Unaligned Powers

## Abhorrent Ward [Corruption]

**Alternate Names**: Repulsive Shield, Mantle of Esh’raiik, Bulwark of Detestation

**Value**: 300xp

**Prerequisites**: Corruption 30+, Psy Rating 4

**Action**: Half Action

**Focus** Power: Challenging (+0) Corruption Test

**Range**: Self

**Sustained**: Half Action

**Subtype**: Concentration

**Description**: The Sorcerer’s tainted soul draws to it the denizens of the warp, who clamour to his presence. At his command, they can 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. While this power remains in effect, any creature attempting to target the Sorcerer with any form of attack must attempt a Willpower Test, with a –5 times the Sorcerer’s Psy Rating penalty. If the attacker succeeds at this test, he may attack as normal. However, failure means that his revulsion prevents him attacking. He may choose another target to attack instead.
Psychic Phenomena: The pressure of daemonic horde tearing at the fabric of existence thins the veil, making it risky for psykers to draw too deeply from the warp. While this power remains in effect, any psyker within 30m must add +20 to all rolls on the Psychic Phenomena table (including any generated by this power).

## Doombolt

**Alternate Names**: Shards of Malice, Fist of Ruin

**Value**: 200xp

**Prerequisites**: None

**Action**: Half Action

**Focus** Power: Challenging (+0) Willpower Test

**Range**: 20 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: Known by a variety of names, the Doombolt is a common destructive power utilised by a great many Chaos magos to strike down their foes. 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. As the Sorcerer conjures these bitter projectiles with clenched fists, he fills the air with the stench of brimstone and the booming roar of daemons for the brief moment of the power’s manifestation. Doombolt is a Psychic Barrage that deals 1d10+ Psy Rating Energy Damage with a Pen of 8.

## Foul Cage

**Alternate Names**: Chains of Torment, Bonds of Flesh

**Value**: 300xp

**Prerequisites**: Psy Rating 4

**Action**: Full Action

**Focus** Power: Opposed Challenging (+0) Willpower Test

**Range**: 25 metres x Psy Rating

**Sustained**: Half Action

**Subtype**: Attack, Concentration

**Description**: Great long bonds of warp-spawned ropes, chains, and lengths of barbed sinew erupt from the ground and wind themselves around any creatures within reach. These bonds ensnare and constrict as if alive, and sprout barbs and thorns which dig deep into the flesh of those so ensnared. Foul Cage is a Psychic Blast with a radius equal to the power’s Psy Rating, that deals 1d10+3 R Damage with the Crippling (1d10), Snare (2) and Tearing qualities.

## Gift of Chaos

**Alternate Names**: Fleshy Curse, Indigo Fire of Change,

**Festus’** Transfiguration

**Value**: 400xp

**Prerequisites**: Psy
 Rating 5, Infamy 40+
**Action**: Half Action

**Focus** Power: Opposed Hard
 (–20) Willpower Test
**Range**: 1 metre x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration
**Description**: The Sorcerer tears a miniscule hole in reality for the briefest of moments, exposing a single foe to the full splendour of the warp. In seconds, their flesh is remade anew by the glory of Chaos, creating a howling, screaming mass of corrupted matter that thrashes and flails as it succumbs to mutation after mutation. The target opposes this power with a Toughness Test. If the target wins, it suffers no Damage. If it loses, it suffers 1d10 Damage +2 per Degree of Failure, ignoring Toughness Bonus and Armour. If the target loses the Test by four or more Degrees, the target mutates, immediately suffering a random Gift of Gods (see page 291)—at the GM’s discretion, minor NPCs or adversaries can simply be transformed into a mewling, disgusting, and harmless Chaos Spawn, effectively killing them.

## Hatestorm

**Alternate Names**: Dream of Rage, Deluge of Fury

**Value**: 400xp

**Prerequisites**: Psy Rating 4, Frenzy, Hatred (Any One)

**Action**: Half Action

**Focus** Power: Difficult (–10) Willpower Test

**Range**: 5 metres x Psy Rating radius

**Sustained**: Half Action

**Subtype**: Attack

**Description**: The Sorcerer calls upon the dark gods to gift him with a portion of their own hatred, and becomes the crackling focus of an aura of dark energy. Anyone caught within this explosion of unholy power finds himself with a psychotic hatred of all living things, hurling themselves at their foes at the first opportunity. The hellish psychic echoes of the warp are easy for a Sorcerer to find, though a challenge to control, often proving overwhelming for the unsuspecting. While this power remains in effect, the Sorcerer, and all creatures within the power’s radius immediately enter a Frenzied state, as if they had the Frenzy Talent. They will remain in this state for as long as they remain within the power’s radius. The Sorcerer may continue to manifest psychic powers even while Frenzied.

## Host of Fiends

**Alternate Names**: Cavalcade of Horrors, Cacophonous Mass

**Value**: 200xp

**Prerequisites**: Psy Rating 3

**Action**: Full Action

**Focus** Power: Challenging (+0) Willpower Test

**Range**: 5 metres per Psy Rating radius

**Sustained**: Free Action

**Subtype**: Attack, Concentration

**Description**: The veil between reality and the warp is made thin and porous, allowing even the least of daemons to scratch and claw at the edge of the universe, their distant shrieks and howls and the nightmarish images they produce tormenting all mortals within their reach. Those who call such forces into being revel in the blasphemy they inflict and the suffering that comes from their presence. All of the Sorcerer’s enemies within range of this power suffer a –2 x PR penalty to all Willpower Tests. In addition, every time a creature affected by this power fails a Willpower Test, they gain 1d5 Corruption Points for every Degree of Failure.

## Warptime

**Alternate Names**: Swift as Karanak, Gods’ Speed

**Value**: 400xp

**Prerequisites**: Psy Rating 4

**Action**: Half Action

**Focus** Power: Diffi cult (–10) Willpower Test

**Range**: Self

**Sustained**: Free Action

**Subtype**: Concentration

**Description**: The timeless nature of the warp grants the cunning Sorcerer the means to defy the normal limits of time, hastening his movements and reflexes such that his enemies appear to be moving in slow motion. Many liken it to the terrifying speed of Khorne’s hunting hound, a figure that holds particular horror for psykers. The Sorcerer gains the Unnatural Weapon Skill, Unnatural Ballistic Skill and Unnatural Agility traits, all at values equal to his Psy Rating.

## Winds of Chaos (Corruption)

**Alternate Names**: Stream of Corruption, Scintillating Cascade, Blue Fire of Tzeentch, Whirlwind of Fangs

**Value**: 300xp

**Prerequisites**: Corruption 30+

**Action**: Half Action

**Focus** Power: Opposed Challenging (+0) Corruption Test

**Range**: 5 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: Reaching deep into the corruption within his soul, the Sorcerer unleashes a wave of energy that leaves devastation in its wake. Depending upon the devotions of the Sorcerer, the nature of this outpouring of corrupt power varies—those devoted to Nurgle produce a stream of bilious filth, while a rain of hypnotic luminescence or glittering golden light characterises the powers of a Slaanesh Sorcerer. Every Sorcerer’s Wind of Chaos is subtly different, coloured by their own prejudices and insanity. The Sorcerer produces a torrent of foul energy in a 30-degree cone out to the power’s range, similar to a weapon with the Spray quality. Creatures caught within the spray may oppose the Focus Power Test with an Agility Test. Any creature that does not successfully avoid the power’s effects suffers 2d10 + Psy Rating Energy Damage with the Felling (2), Tainted, and Warp Weapon Qualities, plus a single additional Quality determined by the Sorcerer’s alignment. If used by a Tzeentch Sorcerer, Wind of Chaos gains the Flame quality. If used by a Slaanesh Sorcerer, Wind of Chaos gains the Shocking quality. If used by a Nurgle Sorcerer, Wind of Chaos gains the Toxic quality. If used by an unaligned Sorcerer, Wind of Chaos gains the Tearing quality.
Psychic Phenomena: The psychic residue of the power’s effects lingers on every surface for a few moments longer, whether ablaze with guttering azure flame, spattered in filth, or coated in a fi ne glittering dust imbued with the echoes of sensation. Until the start of the Sorcerer’s next turn, every creature within 3d10 metres of the Sorcerer suffers a –10 penalty on all Willpower Tests due to the disconcerting and disruptive aftereffects of the Wind of Chaos. This is in addition to any normal Psychic Phenomena that might be manifested.

## Blade of Baleful Might (Tome of Fate)

**Alternate Names**: Empyreal Blade, Reaper’s Scythe, Staff of Souls

**Value**: 300xp

**Prerequisites**: Psy Rating 4, Infamy 30+

**Action**: Full Action

**Focus** Power: Diffcult (–10) Willpower Test

**Range**: Self

**Sustained**: Free Action

**Subtype**: Concentration

**Description**: The sorcerer’s force weapon exhibits terrifying qualities of destruction and menace. The ritualistic activity required to use this power allows the sorcerer to channel his very soul into the weapon that, in response, crackles in chaotic harmony and changes in form and quality into an engine of slaughter. After completing the ritual forging of his weapon, he may enter the fray alongside Champion and Chosen alike, reaping souls with matching fury. After making a Focus Power Test, the sorcerer adds Qualities to his force weapon from the following list based on the number of Degrees of Success attained on his Focus Power Test; treat this number like points to be spent on these Qualities. These Qualities are: Flame, Power Field, Razor Sharp, Tainted, and Tearing. Qualities worth two successes include: Crippling (2), Felling (2), Proven (3), Shocking, and Toxic (1). For three successes, the Sorcerer may add the Warp Weapon Quality. Qualities that have a parenthetical may have the bracketed number increased by one via spending an additional success. Finally, the sorcerer may unleash a torrent of force energy on his enemies, sacrificing the benefits of the various qualities acquired through Blade of Baleful Might for a turn to make a ranged attack through the empowered force weapon (note that the weapon retains all the qualities it would normally have such as Force Weapon, Balanced, Unbalanced, etc.). The attack is treated as a normal attack with the Force Weapon, but with a range equal to five times the Psyker’s Psy Rating.
Corpus Conversion: When using Blade of Baleful Might with the Corpus Conversion Path to Power, the psyker’s weapon and soul are forged as one and he may postpone taking the Toughness Damage from Corpus Conversion until he stops maintaining this power. However, every round that he maintains the power he must either make an attack with the weapon or make an effort to engage an opponent if making an attack is not possible. If he fails to do so, the power’s effects end and he suffers the Toughness Damage immediately.

## utcher’s Offering (Tome of Fate)

**Alternate Names**: Dark Sacrifice

**Value**: 100xp

**Prerequisites**: None

**Action**: Free Action (Spec
ial)
**Focus** Power: Challenging (+0) Willpower Test

**Range**: Self

**Sustained**: No

**Subtype**: Concentration

**Description**: As the sorcerer cuts through his enemies with unnatural vigour, he takes a moment to make an offering to the Dark Gods in all their glory. With the dead at his feet and his weapon held high, he utters a prayer and sends a soul to its damnation. Should the Dark Gods take notice of his ignoble sacrifice, he can expect a reward for the fruits of his unholy labour. The Dark Gods are fickle, however, and at times have a strange way of responding to their worshipper’s offerings.
The Focus Power Test used with this power is a Free Action, made immediately after slaying another in combat. If successful, the sorcerer may select one of the following benefits:
• He gains a +10 bonus to the next Test he rolls.
• He gains the Unnatural Characteristic (2) Trait for any one Characteristic.
• He gains the benefits of the Jaded, Nerves of Steel, and Resistance (Fear) Talents.
Regardless of which option the sorcerer selects, these benefits last no longer than until the end of his next turn. Even though the Focus Power Test is a Free Action, as an additional cost the sorcerer must sacrifice his Reaction for this turn.
Psychic Phenomena: If he fails on his Focus Power Test, he gains the attention of some other entity of the warp—and one that does not care to grant him a boon of any sort. He rolls on the Psychic Phenomena Table and adds +5 to the roll for every Degree of Failure attained on the Focus Power Test.
Sacrifice: If Butcher’s Offering is used with the Sacrifice Path to Power, the sorcerer may choose the following benefit instead of those listed above. When making an Extended Test, the sorcerer may add a bonus equal to five times his Psy Rating to all rolls for that Test. This benefit only affects rolls for his next Extended Test and has a duration of 24 hours.

## Echoes of Malice (Tome of Fate)

**Alternate Names: Swarm of Hate**
**Value: 400xp**
**Prerequisites: Psy Rating 4**
**Action: Half Action**
**Focus Power: Hard (–20) Willpower Test**
**Range: 5 metres x Psy Rating radius**
**Sustained: No**
**Subtype: Attack, Concentration**
**Description:** The warp is a repository of unfettered emotion, dense with energy ever engaged in a turbulent dance. Among these emotions, the strongest are those that the masses of humanity fear the most: anger, hatred, rage, hopelessness. For the worshippers of Chaos, these emotions must be embraced before they move one further on the path to greatness. A psyker may utilise the resonance of these emotions in his work, causing them to bleed from the warp into the minds of those around him. Thus, his allies rage in battle whilst his enemies struggle in hopelessness. When activating this power, the psyker designates each creature within the power’s radius as either an ally or an enemy (he may choose to designate himself as an ally or to ignore the power’s effects altogether). Allies in the radius become enraged and must succeed on a Challenging (+0) Willpower Test or they sacrifice their Reaction for the turn (if they have not used it already) and immediately make a Standard Attack against a target of their choice. Enemies within the radius must also succeed on the same test or suffer feelings of crippling defeat. They also lose their Reaction this turn (if they have not used it already) and take a penalty to all Skill and Characteristic Tests equal to five times the psyker’s Psy Rating until the start of the psyker’s next turn.

## Harrier Imps (Tome of Fate)

**Alternate Names: Warp Flies**
**Value: 100xp**
**Prerequisites: None**
**Action: Half Action**
**Focus Power: Ordinary (+10) Willpower Test**
**Range: 25 metres x Psy Rating**
**Sustained: Free Action**
**Subtype: Attack, Concentration**
**Description: Harrier Imps are a swarm of minor daemons that press up against the barrier between reality and the warp that laugh at and harry the poor soul vexed by their presence. Though otherwise harmless, they prove to be quite distracting tricksters that revel in the frustration they cause. These minor daemons harry the target, preventing him from performing even the most basic of tasks unencumbered. He suffers a –10 to all Tests made while this power is in effect. The imps themselves suffer from two fatal ?aws, however— stupidity and cowardice. If the target spends a Half Action and succeeds on an Ordinary (+10) Intimidate Test, the imps, unaware that the barrier between the warp and reality protects them, quickly ?ee, thus ending the power’s effects.**

## Hex of Decrepitude (Tome of Fate)

**Alternate Names: Brittle Bones**
**Value: 400xp**
**Prerequisites: Psy Rating 5, Cold Hearted**
**Action: Half Action**
**Focus Power: Diffcult (–10) Willpower Test**
**Range: 10 metres x Psy Rating**
**Sustained: No**
**Subtype: Attack, Concentration**
**Description:** In the warp, time flows according to its own unlogic. Space faring vessels travel the galaxy precisely because of this property, arriving at their destination in a matter of weeks rather than over the course of generations. A powerful psyker may call upon such temporal effects to age his enemies prematurely by manipulating the eddies of the warp. The target of this power visibly ages as ribbons of light brutally strip him of his youth, taking 1d10 temporary Strength, Toughness, and Agility Damage per Degree of Success on the psyker’s Focus Power Test (for example, a result of three Degrees of Successes on the Focus Power Test results in the target taking 3d10 Damage to each of the afore mentioned Characteristics). The target of the Hex of Decrepitude may make a Diffcult (–10) Toughness Test to resist this Damage, reducing the damage dice by one for every Degree of Success he achieves to a minimum of zero. The target’s experience deepens as though he had really aged, and he gains a +10 bonus on all Willpower and Intelligence Tests for the next 1d5 rounds. No one may be targeted by Hex of Decrepitude more than once per combat, and creatures that do not age naturally (such as warp entities) are immune to the effects of this power.

## Phantom Parry (Tome of Fate)

**Alternate Names**: Kelhad’s Ruse, Empyrean Snare

**Value**: 400xp

**Prerequisites**: Psy Rating 4, Warp Sense

**Action**: Reaction

**Focus** Power: Opposed Challenging (+0) Willpower Test

**Range**: 5 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: As an enemy sorcerer draws on the warp to fuel a psychic power, the psyker may respond by disturbing the veil with a Phantom Parry, causing his foe’s control to falter and allow the warp loose to corrupt the fragile materium. Psychic Phenomena abound from the parry and thus the unbalanced target must centre himself and refocus his concentration. In response to a target using a psychic power, the psyker and the target make an Opposed Challenging (+0) Willpower Test as they psychically grapple. If the psyker succeeds, the target still manifests his power but must make a Psychic Phenomena roll (in addition to any other Psychic Phenomena rolls he would have to make for rolling doubles, Pushing, etc.). For each Degree of Success the psyker attained on his Focus Power Test, add a + 5 to all Psychic Phenomena rolls the target makes this turn. For the next 1d5 turns, the target suffers a –5 penalty to all Focus Power Tests unless he spends a Half Action to refocus his concentration. If the target succeeds in the Opposed Willpower Test, Phantom Parry has no effect and he may use his powers normally.
Psychic Phenomena: In addition to any other rolls the target may make on the Psychic Phenomena Table this turn, he also triggers the Warp Ghosts effect if he rolls doubles on his Focus Power Test. For example, a roll of 22 results in both the Spoilage and Warp Ghosts effects. Should the target trigger Warp Ghosts multiple times, the effects are not cumulative.

## Umbral Halo [Corruption] (Tome of Fate)

**Alternate Names**: Dark Star

**Value**: 200xp

**Prerequisites**: Corruption 30+

**Action**: Half Action

**Focus** Power: Challenging (+0) Corruption Test

**Range**: 5 metres x Psy Rating radius

**Sustained**: Half Action

**Subtype**: Attack, Concentration

**Description**: The psyker summons a black halo around his head, wrought from his own corrupt soul. All light ?ows towards this shadow-well in a ghostly processional, only to be consumed in the halo’s umbral wrath. As the light dies, it leaves behind the phantoms of its passing in the form of haunting whispers, faint apparitions, and an unnatural coldness that grips those within it in a pall of fear. Within the radius of this power’s effect, if the area is not already in Darkness, reduce the lighting by one step (from Bright to Shadow or from Shadow to Darkness). The user does not suffer from any ill effects due to the reduced lighting and the radius follows him everywhere he moves. Additionally, all creatures except the user must make a Test against Fear (2) when entering the radius while the power is active.

## Warp Vortex (Tome of Fate)

**Alternate Names**: Gravity Well

**Value**: 200xp

**Prerequisites**: Psy Rating 2

**Action**: Half Action

**Focus** Power: Challenging (+0) Willpower Test

**Range**: 25 metres x Psy Rating

**Sustained**: Half Action

**Subtype**: Concentration

**Description**: A vortex of energy emerges to collect all matter within its core; men fall towards it as air rushes past and a small sphere of debris forms at its devastating centre. The psyker designates a point on the ground within range of this power as the origin of the Warp Vortex. If he succeeds on his Focus Power Test, all creatures within a number of metres equal to the psyker’s Psy Rating must make a Challenging (+0) Toughness Test or fall prone and slide two metres in the direction of the vortex. Anyone reaching the centre suffers 2d10 I Damage which may be mitigated as normal. This effect occurs on each turn the psyker chooses to maintain it. A creature attempting to move away from the vortex must make a Challenging (+0) Agility Test. If he fails the Test, he may still move but must remain at the same distance or less from the vortex. Creatures making ranged attacks that travel through this area suffer a –20 penalty on their Ballistic Tests.