Tzeentch Powers

## Bolt of Change

**Alternate Names**: Crimson Fire of Tzeentch, M’Kachan’s Wrath, The Inevitable Gift

**Value**: 500xp

**Prerequisites**: Mark of Tzeentch, WP 50+, Psy Rating 5

**Action**: Half Action

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

**Range**: 10 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: The Sorcerer focuses his will and his wrath into a searing bolt of warp-flame—often red, due to the pervasive lore of the many-coloured fi res of Tzeentch—that reduces enemies to twitching masses of mutating gore, or swirling whirlwinds of iridescent ash. Few substances can withstand the corrupting energies of a Bolt of Change. Bolt of Change is a Psychic Bolt that deals Xd10 Energy Damage with a Pen of 9 (where X equals the sorcerer’s Psy Rating), and with the Felling (Psy Rating) Quality. In addition, a living creature struck by a Bolt of Change must immediately make a Challenging (+0) Toughness Test. Failure indicates that the target gains 1d5 Corruption Points for every Degree of Failure. Five or more Degrees of Failure indicates that the target becomes subject to swift and catastrophic mutation, transforming into a Chaos Spawn that swiftly collapses into a puddle of shrieking ichor.

## Boon of Tzeentch

**Alternate Names**: The Cyclops’ Gift, Emerald Flame of Tzeentch

**Value**: 300xp

**Prerequisites**: Aligned Tzeentch, Psy Rating 4

**Action**: Half Action

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

**Range**: Self

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: The Sorcerer reaches deep into the warp for greater power, bolstering his already potent abilities further. Many sorcerers learn this power from ancient copies and fragments of the Book of Magnus, conjuring a searing green fire that augments sorcerous might in those strong enough to wield it, and which may immolate those who grasp foolishly at the power it provides. The Sorcerer gains a bonus to his Psy Rating for every Degree of Success he scores on the Focus Power Test, which may only be used on the next power the Sorcerer uses and only if that power is used at the Unfettered power level or Higher. However, upon using that bonus Psy Rating, the Sorcerer suffers an immediate hit, dealing 1d5 plus Psy Rating of the second power Damage with a Pen of 4 and the Shocking Quality. This hit cannot be Dodged, Parried, or blocked through a Field Save.

## Flicker

**Alternate Names**: Warpstep, Ephemeral Passage, Violet Fire of Transition

**Value**: 400xp

**Prerequisites**: Mark of Tzeentch, Willpower 50+, Psy Rating 4

**Action**: Half Action

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

**Range**: Self

**Sustained**: Free Action

**Subtype**: Concentration

**Description**: The Sorcerer creates a shimmering field of unreality around him, his image becoming transparent and intermittent as he flickers between reality and the warp. In this manner, he may step through solid objects as if they were air, and the blows of the enemy pass through him as if he were nothing more than a holographic image. For as long as this power remains in effect, the Sorcerer gains the Incorporeal Trait (see Chapter IV: Talents and Traits), and counts his Agility Bonus as equal to the Sorcerer’s Psy Rating for the purposes of determining how far he may move, and he may move as easily vertically as horizontally. While in this state, the Sorcerer cannot cross psychically charged barriers, holy wards or energy wards designed to bend reality or manipulate the warp, such as a Gellar Field or Void Shield.

## Gholam Curse

**Alternate Names**: Puppetmaster Sigil, Dance of Lies

**Value**: 300xp

**Prerequisites**: Aligned Tzeentch, Willpower 50+, Psy Rating 5

**Action**: Half Action

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

**Range**: 20 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: The Sorcerer reaches into the mind of an enemy, and bends their body to his will. Many sorcerers conjure sigils that appear upon the victim, and whisper commands that the victim’s body will obey without question. The Sorcerer must target a single enemy within range and line of sight, who may resist the power with a Willpower Test. If the target fails the test, then his actions in his next turn may be decided by the Sorcerer. The victim cannot deal damage to himself with his actions. Any tests the victim attempts while controlled by the Sorcerer gains a bonus equal to twice the Sorcerer’s Psy Rating.

## Mantle of Lies

**Alternate Names**: Changeling, Veil of Illusion

**Value**: 200xp

**Prerequisites**: Aligned Tzeentch, Intelligence 40+,

Fellowship 40+

**Action**: Half Action

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

**Range**: 25 metres x Psy Rating

**Sustained**: Half Action

**Subtype**: Concentration

**Description**: The Sorcerer calls upon the Weaver of Fates to bless him with the power of confusion. An illusion is woven over the Sorcerer and a target of his choice, and even the closest allies of the victim can seldom see the truth of the matter. The Sorcerer nominates a single enemy within range and line of sight. While this power remains in effect, the Sorcerer appears to be the target, and the target appears to be the Sorcerer. The illusion is almost flawless, and is difficult for even the most careful observers to see through. A creature can attempt an Awareness Test, with a penalty equal to five times the Sorcerer’s Psy Rating, in order to see through the illusion.

## Mindscourge

**Alternate Names**: Death of Thought

**Value**: 300xp

**Prerequisites**: Aligned Tzeentch, Hatred (any), Psy Rating 5

**Action**: Half Action

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

**Range**: 25 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: At first, all the victim feels is a sharp stabbing pain in his head. However, the Sorcerer has placed a sliver of psychic energy in the victim’s mind, which will inflict debilitating pain as it moves through the victim’s psyche, leaving him ultimately comatose. This power is a Psychic Bolt which deals 1d10 + Psy Rating Energy Damage with the Warp Weapon and Shocking Qualities. After suffering Damage from this power, the target suffers 1d5 Damage to Intelligence, Willpower and Fellowship every turn for a number of turns equal to the Degrees of Success on the Focus Power Test. This power can only affect creatures with a mind, so non-Heretics with the Machine Trait, plant life, and other creatures at the GM’s discretion may be unaffected.

## Protean Form (Corruption)

**Alternate Names**: Flesh of Clay, Chimeric Transmutation, Blue Fire of Transformation

**Value**: 500xp

**Prerequisites**: Mark of Tzeentch, Corruption 50+, Toughness 50+, Willpower 50+, Psy Rating 6, Corpus Conversion

**Action**: Full Action

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

**Range**: Self

**Sustained**: Free Action

**Subtype**: Attack, Concentration

**Description**: The Sorcerer distends and warps his form into a new and horrific shape, channelling the power of Chaos into his own corrupt flesh to bless his enemies with a glorious image of change. Sorcerers of Tzeentch consider this power to be amongst the greatest blessings Tzeentch can bestow upon a mortal—the power to change themselves into any form they choose. Upon successfully using this power, the Sorcerer gains Unnatural Characteristics equal to twice his Psy Rating, divided as he chooses amongst his Characteristics. Alternately, the Sorcerer may choose to gain a number of Traits from the following list, each Trait taking the place of two points of Unnatural Characteristics he would gain normally. Amphibious, Amorphous, Burrower (2), Flyer (3), Deadly Natural Weapons, Multiple Arms (1), Natural Armour (2), Sonar Sense, Sturdy, Unnatural Senses (5). Traits with a value in parenthesis can be taken multiple times, each time after the first adding +1 to the listed value. However, so unstable is the Sorcerer’s form that he cannot easily maintain his shape, gaining the Warp Instability Trait. Should he be reduced to 0 wounds, the power’s effects end immediately, leaving the Sorcerer Stunned until the end of his next turn as his body swiftly returns to its natural shape.

Psychic Phenomena: The constant stream of warp energy pouring through the Sorcerer’s body causes ripples in reality that cannot easily be contained. At the start of the Sorcerer’s turn, every turn this power remains in effect, roll on Table 6–2: Psychic Phenomena and apply the result immediately, re-rolling results of 75 or higher. The second results stand.

## Psyphon

**Alternate Names**: Thoughtleech, Violet Flame of Deprivation

**Value**: 200xp

**Prerequisites**: Aligned Tzeentch, Willpower 40+, Psy Rating 4

**Action**: Half Action

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

**Range**: 5 metres x Psy Rating

**Sustained**: Free Action

**Subtype**: Attack, Concentration

**Description**: The Sorcerer 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 leave fleeting echoes of memory in the Sorcerer. The Sorcerer nominates a single enemy within range and line of sight, who may resist this power with a Willpower Test. If the target fails to resist, he suffers 2d10 Willpower Damage, and the Sorcerer gains Unnatural Willpower (1), +1 for every full 5 points of Willpower Damage the power inflicts. This Unnatural Willpower remains for as long as the power’s effects persist.

## Vile Revelation

**Alternate Names**: Orange Fire of Prophecy, Harrowing Glimpse of Destiny, The Unforeseen Future

**Value**: 300xp

**Prerequisites**: Mark of Tzeentch, Perception 50+, Psy Rating 5

**Action**: Half Action

**Focus Power**: Difficult (–10) Opposed Perception Test

**Range**: Self

**Sustained**: Half Action

**Subtype**: Concentration

**Description**: The Sorcerer 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. Many Sorcerers are driven mad by the visions they receive from the Immaterium. While this power remains in effect, the Sorcerer can see enough of the future to grant him an advantage in his endeavors. The Sorcerer gains a bonus on all tests while this power remains in effect equal to twice his Psy Rating. However, he suffers 1d5 points of Intelligence Damage every turn this power is in effect.

## ÆTher Worm (ToF)

**Alternate Names**: Cerebral Paracyte

**Value**: 400xp

**Prerequisites**: Aligned Tzeentch, Psy Rating 5, Mindsourge

**Action**: Half Action

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

**Range**: 20 metres x Psy Rating

**Sustained**: No

**Subtype**: Concentration

**Description**: The Master of Plots dines off of the webs of mistrust and errors in faith engendered by those who conspire and politic throughout the galaxy. In such environs, one can never be sure who or what fights on his side and who or what deceives him. Though not the perfect defence, the Æther Worm created many centuries ago on the planet of Q’sal has played its role in the machinations of many a magister immaterial. As with many ideas having originated on that world, magisters from all three cities lay claim to the Æther Worm’s invention. This psychically implanted parasite burrows deep into the mind of its host and infects it in the most peculiar way. At first it appears as a boon, strengthening the host’s mind against the telepathic invasions of enemy psykers whilst bolstering his psychic powers. However, the Æther Worm serves the sorcerer master who implanted it, giving him privileged access to the host’s mind.

Prior to activating this power, the sorcerer may choose to hide both the nature and the target of the power by making a Challenging (+0) Deceive Test opposed by a Challenging (+0) Psyniscience Test of any present psykers able to see the sorcerer manifest this power. The sorcerer then makes his Focus Power Test and, if successful, implants an Æther Worm in the target’s psyche. The worm remains in place for a number of days equal to the manifester’s Psy Rating. The target may attempt a Diffcult (–10) Willpower Test to expel the worm once per day, assuming he knows it is there. While host to the Æther Worm, the target imposes a –20 penalty to all Focus Power Tests made by enemy psykers targeting him with powers from the Telepathy discipline or powers that directly affect the mind (such as the Mindscourge power from the Black Crusade Core Rulebook). Also, the target gains a +5 bonus to all Focus Power Tests made to manifest his own powers (assuming he has the ability to use psychic powers in the first place). The Æther Worm’s true allegiance lies with its master and thus, with regard to the sorcerer that implanted it, this power has a different effect. The original caster has increased access to the target’s mind and ignores the target’s defences against Telepathy and mind affecting powers. If he is trained in it, he may use the Mind Probe power (from the Black Crusade Core Rulebook) subtly, though with a Routine (+20) Willpower Test for his opposed Focus Power Test rather than a Hard (–20) Willpower Test. Also, any attacks the psyker makes that directly affect the target’s mind (such as the Mindscourge power) gain a bonus to damage equal to the sorcerer’s Psy Rating. Finally, the target must make a Hard (–20) Willpower Test in order to target the sorcerer with any psychic power, as the Æther Worm cannot allow its host to harm its master. If the host fails to target the sorcerer, he may choose a new target or a new action instead.

## Befuddling Curse (ToF)

**Alternate Names**: The Perplexus

**Value**: 250xp

**Prerequisites**: Aligned Tzeentch, Psy Rating 3

**Action**: Half Action

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

**Range**: 10 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: A multihued bolt of light leaps from the sorcerer and strikes the target with no apparent effect. Shortly after receiving the strike, the victim begins to act strangely, muttering to himself, screaming at imaginary enemies, or even taking a chainsword to his own leg against the infestations rooted there. Treat the target of this power as though struck by a weapon with the Hallucinogenic (X) Quality, where X is equal to the sorcerer’s Psy Rating. The target does not receive the +20 bonus to his Toughness Test for having a respirator or other protective equipment. If the sorcerer rolls five or more Degrees of Success on his Focus Power Test, the target must make a Challenging (+0) Willpower Test or suffer a Disorder (see the Black Crusade Core Rulebook pages 278-279 for more information on Disorders).

## Blessing of Magnus (ToF)

**Alternate Names**: The Red Boon, The Ninth Syllebrum

**Value**: 400xp

**Prerequisites**: Aligned Tzeentch, Psy Rating 4, Thousand Sons Sorcerer

**Action**: Half Action

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

**Range**: Self

**Sustained**: Free Action

**Subtype**: Concentration

**Description**: The Thousand Sons have survived many a difficult trial in the past ten thousand years they have plied the galaxy. The Blessing of Magnus testifies to this as it bolsters their will in the face of great perils. The Thousand Sons Sorcerer gains the following benefits while using this power:

* He gains a bonus to all Willpower Tests equal to five times his Psy Rating.
* He may spend a Free Action once per turn to gain the benefits of Aiming (as though he had spent a Half Action). This ability only affects attacks made with force weapons.
* He resists psychic powers more easily. Whenever targeted by a psychic power, he may make a Hard (–20) Willpower Test as a Reaction; if he succeeds, the power automatically fails. The sorcerer must suffer from the Heavily Damaged condition in order to activate or maintain this power.

## Fate Loom [Corruption] (ToF)

**Alternate Names**: The Bilker’s Game, Ahriman’s Gambit

**Value**: 500xp

**Prerequisites**: Aligned Tzeentch, Psy Rating 6, Corruption 40+, Infamy 40+

**Action**: Half Action

**Focus Power**: Hard (–20) Corruption Test

**Range**: Self

**Sustained**: No

**Subtype**: Concentration

**Description**: Sorcerers use this power as a last ditch effort by forcing fate’s hand to accomplish goals that would otherwise be impossible. When the spell has done its work, however, fate has its due and revisits the sorcerer with equal and opposite force. Fate Loom provides the sorcerer with three benefits that take effect immediately and last for 1d5 + Psy Rating Rounds and a number of drawbacks which occur when these benefits end. For the duration of this power, the sorcerer gains a +20 on all Toughness and Willpower Tests and also a +20 on Tests of one other Characteristic of his choice, decided upon activating this power. If at no other time, now he must prove himself one among the most infamous; the sorcerer regains all Infamy Points spent this session and may spend as many of them as he likes, even if that means spending more than normally allowed per session. Finally, he is bolstered by the necessity of accomplishing his goal; the sorcerer immediately heals 1d5 Wounds and any Critical Damage (though the effects of any Critical Damage or Critical Hits are not removed). When these effects end, he loses all unused Infamy Points, increases his Damage total to equal his Wounds, and suffers 1d5 levels of Fatigue as fate rights itself and restores the sorcerer to his rightful place in Tzeentch’s grand scheme.

## Incendiary of Tzeentch (ToF)

**Alternate Names**: Sorcerer’s Brand

**Value**: 300xp

**Prerequisites**: Aligned Tzeentch, Psy Rating 2, Thousand Sons Sorcerer

**Action**: Half Action

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

**Range**: Touch

**Sustained**: No

**Subtype**: Concentration

**Description**: These sorcerous shells race towards their enemies in blue-white fire, exploding on impact, and not only damage the flesh but the spirit itself in unholy flame. Incendiary of Tzeentch enhances one shell of standard ammunition designed for Solid Projectile Weapons (only those without the Primitive Quality) and Bolt Weapons. The enhanced ammunition gains the Warp Weapon and Blast (2) Qualities. If the sorcerer rolled five or more successes on the Focus Power Test to use this power, the ammunition also gains the Tainted Quality, using his Corruption Bonus to determine the additional Damage dealt. The shell marks its target—all psychic powers targeting the individual hit during this combat with an Incendiary of Tzeentch gain a +10 on their Focus Power Tests. Furthermore, should the target manifest any psychic powers, all Psychic Phenomena rolls he triggers take a +20. The shell remains enhanced for a period of one hour before returning to its normal state.

## Labyrinthine Conundrum (ToF)

**Alternate Names**: Deceiver’s Maze, Thought Cage

**Value**: 300xp

**Prerequisites**: Aligned Tzeentch, Psy Rating 4, Intelligence 50+, Logic (Known)

**Action**: Half Action

**Focus Power**: Hard (–20) Willpower Test

**Range**: 20 metres x Psy Rating

**Sustained**: No

**Subtype**: Concentration

**Description**: The power infects the target’s mind, weighing down his thoughts and possibly disabling his thinking altogether as he attempts to solve an insolvable enigma. Either he succeeds in the only way he can, by realising the problem cannot be solved, or he succumbs to the impossibility and falls into a coma. The psyker implants an all-consuming mystery in the psyche of the target. At the start of each of the target’s turns, he must succeed on a Challenging (+0) Intelligence Test (or a Challenging (+0) Logic Test if he is trained in that Skill) or suffer 1d10 temporary Intelligence Damage and be stunned until the start of his next turn. The Focus Power Test made to initiate this power imposes a penalty on these Intelligence and Logic Tests equal to –5 times the Degrees of Success he achieves. The effects of the power end when either the target succeeds on his Intelligence (or Logic) Test or is reduced to a zero Intelligence. Blasphemous Incantation: The psyker utters mistruths to further bewilder the target. When used with the Blasphemous Incantation Path to Power, Labyrinthine Conundrum deals 2d10 temporary Intelligence Damage instead of 1d10.

## Mask of Deceit (ToF)

**Alternate Names**: Nine Faced Lie

**Value**: 300xp

**Prerequisites**: Aligned Tzeentch, Psy Rating 4, Fellowship 40+

**Action**: Full Action

**Focus Power**: Special, see description

**Range**: Self

**Sustained**: No

**Subtype**: Concentration

**Description**: The Great Conspirator constructed every worthwhile tool in the machinations of politics, some mundane, and others feats of legendary power. Among the latter is the Mask of Deceit, otherwise known as the Nine Faced Lie. The occasion arises, not uncommonly, when a Sorcerer would prefer to appear as someone else—perhaps appearing as a powerful warlord to issue commands to his enemies or as a weakling of no significance to better blend in with the masses of Corpse God worshipping slaves. In any case, a cunning devotee of Tzeentch makes this power a standard within his repertoire. This power allows the sorcerer to take the form of another specific person, of the same species, for a short period of time and with some effort at maintenance. The Focus Power Test made to initiate this power is a Willpower Test that has an attendant Difficulty as shown on Table 2–5: Mask of Deceit Diffculty. If the sorcerer succeeds on the Test, he appears in every way as the person in question although clothing and equipment are not altered. In the event that the new form differs significantly from his own, new clothing may be necessary. While in this new form, the sorcerer may not use any abilities or powers specific to the new form; the change is merely cosmetic. This power lasts for a number of minutes equal to the sorcerer’s Psy Rating at which point he must either return to his natural form or make a new Focus Power Test at a –10 penalty as a Free Action. If the Test is successful, he continues the ruse seamlessly. If the new check fails, the sorcerer suffers a mutation from Table 9–1: Gifts of the Gods on page 291 of the Black Crusade Core Rulebook and, otherwise, returns to his natural form. This roll lasts for 1d5 rounds and cannot be exchanged for a Reward of Tzeentch.

~Table 2–5: Mask of Deceit Difficulty~

## Storm of Change (ToF)

**Alternate Names**: Empyreal Maelstrom

**Value**: 500xp

**Prerequisites**: Mark of Tzeentch, Willpower 50+, Psy Rating 5

**Action**: Full Action

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

**Range**: 25 metres x Psy Rating

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: The psyker summons an army of aerial fire to descend on his enemies. Engulfed in these unnatural, chromatic, and reality altering flames, damned souls cry in misery as those yet living desperately grasp for a way out and to maintain integrity of form. These flames sear both the mind and the body, forcing transmutations of both and leaving the galaxy forever altered. Storm of Change is a Psychic Blast with a radius measured in metres based on the manifesting psyker’s Psy Rating. All creatures within this radius take 2d10 + 7 Energy Damage, Pen 9, that has the Felling (Psy Rating) Quality. Additionally, if the attack inflicts Zealous Hatred on any target, that target suffers a random Gift of the Gods (see page 290 from the Black crusade Core Rulebook)—at the GM’s discretion, minor NPCs or adversaries can simply be transformed into a mewling Chaos Spawn, effectively killing them. Creatures aligned to one of the Dark Gods may not roll for Rewards of the Dark Gods instead.

## Warp-Flame Ward (ToF)

**Alternate Names**: Changer’s Threat

**Value**: 500xp

**Prerequisites**: Aligned Tzeentch, Psy Rating 5, Infamy 40+

**Action**: Half Action

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

**Range**: Self

**Sustained**: No

**Subtype**: Attack, Concentration

**Description**: The psyker calls on the Changer of Ways to wrap his form in arcane energies. Tendrils of these multihued flames orbit the sorcerer in erratic paths, eager to engulf those who stand between him and glory. Warpflame Ward lasts for a number of rounds equal to the psyker’s Psy Rating. While active, he gains an additional Reaction option as described in Lash of Warpflame on page 55. In addition, he may spend a Half Action to end the duration of this power prematurely to make a special attack. This attack is a Psychic Blast centred on the warded psyker (he is immune to the blast’s effects), has a radius equal to five plus the psyker’s Psy Rating, and requires a Diffcult (–10) Willpower Test to initiate. This eruption of warpflame deals 1d10 + Psy Rating Energy Damage, Pen 5, and the Flaming and Felling (2) Qualities. Any creatures suffering Zealous Hatred from this power must make a Challenging (+0) Toughness Test or suffer a random Gift of the Gods (see page 290 in the Black crusade Core Rulebook). At the GM’s discretion, minor NPCs or adversaries may simply become harmless but disgusting Chaos Spawn.

## Lash of Warpflame (ToF)

Type: Reaction

**Subtype**: Attack, Melee

When targeted by a melee attack, the creature protected by Warpflame Ward may use this Reaction after the triggering attack has resolved. Warpflame engulfs the target with a successful Challenging (+0) Willpower Test, dealing 1d10 + Psy Rating Energy Damage, Pen 5, and the Flame Quality.