of the Abomination. Finally she was able to create a banishment power based around Freedom, though also with a few bits of Independence. Like the other tailored banishment powers this will be a major asset when fighting the deamons of its targeted god.

### Anti-Abomination Powers: Countering

Tamia finished creating her Abomination Counter Power almost a decade ago. She tells you that it works like the other counter powers, though in this case, it uses Independence to weaken the power and then destabilises it with an injection of freedom.

### Anti-Abomination Powers: Grand Countering

It took four years of work and some timely advice from High Grandmaster Ridcully but Xavier was able to finish your anti-Abomination Grand Counter Power. This will greatly boost your choirs ability to counter the dark powers of the Abomination, which are always one of the main threats of an Abomination’s Angyls.

### Lord of Decay Countering

* **Anti-Lord of Decay Powers: Countering** Two years ago Tamia finished creating a power designed to counter those of the forces of Decay. This power uses Hope and Improvement to deny Decay on a conceptional level, allowing your Psykers a significant advantage against their opposite numbers.

* **Anti-Lord of Decay Powers: Grand Countering** It took five years for Tamia expand on her Counter-Decay power and make it more sturdy. This will allow for Psychic Choirs to make use of this power, giving your Psykers a major advantage in their attempts to counter the sorceries of the Daemons of Decay in the coming incursion.

### Lord of Decay Powers: Banishing

* **Anti**-**Lord of Decay Powers: Banishing** High Grandmaster Ridcully has recently finished creating a banishment power tailored for use against the Daemons of Decay. The power works by using Hope to break the tie between the daemon and the Immaterium even as an injection of improvement destabilises the form of the daemon. This is significantly more effective then the generalised brute force banishment, and will be a major boost to your deamonologists in the coming Incursion.

* **Anti-Lord of Decay Powers: Grand Banishment** After fours years of world Grandmaster Tamia was able to make Ridcully’s anti-decay banishment power robust enough for PsychiC Choirs to use. This will allow Psychic Choirs to banish entire formations of Decay Daemons at once, or possibly even Great Unclean ones of significant power.

## Cataclysm Magic

### Wind of Fire

#### Volcanic Eruption

Volcanic Eruption is the most simple of the Cataclysm Magics that the Lizardmen will teach you for the Wind of Fire, but it is still an incredibly complex magic. Xavier tells you that while he and his best pyromancers can use it, that is currently limited to Elite Primaris Psykers and the your Grandmaster Battle Psykers, around four hundred psykers in total.

#### Mantle of Flame

Mantle of Flame is notably more complex than Volcanic Eruption, limiting its use to your Master Primaris Psykers and Exemplar Battle Psykers, a little over a dozen psykers. Given its situational use in the first place, that is probably sufficient.

#### Sea of Fire

Like Mantle of Flame, Sea of Fire is a complex set of Cataclysm Magic, usable only by your Master Primaris Psykers and Exemplar Battle Psykers. While this restricts how much use you can get out of it, its still a valuable weapon.