Sanctioned Psyker - Minor Powers: While psykers may aspire to mastering the psychic disciplines, the reality is that most never rise far above only being able to manifest minor powers and effects. This plethora of lesser abilities is collectively known as "minor" psychic powers and often forms the standard arsenal of most Imperial Sanctioned Psykers.Unlike the more powerful psychic "disciplines," these powers are relatively easy to learn and use. Minor psychic powers are tricks and knacks that those with even a shadow of psychic ability can learn.They are nothing compared to the "true" disciplines, but are useful nonetheless:Call Creatures - A psyker can call a number of simple-minded creatures within range to travel to their location. Creatures called depend on the nature of the environment, though the sorts of creatures called may include rats, ash slugs and other kinds of vermin.Call Item - A psyker can summon a specially-prepared item to instantly appear in their hand. To prepare the object, they must spend one solar hour in deep meditation, infusing the object with their psychic imprint, and marking it with glyphs and runes. The object must be small and light enough to be carried in one hand. The psyker may only have one prepared item at a time.Chameleon - A psyker can cause reality to blur around themselves, distorting their image and allowing them to blend in with their surroundings.Déjà vu - A psyker can create a brief memory loop in the mind of the target, causing their thoughts to slip back several solar seconds in time. The psyker must be able to see the target and they must be within the range of the power to be affected.Distort Vision - With this power, a psyker disappears and their image reappears in another space no more than 10 metres away.Dull Pain - A psyker can nullify the pain of any creature, including themselves.Fearful Aura - A psyker twists reality in such a way as to make themselves appear more sinister and dangerous. The psyker becomes the source of dread for anyone who looks upon them.Flash Bang - A psyker can create a bright flash of light and a deafening bang.Float - A psyker can focus their concentration and slowly begin to lift off the ground. They can only move up and down while under the effects of this power, and cannot rise higher than 5 metres.Forget Me - A psyker becomes instantly forgettable to a single creature within range. They can't seem to recall having met the psyker before that very instant and the psyker can effectively suppress all memories of their previous encounters.Healer - A psyker channels their power into a single target to knit flesh and mend bones. They may only use this power on a willing target, including themselves.Ill Omen - Drawing on Mankind's natural, and often quite justified, superstitious fears, the psyker bleeds just a miniscule drop of the Warp's influence into the real world. The result, while perhaps logically explainable, nonetheless instills a deep unease in those who witness it -- an unmistakable sense of worse things to come. The exact nature of the omen could take any number of forms, including a raven crying three times, a small plant wilting instantaneously, a disturbingly familiar patina of rust, animals spooking with no apparent cause, or anything else that might unnerve the target.Inflict Pain - A psyker causes a person to be wracked with agony, filling their minds with unspeakable pain.Inspiring Aura - A psyker seems to glow with an inner light and all those around them are filled with confidence and good will.Knack - A psyker taps into their unconscious to awaken a deeper understanding of their capabilities, temporarily enhancing a physical or mental skill.Lucky - It is said that luck acts strangely around psykers, no doubt in part due to powers like this one, which can alter the probabilities of certain events in realspace.Precognition - A psyker gets a fuzzy picture of what will occur a few moments into the future. As they draw nearer to the event, the picture becomes clearer.Psychic Stench - By momentarily handling an item, a psyker imbues it with an unnatural psychic smell. Anyone coming within five metres of the tainted item will smell it, regardless of barriers or other smells present. What a person smells when around an item affected by psychic stench depends on what they find most distasteful, so the aroma can vary greatly. As the smell only exists in a person's mind, it will also affect creatures that do not have a sense of smell or have had their physical sense of smell impaired.Resist Possession - A psyker creates mental wards to shield his mind from possession by the malign denizens of the Warp.Suggestion- Although a far cry from the mind-influencing techniques of a trained telepath, many wyrds and nascent psykers possess a preternatural ability to convince others of small falsehoods. As with many of the powers such psykers evince, this is a useful survival mechanism, allowing the psyker to evade detection.Sense Presence - Reaching out with their mind, a psyker gets a vague inkling of the location of other life forms within range of the power. The psyker automatically detects all living creatures in the area.Spasm - A psyker causes a target's muscles to spasm.Spectral Hands - A psyker creates an invisible telekinetic force that they can use to manipulate any object within 30 metres.Staunch Bleeding - A psyker causes themselves or another creature within range to halt blood loss.Torch - By burning the very stuff of their thoughts, a psyker can create a ball of glowing psy-flame. The light cast by Torch is equivalent to a glow-lamp. The flame may issue from any point on the psyker's body. The flame is roughly the size of their palm, and pulses slightly in time with their heartbeat. It may be coloured according to the psyker's whim. The light produces no heat.Touch of Madness - A psyker reaches into the mind of a target within range and forces them to believe something that just isn't true.Trick - A psyker subtly influences the fields of probability flowing around them, making them especially good at cheating at games of chance.Unnatural Aim - A psyker draws upon the power of the Warp to guide their aim when throwing something or firing a weapon.Wall Walk - A psyker bends gravity to their will. They negate all penalties incurred by low- or high-gravity worlds. In addition, they can walk on walls or ceilings for as long as this power is active. The psyker moves across such surfaces at half their normal rate of speed.Warp Howl - A psyker sends out a long, keening screech throughout the Warp that tears through into reality in a cacophonous burst, sonically injuring those nearby.Weaken Veil - A psyker weakens the fabric of space within 30 metres by drawing the Immaterium closer, which can make other psychic powers easier to manifest and more potent.Weapon Jinx - A psyker reaches into nearby machines with their mind to scramble their circuitry. All mechanical devices within range cease to function.White Noise - A psyker fills the local Warp with static, fouling psychic detection and making technological sensors less reliable.Wither - A psyker causes a vile wave of invisible pestilence to emerge from his body, extending out to the range of the power. The wave withers all normal plant life in the area in a matter of moments, leaving the area barren and utterly dead.