Adeptus Astra Telepathica Research

The Adeptus Astra Telepathica of the Imperial Trust have been studying the Warp and its uses since before its reformation. In this time there have been many major breakthroughs which have greatly boosted its understanding of the Warp, almost entirely due to research on Avernus.

## The Nature of the Warp

The Adeptus Astra Telepathica has discovered several fundamental aspects of the Warp, mostly due to the efforts of High Grandmaster Ridcully. While most research into this field is in its initial stages it has the potential to transform how you view the Warp, and reality.

### Laws of the Warp

After five years of study Ridcully was able to determine the presence of several underlying rules of the Warp that seem to be consistent. He tells you that while these Laws may not be absolute they apply in almost all situations involving the Warp.

The first law that he discovered is the Law of Attraction, which can be summed up as like calls to like. This is what causes primal gods to arise and is the basis for some forms of divination, and for curses such as the one afflicting the Blood Angels.

The third law is far harder for him to to put words. He calls it the law of narrative and tells you that it means that it has several effects, all of which result in making things more likely to happen as they would in a story. These effects leak into the Materium as well and are so pervasive that they are hard to see. This seems to bend the fate of great heroes, allowing them victory after victory until they fall in a heroic last stand or meet someone with a greater story behind them, as well as many other effects that are so commonplace that they are just how the world works.

#### Law of Attraction

High Grandmaster Ridcully spent half a dozen years looking into the Law of Attraction in order to get more information on it. The Law of Attraction is at its base ‘Like calls to like’ and seems to be interlocked with the Law of Narrative. From what he can tell it is the law of Attraction that ties similar stories in the Warp together, and then links them to events to influence them. This is also how people can connect to Archetypes, and how gods can draw power from their domains. Ridcully also tells you that it seems to be a cause of a large range of otherwise known psychic effects, including most Ritual Summoning. Ritual Summoning works by creating a connection between a location in the Materium and an entity in the Warp, most often through theme and using the True Name of the Warp Entity, and using that connection to help pierce the Veil.

#### Law of Cost

The second law that High Grandmaster Ridcully discovered is the Law of Cost, which can be summed up as nothing involving the Warp is free, and if you think it is there is a price you can not see. He tells you that this applies to everyone, from the weakest of Psykers to the Great Gods. The price can range from the energy it takes to wield the Warp to your soul itself.

Ridcully tells you that the Law of Cost mandates that everything comes at a minimum price and that overpaying has no impact. The payment required from the Law of Cost can come in many forms, with the most simple being the time and effort needed to learn how to do something and then do it. Other payments can come from narrative forces, divine power, deep research or sacrifice, either of the self or of others. Failing to pay will often see your working fail or be turned against you, or sometimes leading to a karmic imbalance that will see Fate turn against you until the payment has been extracted. The price of any action is hard to predict but in general, the bigger the actions impact the higher the cost, and the further from the norm the action is the larger the cost.

#### Laws of the Warp: A New Paradigm

It took Tamia seven years to rebuild your understanding of the Warp and how to channel it. While she did not come up with anything truly new, just putting everything that you have discovered on Avernus together and thinking about it for a while had major implications. She had always been thoughts that the Warp is a raging torrent, an unpredictable force that follows no set rule or pattern that must be forced into place and beaten into shape via sheer strength of will. This is of course now known to be utter nonsense, yet it is still the paradigm that human psykers are taught. While most Avernite psykers now use far more refined techniques, designed to work on the Warp's own rules and work with it rather than against it, thanks to this initial training they grip their power too tightly, which only causes it to rebel against them. The Warp is a power based on thought and emotion, if its wielder knows deep down that it is trying to turn on them, it will. The fear and paranoia that you once held using the Warp with was a good starting point for a species still developing a basic understanding of the Warp, but now that you have said understanding it is just holding you back.

Tamia has found that by changing these assumptions at the basic level, and emphasising how while the Warp is dangerous and full of daemons it has its own internal rules right from the start that the skill of your psykers increases greatly. By then going over the various techniques used by the Adeptus Telepathica with the new paradigm in mind various other techniques and theories can be changed, having major benefits in almost all fields.

### Belief

#### Power of Belief

High Grandmaster Ridcully has recently finished his research into how belief can effect the Immaterium. He tells you that from what he can tell the Warp is, at least in part, a reflection of every living soul, and possibly all those that have died. As such the beliefs of those souls can have a minuscule effect on the Warp, the size of which is determined by the fervency of the belief and the strength of the soul holding the belief. Each of these beliefs sets up an infinitesimal standing wave in the Warp, which melds with other similar waves. If a standing wave becomes large enough it can have a noticeable effect on the immediate area in the Warp, or even on the entire Warp if it grows enough. Ridcully believes that a decent proportion of what are considered to be the rules of the Warp, as much as rules exist in the Warp, where created in this manner, and that they have in a way become self-reinforcing as people are effected by them and thus believe that they are true. So far Ridcully has not been able to determine how the standing waves caused by belief interact with the creation and powering of Gods, many of which form in a similar manner. However he is convinced that there is a major connection between the two field, one that he may have to work with Saint Lin to discovery more about.

#### Belief and Faith

After five years of investigation Saint Lin and High Grandmaster Ridcully were able to come to a few conclusions about the connection between the Faith that powers some gods and the belief that influences the Warp overlap in many ways but are not the same. From what they can tell belief is the power that gods get from the prayer of their worshippers, but not the power that they get from sacrifice or acts done in their name. So in some ways the Power of Belief is a sub-category of the Power of Faith.

After spending a decade working with Saint Lin High Grandmaster Ridcully was able to gain an understanding of the similarities and differences between the powers of Belief and Faith. He tells you that while Belief overlaps with a single aspect of Faith within their area it is both stronger and less focused. By this he means that the totally effect on the Warp of a souls beliefs will be significantly stronger then the amount of power a god gains from said souls prayer, but that this power is spread over a massive area and number of themes so it has far less real effects then the focused power of faith.

### Of Machine Spirits

To begin with, Machine-Spirits are formed in one of two ways, the first being whenever an item of sufficient complexity is made and the second when any item that does not have a Machine-Spirit is used sufficiently, with how much is sufficient being subject to several unknown factors. The exact line of how much complexity is hard to draw, but pretty much anything with more than a dozen parts or an ability to act in any way counts. In general, Machine-Spirits tend to go up in power with the complexity of their items and grow in power as they are used. machine-Spirits can also have sub-spirits, which are the spirit of a component of a greater machine and are both independent Machine-Spirits and merely a part of the complete Machine-Spirit.

A Machine-Spirit’s existence is split between part within what the First Worldship call the Spiritual Interface and an anchor for its essence within the material item. The Spiritual Interface is the infinitesimally thin layer of the Warp that touches the Veil, where space in the Warp corresponds to reality 1-1.

Machine-Spirits are built loyal to their makers, with makers consisting in order from the most to least important, those who actually made it, those who ordered it made and those who designed it. This probably led to why xenotech caused issues for the Adeptus Mechanicus, who often took it over the dead bodies of its makers. Over time this loyalty tends to shift either towards or away from the user depending on the treatment that it receives. Machine-Spirits tend to approve of and be strengthened by certain rituals that acknowledge their acts, and being used for their intended purpose. This can be either being used in ways that their makers would oppose, it’s unknown how this is known, or being used to fill functions that they were not designed for. They tend to be weakened by damage done to their material selves and disapprove of being used against their intended purpose or being disrespected. Machine-Spirits existence is tied entirely to their material selves, and they will be just as tainted by the forces of Chaos as their material selves.

Weak Machine-Spirits are incapable of affecting the material world at all, and at most provide a tiny amount of Chaos resistance. As a Machine-Spirit gets stronger it gains the ability to selectively increase or decrease how well its material self-preforms. Strong Machine-Spirits get the ability to push this to the point that should be impossible, such as firing one last shot on an empty clip. The very strongest of Machine-Spirits get the ability to act on their own and gain a level of sapience that other Machine-Spirits lack, you suspect that the Machine-Spirits of Titan’s fall under this category.

## Primal Warp

### Basics

Saint Lin’s meditations on the nature of the Primal Warp have recently been completed, and he has made many discoveries on this little known aspect of the Warp. He tells you that the Warp is shaped by the souls of all who live, from the merest plant to the greatest of heroes, and that the Primal Warp is the layer of the Warp created by plants and animals. While the souls of plants and animals are far weaker then those of people, they make up the vast majority of all living things and are pretty much everywhere there is life. While some of their energy ends up going to traditional gods the majority ends up draining into the Primal Warp, which has similarities both with a divine realm within the Warp and an entirely separate layer of the Warp.

The Primal Warp is a layer beneath the more well known layer of the Warp that rather then being controlled by gods is influenced by the primal Spirits of nature, such as the Hunt, Shelter, Fertility, the Prey and countless others, including World Spirits of most worlds. These Spirits are far further from what we would call an ordinary mind then even the Primal Gods, and whether they even have agency is unknown. While they seem to clash and compete with each other, that is only on the surface, and a closer look shows that the Primal Warp is a fully functioning ecosystem, created by all of its forces. It is possible for Psykers to draw on the Primal Warp, though this can only be done by those with a close connection to nature, and their own inner animal. Those who drawn on the Primal Warp gain far less brute power then conventional Psykers, and in many ways less ability to manipulate their power. On the other hand power drawn from the Primal Warp is far more easily controlled by those that know how, and can be used for feats that would be near impossible for regular Psykers due to both this and its unique nature. The most common people to draw on the Primal Warp are Shamans of primitive cultures, though they are not the only ones. Saint Lin believes that it is likely that some Eldar Exodites may also be in touch with the Primal Warp, and knows that the Rune Priests of the Space Wolves were. In fact he suspects that known how to draw on the Primal Warp is one of the reasons that the 13th​ Great Company was able to survive in the Eyeof Terror for thousands of years after their last ship was destroyed, and how they were able to teleport from world to world so easily.

According to Saint Lin the power of the Primal Warp seems to be incompatible with Chaos on a fundamental level, sliding off it where it can and being destroyed by it rather then being corrupted. Saint Lin wonders if this is a result of the nature of Chaos, and its connection to the Primordial Sea being incompatible with life, or if it is something about the Primal Warp itself.

High Grandmaster Ridcully tells you that the Primal Warp is a layer of the Warp that is closer to the Materium then the Warp or the Realm of the Gods, and is created by the souls of plants and animals.
This layer of the Warp seems to be incompatible from Chaos for some reason, Ridcully is not sure exactly what it is but has the impression that it is lacking something that the rest of the Warp has that allows it to be corrupted. Ridcully tells you that it maybe be possible for him to determine exactly what this something is with more work but that it would be incredibly hard, even for him.
The Primal Warp is a lot more simple then the Realm of the Gods, being governed by Spirits which represent the core impulses of life and are better viewed as elemental forces rather then beings such as gods, and do not seem to have even a hint of true sapience.
It is possible for a psyker to drawn on the Primal Warp rather then the normal Warp, though to do so the psyker needs to have close ties with nature and a very animalistic mindset, a mindset that is greatly strengthened when the psyker taps into the Primal Warp. Interestingly enough this makes the best wielders of the Primal Warp uneducated hunter-gatherers. Given the mindset required figuring out how to tap into the Primal Warp will be a major challenge. Ridcully can see how the Space Wolves manage it however, the Curse of the Wulfan would be their way in.
There are three main categories of powers that the Primal Warp can provide. The Power of Safety, which is about protecting and healing draws from the primal need for safety. The Power of Hunger, which is about manipulating the weather and boosting psychical capabilities draws on the Primal need for sustenance. The Power of Fertility is about boosting the fertility and growth rates and Is based on the primal need for reproduction.

### Teachings of Fenris

High Grandmaster Ridcully has devoted all his time not spent divining over the last decade towards going through the information that Fenris has provided on the Primal Warp. While there is much that he could not understand, what he does has major implications.

First while training Primal Wielders, or Shamans as Russ calls them, is possible they require a level of separation from civilisation and living with nature that few among even the bushmen achieve. As such the Imperial Trust’s Shamans will mostly come from worlds other than Avernus until you set up a training system that allows for untrained psykers to survive years living in the wilds with their teacher and little technology. A far harder feat on Avernus than almost every other world with a biosphere.

Next is the most valuable skill that the Primal Warp provides, travelling through it. Any Shaman should be able to open a portal into the Primal Warp, allowing others to travel through it Within the Primal Warp no technologies exist unless a skilled Shaman wards them from the influence of the region. While those technological items carried or worn by living beings will appear once more on them as they exit the Primal Warp, unprotected vehicles will be lost. This greatly impacts your ability to move conventional military forces through the Primal Warp, though with enough skilled Shamans, even armour formations should be mobile. This also massively impacts the ability to use the Primal Warp for transportation in the short term, though in the mid-term using Avernite beasts of burden should allow you to move massive amounts of materials through the Primal Warp effectively.

The speed of travel and the distance that you can travel within the Primal Warp are based on three factors, the speed travelled by the creatures within the Primal, the level of Primal life at both the point of origin and the destination and the skill of the Shaman acting as the guide. This means that while travelling to places with little Primal life via the Primal is possible, it is far slower than travelling between worlds with functioning biospheres. This also means that Fenris, Catachan, Pech and Avernus which each possess massive amounts of Primal life are well-positioned to act as transient points for Primal travel, with most Shamans being able to reach them from halfway across the galaxy if the starting point has a good ecology.

Finally, there are Waitwoods, a psychically powerful form of flora that's root system creates network that can be travel through within the Primal. If there is a sufficiently established Waitwood at both ends a Shaman can travel around five hundred Light-years in a fortnight no matter what level of ecology surrounds them. The main restriction of this is that travelling through a Waitwoods roots drains its energy and that if the Waitwoods are too drained they will prevent anyone entering their root system as they regain their energy. The larger the Waitwoods the more energy it will have, and therefore the more people can travel through its roots.

### Waitwoods

It took Archmagos Biologis Maximal some years to figure out how to grow Waitwoods effectively. He tells you that the main issue was with overcoming his preconceptions about agriculture and letting them grow free. Now that he understands things he tells you that growing Waitwoods forests should be reliably easy and cheap, but require significant amounts of fertile land of the correct climate. While you have the technology to provide the land at any location needed, the footprint required will ensure that only capital ships can afford to plant a Waitwoods Forest without making massive design compromises.

## Psychic Frequencies

One of the key discoveries of the Imperial Trust's Adeptus Astra Telepathica is the existence of Psychic Frequencies which are possessed by all souls and concepts within the Warp. These frequencies have proven to be a valuable tool in getting an approximate understanding of the Warp and how to use it.

## Avernite Lore

### Songweaving

Songweaving is a method of using psychic powers developed by Grandmaster Tamia Jameson after her studies of the Sirens. This method relies on using singing to form the array of frequencies that the power requires and is a highly effective way of using a wide range of external powers, though it is limited to only external powers. Its greatest strength however is how easily songweaving can be used to form effective Psychic Choirs, and how a skilled Songweaver can use powers outside of their normal disciplines if they know the song.

#### Base Principles

Two years ago Primaris Jameson finished creating the basic principles of Songweaving, a new method of using Psychic Powers. She tells you that as far as she can tell Songwaving provides a minor boost to control and ability to form choirs at the expense of limiting powers to external effects, a slight reduction in power and all users being skilled singers. While at the moment Primaris Jameson is the only psyker on Avernus capable of Songweaving she is certain that with a bit of time she will be able to teach others, though not many given how few psykers are skilled singers.

#### Frequencies and Songweaving

Four years ago the research project into Psychic Frequency and Songweaving was completed successfully, with several major breakthroughs being made. The first discovery was that Songweaving shifts the users frequency to either the frequency of the power in question or a frequently that resonates with it, a frequency that changes continuously as the power is used. This allows psykers to use Songweaving to use powers outside of their usual speciality with greater ease, though there are limits. The other major discovery that was made was that the more the melody in Songweaveing matches the frequency of the power being used the greater the effect of the power, with the pattern in the Materium seeming to resonate with the Immaterium strengthening the power in some as yet unknown matter. Headmaster Ridcully wonders if this has some connection with how Chaos Runes and the names of the Chaos Gods effect the Materium, though he is loathe to test the idea.

#### Power Melody Composition

Tamia has recently finished creating a method to compose Songweaving Songs to match particular powers. While this is far more an art then a science the framework and techniques that Tamia has made will allow a composer to theoretically create a songweaving melody for anything that they could do with a conventional power given enough time. This will allow songweavers to replace all of your psychic choirs barring divination, while being far more flexible.

#### **Advanced Songweaving Choirs**

##### Change psychic choir formula from (Leader multiplier)\*(Leader Power+(total power of rest of choir)/(number of people in choir)^1/2)) to (Leader multiplier)\*(Leader Power+(total power of rest of choir)/(number of people in choir^1/2.5))

It took two years for Tamia to gain enough of an understanding of the Frigid Seas Advanced Songweaving Choirs to copy many of their improvements to your own choirs. The new techniques are stil being spread through the Battle Psykers, who are mostly away on campaign, but once spread should nearly double the power of your choirs.

### Siren Runes

Siren Runes are a runic language used by the Sirens of Avernus that allows them to create powerful psy-active items and to enhance certain powers significantly. The Sirens of the Azure Bay have taught you a great deal of this art, and these days the many of the artisans of the Adetptus Astra Telepathica make use of it.

More details on the uses of specific Siren Runes can be found here.

### Alkahestry

Alkahestry is a art that allows a psyker to use a combination of reagents, both psy-active and not, to create a substance that has a major effect when entering a living body. This can be used to make poisons, sources of healing and enhancement or even to make massive changes to an organism.

#### Basic Alkahestry

A few years ago Xavier finished studying the very basics of Nynye Alkahestry, one of the more unique psychic disciplines of Avernus. He tells you that at its core Alkahestry is about using certain properties, both psychic and narrative, from gathered materials to create a substance which has a certain effect when it enters a living body. All of the effects available to Alkahestry only work on living targets and the effects can vary significantly, from lethal to beneficial. As things stand your psykers are able to use the most basic of Alkahestry recipes but are unable to make their own or determine the Alkahestral properties of a substance.

#### Apprentice Alkahestry

A bit over a year ago Xavier finished studying apprentice level Nynye Alkahestry, which mostly consists of the fundamental skills needed for Alkahestry. From what Xavier tells you the main skills required are observational skills, to determine the progress of the reactions so that you know when to adjust them or start the next step, a set of psychic skills that seem to fall in the gap between biomancy, telekinesis and demonology that is used to encourage certain interactions in order to make the potion work and quick academic analysis and decision making which is required to determine what ingredients to add and how many in order to keep the potion balanced. Now that Xavier and some of your Sanctionites are capable of using Alkahestry to this level it is now possible for you to begin the production of the more basic Alkahestical products.

#### Journeyman Alkahestry

Grandmaster Xavier and the Order of Alkahestry have recently mastered the next level of Alkahestry under the tutelage of the Nynye. This level includes both more advanced brewing techniques, allowing for the creation of all but the most advanced potions and techniques allowing for the properties of new substances to be identified.

#### Master Alkahestry

Recently Grandmaster Xavier and the Order of Alkahestry finished learning Master-level Alkahestry from the Nynye. Xavier tells you that Master Alkahestry is about knowing how to combine the properties of reagents, both narrative and other, to create the effects that you want and only them. This is an incredibly challenging art, and requires a different view of the Warp then that required for your other known disciplines of psychic powers.

#### More Details

More details on specific Alkahestical products and reagents can be found here.

### Fairy Rituals

#### Basics

Tamia has spent most of the last decade studying under a Master Ritualist of the Shrine Fairies. She tells you that the Shrine Fairies rituals power and focus themselves in multiple ways, allowing them to display massive amounts of both power and finesse, at the cost of being incredibly challenging to create. First they are powered by the power fed into them, either by the casters or some other source, such as the Geomantic Web. Next they are powered by the resonances of the patterns and symbols that they contain, drawing on power directly from the deep Warp. Finally they draw on any power in their vicinity, draining it to boost themselves, which makes them more powerful in situations like the Daemonic Incursion where the power of the Warp floods over the region. The primary focusing element of the rituals is the patterns and symbols that make them up, which direct and shape the power of the ritual respectively. Next they are directed by the tradition that the Shrine Fairies have created, and the echoes of every other ritual that they have conducted, which helps keep the power stable. Finally there is the mind and will of the Ritualists, who direct and balance the power call up.

#### Mastery

Tamia finished her three decades of studying under Master Ritualist Oakleaf, having learned all that he had to teach her. He let her go saying that she was the greatest student that he had ever had, and would in short order exceed even him in his field. When she returned Tamia told you that she was now confident in creating new Rituals and even Greater Rituals. An example of a Greater Ritual that she suggests is one to tear an incoming fleet out of the Warp into a prepared location.

### Transmutation

#### Transmutation: First Steps

Tamia spent three years learning the basics of transmutation alongside some of her subordinates. She tells you that transmutation is a rather strange discipline, being entirely about using the Warp to affect the Materium in instantaneous but long-lasting ways. While at its base level it has quite a few similarities to Telekinesis, the ways that the effect is used is quite different. Over her career, Tamia has found that psychic disciplines tend to range between treating themselves as an art and as a science, and Transmutation is one of the most concrete and scientific disciplines that she knows of.

#### Transmutation: Moving On

It took Tamia and her team six years to improve their knowledge of Transmutation to the limit of tier 1. This was mostly focused on strengthening their foundation in the discipline so that they can better control what they create.

#### Transmutation: Chemical Tier

After seven years the better of the Trust’s Transmuters have got a solid grip on Chemical Transmutation. From what Xavier tells you the biggest hurdle to deal with was the psykers needing to develop an almost intuitive level of understanding of some pretty advanced chemistry in order to be able to make anything while maintaining the focus needed for the techniques.

#### Transmutation: Advanced Chemical Tier

After a solid decade of study Xavier and some of the best psykers of the Telepathica were able to develop methods for humans to use the higher levels of Chemical Transmutation. At this stage a Transmuter can make whatever they can picture, as long as they have the right atoms available.

### Arcane Fulcrum

#### Basics

Grandmaster Aria spent five years working with the Sirens of the Azure Island and a Skink Priest learning about the Arcane Fulcrums that can be used to tap into the Geomantic Web. She tells you that the Arcane Fulcrums act as both taps and converters, drawing power out f the Geomatic Web and converting it into the form that the user requires, though getting the right type of power is one of the main challenges in using them. The power drawn from the Arcane Fulcrum is significantly more stable and controllable then pure Warp power, which often throws off those trying to make use of it. Once you have the trick the Arcane Fulcrums can be used for a wide range of situations, being able to effectively boost single psykers, power up Choirs or power rituals of incredible power, as Areatha recently demonstrated. The sheer power flowing through the Arcane Fulcrums also means that errors made when using them are significantly more explosive than normal, though they do not propagate in the way that the worst conventional miscasts do due to the Arcane Fulcrum shutting itself down when it detects as miscast.

Arcane Fulcrums can now be used by all Primaris Psykers of at least elite level, of which the Telepathica currently has over five hundred.

#### Arcane Fulcrum: Fine Control

It took a few years but Tamia was able refine your knowledge of tapping into Arcane Fulcrums notably. While she made no major breakthroughs in this research just by refining what was already there she has massively increased both the level of control over their output and the reliability of the process, expanding the range of uses for them.

Arcane Fulcrums can now be used by all Primaris Psykers of at least veteran level, and all Sanctionites of at least Master level.

### Avernite Wildlife

Much of the wildlife of Avernus is psychic in some manner, resulting in the Adeptus Astra Telepathica being closely involved in the study of Avernite wildlife. See wildlife datasheets for more information.

### Psychic Materials

Many different psychic materials exist on Avernus, either free floating or as part of the wildlife.

**Illusion Pines: wood provides +5 to telepathy and +25 to illusion** High Grandmaster Ridcully spent a year examining the Illusion Pines in order to determine if there are any useful psychic materials that can be found in it. Unsurprisingly he found that Force Weapons made from their wood are a very good focus for illusions, and a better then normal focus for telepathy as a whole. He tells you that Force Weapons for telepaths will start to make use of this discovery immediately, though the older psykers will not replace their current weapons.

**Hellflame Coral: provides +25 to pyromancy and can store warpfire** Xavier spent a year testing how Hellflame Coral works as a psychic conductor. He found that as well as being a very good focus for pyromancers that it can be used to store warpfire for a period, giving the user a reserve that can be called on when needed. This has the potentional be a major boost to your pyromancers, who make up the heart of the Battle Psykers offensive arm. You just need to figure out a way to grow or harvest Hellflame Coral in useful amounts.

**Dragon Turtle Shell: provides +0.25 to Psykers armour** Xavier spent a year working on determining if Dragon-Turtles are at all conductive to channelling any form of psychic power. Unsurprisingly he found that their shell is particularly suited for channelling toughness boosting powers, and that a lattice of it woven into a suit of armour can allow for a small but significant boost to the psykers defences.

**Thundabeasts: horn provides +15 to Telekinesis** Tamia has spent the last year attempting to determine whether Thundabeasts contain any materials that are useful psychic focuses. Unsurprisingly she found that a Thundabeasts horn can act as a moderately effective focus for all Telekinetic powers.

**Bombardment Cacti, Spiderbane Dragonfly and Blink Spiders, no efffect** These speices contain no useful Psychic Materials.

### Avernite Powers

There is a wide range of specific psychic powers developed by the Adeptus Astra Telepathica of Avernus. A brief summary of them follows, with more information to be found here.

**Blinking** Short range telaport that allows using to choose exact location and whether to keep momentum or not. Can be used by anyone capable of using Demonology powers of at least Zeta level

**Phasing** The ability to phase out of reality until you do not interact with anything material. Can be used by anyone capable of using Demonology powers of at least Theta level (medium minor psykers)

**Phase-Cat Phasing**- A variation of Phasing that is slower to Phase in or out and can't partially Phase but is easier to maintain and hides you to a greater extent.

**Siren Song** The ability to compel either a single targets to seek you out, doing anything they can to reach you. The compelled will not put up any resistance to your attacks but will lose a great deal of their mental facilities. Can be used by anyone capable of using Telepathy powers of at least Theta level (medium minor psykers), can be used by Choirs.

An improved version is available to Telepaths of at least Epsilon-level. This version can be used on a small group of people at a time and allows those under its influence to keep greater control of their mental facilities.

**Motion Sensor** A Divination power that senses movement in the target field, it can be adjusted to detect objects within a certain size range moving while ignoring those that are larger or smaller. Situationally useful but worse then traditional methods against most living foes.
Can be used by anyone capable of using Divination Powers

**Improved Toughness** A biomancy power that is a better version of the classic Imperial toughness enhancing power.
Can be used by anyone capable of using Biomancy Powers

**Hellflame Compression** A power that can be used to gather thermal energy to use in a single powerful attack. Most useful for Choirs

Can be used by anyone capable of using Pyromancy Powers, can be used by Choirs.

**Psyrodactyl Interest** A Divination/Telepathy power that can detect any nearby creatures interested int he user.
Can be used by Elite Battle Psyker Diviners, Primaris Diviners, Master Battle Psykers and Veteran Priamris Psykers

**Disrupting Pulse** A Deamonology power that can disrupt nearby Hive minds if you know the frequancy that they operate on.
Can be used by all psykers capable of deamonology, can be used by Choirs.

**Ork Weirdboy Countering** A Power that can be used to counter or weaken an Ork Weirdby's power.
Can be used by anyone capable of using Daemonology Powers, can be used by Choirs.

**Ork Weirdboy Disrupting** A Power that can be used to disrupt an Ork Weirdby's power, even one significantly more powerful then the user.
Can be used by Grandmaster Daemonologists Battle Psykers, Elite Primaris Daemonologists and some Master Primaris

**Ork Technology Disruption** A power that can be used to increase the chance of Ork Technology malfunctioning, works best outside of battle.
Can be used by anyone capable of using Daemonology Powers.

**Anti-Dark Prince Powers: Banishing** A Power that can be used to banish daemons of the Dark Prince more effectively then traditional methods
Can be used by anyone capable of using Daemonology Powers

**Anti-Blood God Powers: Countering** A Power that can be used to counter powers fo the Blood God more effectively then traditional methods
Can be used by all psykers capable of deamonology

## Grand Conclave Psychic Traditions and Disciplines

### Technomancy Basics

A bit over a year ago Aria finished her studies of the basics of technomancy, the Psychic Discipline focused around the enhancement of technology that Callamus developed. She tells you that this discipline focuses on emphasising with machines to the level that a psyker can use powers on them in a similar vain as most Psykers can use biomancy and telepathy on living creatures, though to a lesser effect. The forms of thought required for this discipline are utterly incompatible with normal Biomancy and Telepathy, and get on nearly as badly with Divination and Deamononlogy though it may be possible for a Technomancer to use the more basic forms of Telekinesis and Pyromancy to a passable level. As such while it may be possible to train Technomancers to enhance your machinery they would require totally separate training for your normal Psykers. From what Aria can see the best way to use Technomancy for the Imperial Trust would be to train a small number of Technomancer researchers and have them help create a set of Songs for Songweaving Choirs that make use of Technomancy, taking advantage of Songweavings ability to use a wide range of disciplines. While this would not allow for the more advanced forms of Technomancy to be used due to the limits of Songweaving and the inability of Technomancers to join Choirs it could still be a highly valuable addition to your Psykers repertoire.

### Codex Naturalis

Bound in leather and written on papyrus, the Codex Naturalis is the polite name for Leman Russ’s assorted musings and scribblings on the nature of the Primal Warp. This is a subject into which his understanding surpasses any living human, but while he has made the attempt the nature of the primal makes it nearly impossible for it to be taught conventionally. Particularly the secrets of the Bifrost.
If the other polities have inclination and desire to start a new primal tradition in their polities the Codex will undoubtedly aid them in this. Otherwise it is an interesting, if bemusing, treatise on one of the oddest discovered aspects of the Warp.

### Codex Prognostication

Thickly bound, skull encrusted tomes carried by grim faced Master Prognosticators, sent by the Silver Skulls Chapter Master, these Codexes are probably the Skulls’ largest contribution to the Conclave, although how much can be learned will be debatable. The Silver Skulls’ abilities with farsight are still the most developed amongst humanity, for while Grandmaster Ridcully has made immense strides, the Skulls have the advantage of well over 10,000 years of refinement since the Second Founding. Coupled with tutoring by the Farseers of the Eldar, and their abilities are remarkable by any standard. Thus they are attempting to share this immense knowledge, and though translating from one psychic tradition to another does not frequently give results they are willing to try.

## Other

### Truesteel

Xavier spent a year examining the unknown steel that Jacob brought back from the caverns. He tells you that the material, tentatively named Truesteel, seems to have been bonded with the concept of steel in some manner. Given that steel is often discovered early in most species civilisations and remains the best metal for weapons for a long time the concept of steel includes superior metal for weapons, allowing Truesteel to exceed Adamantine as a metal for weapons. As a note Xavier tells you that managing to bond a concept to matter in such a stable manner is impossible according to current psychic theories. Meaning that they will have to be revised due to something Avernus has done, again.

### Conceptional Bonding

After taking a break and doing something else for a change, Tamia was able to return to looking at Conceptional Bonding with fresh eyes. She soon enough found that her experience with Psychic Architecture and Runes was throwing her off and she was overcomplicating things by trying to find structure and flow.

Instead how Conceptional Bonding works is both very simple and very hard to achieve, in that it permeates the material with power perfectly resonating with a Concept compatible with the material, and somehow uses that resonance to bind both the power and the Concept to the material.

After half a dozen years of work and some timely advice from High Grandmaster Ridcully Xavier has been able to figure out how to make power resonate near perfectly with a Concept. It turns out that the trick is a mix of cutting down outside contaminants as much as possible via heavy warding, and sheer focus, with the introduction of any other techniques being enough to taint the result.

* **Magic: Research: Conceptional Bonding: First Stage**: After taking a break and doing something else for a change, Tamia was able to return to looking at Conceptinal Bonding with fresh eyes. She soon enough found that her experiane with Psychic Architecture and Runes was throwing her ff and she was overcomplicating things by trying to find structure and flow. Instead how Conceptional Bonding works is both very simple and very hard to achieve, in that it permeates the material with power perfectly resonating with a Concept compatible with the material, and somehow uses that resonance to bind both the power and the Concept to the material.
* **Magic: Conceptional Bonding: Second Stage:** After half a dozen years of work and some timely advice from High Grandmaster Ridcully Xavier has been able to figure out how to make power resonate near perfectly with a Concept. It turns out that the trick is a mix of cutting down outside contaminants as much as possible via heavy warding, and sheer focus, with the introduction of any other techniques being enough to taint the result.
* **Magic: Conceptional Bonding: Third Stage**: It took half a dozen years but Tamia has figured out how to bind power resonating with a concept with a material that matches the concept. For the first five years Tamia tried a variety of ways to bind the power to little success, then finally she had a breakthrough. The trick is to determine the note that matches the psychic frequency that the power is resonating and have the material vibrate at the frequency needed to create that note. While this takes a lot of knowledge to get the frequency just right, once you know it Conceptional Bonding is actually supersinly easy.
* **Conceptional Bonding: Putting to use:** Xavier spent four years working on figuring out what forms of Conceptional Bonding are particularly valuable. As expected the first major use is Truesteel, which as shown by Jacobs blade can be used to create deadly weapons. Trueiron is not a match for Truesteel for weaponry but is superior for making armour. Finally there is Truesilver where the amplified purification makes it highly effective against daemons of all types.

### Deamonbane Wards

It only took five years for Tamia to learn how to make Deamonbane Wards from the Warkgak Kingdom of Penguins. These wards can be emplaced to cover large areas and in effect increase, all damage suffered by demons by a quarter while they are within the Wards. Given that they can be added onto all known forms of warding with conflict and are surprisingly cheap to make, you should probably ward your cities with them. Setting up areas of deamonbane wards around your cities is another option that will force demonic attackers to either take the time to deconstruct the wards or accept the additional casualties. For the moment the complexity of the Deamonbane Wards will mean that only Tamia can design your Deamonbane Warding scheme, though that will change as your Psychic Artisans get more familiar with them.

### Warkgak Kingdom of Penguins Deamonslaying

Aria spent six years learning all that she could by the Penguin Psykers about their techniques for combating demons and spreading them throughout the Telepathica. While mostly improved versions of your current techniques there are also several new tricks.

### Black Crystal Set

The Black Crystal Set used by the Governor of Avernus is a set of powerful artefacts believed to date back to the War in Heaven. The Adeptus Astra Telepathica Research has examined it several times since its discovery and made several interesting discoveries, though much still remains hidden.

#### Black Crystal Items

Headmaster Ridcully spent the year determining as much about the Black Crystal Jewellery as he could using his talents, both as a Psyker and as a Diviner. He was able to determine that the three normal pieces each provide a small boost to a Psykers Power and Control while they are wearing one as well as providing a measure of protection from psychic attacks. He was also able to determine that each of the pieces has its own abilities but not what they are. All that he could determine about the sword is that it is more then a material object and is capable of killing souls.

**Black Crystal Items (Ring)**

After spending a few years of study Primaris Xavier has determined that your Black Crystal Ring provides an effect that seem to be unique to it. This effect can be summed up as providing the wearer with a strong resistance to psychic effects that affect his body, excluding those that come from the wielder or anyone he is in a psychic choir with. This resistance is strongest against biomancy and certain forms of telekinesis as well as the general mutations that exposure to Warp energy can cause. It provides some benefit against most forms of pyromancy and none telepathy. Primaris Xavier strongly suspects that each of the other Black Crystal Items has their own unique benefit and would like to study them in order to determine what they are.

**Black Crystal Items (Crown)**

After spending a few years of study Primaris Xavier has determined that your Black Crystal Crown also provides an effect that seem to be unique to it. This effect can be summed up as providing the wearer with a strong resistance to psychic effects that affect his mind, excluding those that come from the wielder or anyone he is in a psychic choir with. This resistance is strongest against telepathy and certain forms of divination as well as the mental mutations that exposure to Warp energy can cause. Primaris Xavier strongly suspects that each of the other Black Crystal Items has their own unique benefit and would like to study them in order to determine what they are.

**Black Crystal Items (Sword)**

Over the last two years Primaris Xavier has been conducting further research on the Black Crystal Sword that proved to be so deadly in recent years. He tells you that after much study he has found out more about the weird Warp signature that it has. From what he can tell the Black Crystal Sword is in some way identical in the Warp and in reality, a situation that is unheard of. He theorises that it is probably either a real object that somehow gained an identical Warp presence, a prefect vessel for a Warp object or somehow something that exists in both equally. Each of the options is unheard of and would have massive implications if true. The other main discovery that Primaris Xavier, or more accurately Headmaster Ridcully, made over the last few years is that the Black Crystal Sword seems to have been made to kill immortals and is in some manner more effective against them. That would explain why it was so easy to kill the Keeper of Secrets a decade ago.

After a few years study High Grandmaster Ridcully was able to gather some more information about the Black Crystal Sword that you wield. He tells you that the Sword is far more powerful then the rest of the Black Crystal Jewellery, and was made for a different purpose. While Ridcully was not able to gain exactly what the purpose was the titles for the sword that he was able to divine. These titles of ‘Death’, ‘Godslayer’, ‘The Final Truth’, ‘The End of All Things’, ‘The One True Promise’ and ‘Mortality’ seem to indicate that the sword was made to kill that which is otherwise unkillable, most likely the C’Tan, the Gods or even both. Ridcully was also able to gather that you are currently not using the Black Crystal Sword to its full potential, though he does not know just how to access said potential.

**Black Crystal Items (Necklace)**

Over the last two year Headmaster Ridcully has been carefully investigating the Black Crystal Necklace that you got off the Siren Queen that you killed over a century ago. He found that the Black Crystal Necklace boosts the ability of the wearer to communicate telepathically and to use telepathic powers, making it very useful for telepaths of all types.

**Black Crystal Items (Breastplate)**

Tamia spent two years examining the recently found Black Crystal Breastplate, which has resized so that it now fits you over your armour. She found that it is entirely defensive in nature, being both a set of seeming unbreakable armour that absorbs the vast majority of any force that hits it and projecting a field that makes the wearer and any other equipment he has significantly tougher.

**Black Crystal Items (Bracers)**

Four years ago High Grandmaster Ridcully finished his research on the Black Crystal Bracers. He found that as well as the normal effects that all of the Black Crystal set shares, barring the Sword, that they significantly boost the strength of the wearer. The exact amount seems to vary but Ridcully estimates that it averages at around double. This is a massive boost to your combat abilities, and will allow you to more easily exchange blows with the countless superhuman foes that you encounter.

### **Frigid Sea Psychic Teachings: General Techniques**

##### +25% psyker production, +40% Witch Finder efficiency, +30 Battle Psyker skill

Xavier spent five years working with the Frigid Sea Sirens to spread what techniques can be learned by humans throughout the Telepathica. While no single technique had a major impact, as an aggregate they filled multiple holes in your psychic traditions and greatly improved the effect and reliability of many of your psykers. This has made a notable difference to almost all aspects of the Telepathcia barring the most specilised, with your Witch Finders, in particular, benefiting from the refined psy-detection methods that the Frigid Sea Sirens developed to spot daemonic scouts.

### Khoswe: Warp Research

+5 to various warp research projects
Xavier and a team of Sanctionites spend five year going through the collected knowledge of the Warp that the Khoswe were willing to share with you. While much of it is either duplicated by your existing knowledge or outright contradicts it, bloody inconsistent Warp, the remainder has many useful gems.

### Warp Forging

#### Warp Forging Part One

Xavier spent four years studying Khoswe Warp Forging to find out how compaable it is with your psykers. He has found that humans have little affinity for the discipline and barring the rare exception will not be able to become Warp Smiths. However the simpler sub-dicipline that Fixers use is more achievable, which will allow humans to maintain Warp Smith created technologies if it comes to it.

### Twist Alloys

#### Khoswe: Twist Alloys

Far tougher than their base materials and liable to explode if damaged, twist alloys are used for most Khoswe military technology. The Khoswe are willing to teach your psykers everything they know about its production, and after three years of study Xavier was glad to report that human psykers seem to be able to make Twist Alloys without any issues once they get the trick of it. While challenging, it does not require the level of focus needed for many other disciplines, and your ordinary artificers should be able to produce it.

#### Twist Alloy Creation

Xavier spent the better part of five years working with various psykers to learn how to make Twist Alloys. While it takes some time to learn, it's by no means one of the harder or more exclusive disciplines used by the Telepathica, and will soon enough be just another of the artificer disciplines.