Psychic Powers & Disciplines

The Manifestations of Psychic Might

Psykers channel the raw energy of the warp into various disciplines and powers. Each requires different training, mental structures, and innate talents to master. Learn about the various psychic disciplines and their signature powers.

Major Psychic Disciplines

The Imperium and its adversaries categorize psychic powers into several disciplines, each representing different approaches to manipulating the warp.

Divination

The art of seeing beyond normal perceptions—into the future, across vast distances, or through solid matter. Diviners are prized for their tactical value in anticipating enemy movements.

Telekinesis

The manipulation of physical matter through psychic force. Telekinetics can hurl objects, create shields of force, or even crush enemies in invisible grips.

Pyromancy

Control over warp-infused flame and heat. Pyromancers are devastating offensive psykers who can incinerate entire squads or melt through tank armor.

Telepathy

The reading and manipulation of minds. Telepaths can extract information, implant suggestions, or even hijack an enemy's consciousness entirely.

Biomancy

Mastery over living flesh and biological processes. Biomancers can heal wounds, enhance physical attributes, or inflict terrible mutations on enemies.

Technomancy

The rare ability to interface psychically with technology. Technomancers can disable enemy weapons, overload power systems, or communicate with machine spirits.

Powers Database

Below are some of the most common and powerful psychic abilities documented by the Imperium. Each includes its warp charge value, range, effects, and which psykers are known to wield such power.

Divination Powers

Smite

Warp Charge: 5+ Range: 18"

The psyker hurls a bolt of raw psychic energy at the nearest visible enemy unit, inflicting D3 mortal wounds. If the result of the Psychic test is 11+, the target suffers D6 mortal wounds instead.

Used by: Most Sanctioned Psykers, Primaris Psykers, Astropaths, Space Marine Librarians

Prescience

Warp Charge: 7 Range: 18"

The psyker glimpses the threads of destiny, granting a friendly unit within range the ability to re-roll hit rolls of 1 until the start of your next Psychic phase.

Used by: Farseer Eldrad Ulthran, Imperial Primaris Psykers, Navigator Houses

Foreboding

Warp Charge: 6 Range: Self

The psyker sees a few seconds into the future, allowing perfect anticipation of enemy attacks. Until your next Psychic phase, enemies cannot gain benefits from charging the psyker's unit, and the psyker gains +1 to hit in the Fight phase.

Used by: Chief Librarian Tigurius, Grey Knights Purifiers

Telekinesis Powers

Fury of the Ancients

Warp Charge: 7 Range: 18"

The psyker calls upon the strength of those who came before, boosting their Strength and Weapon Skill by +2 until the start of the next Psychic phase. Additionally, melee weapons wielded by the psyker gain -1 AP.

Used by: Space Marine Librarians, Grey Knights, Blood Angels Librarians

Psychic Fortress

Warp Charge: 6 Range: 12"

The psyker creates a telekinetic dome that protects allies. Until your next Psychic phase, friendly units within range have a 5+ invulnerable save against mortal wounds caused by psychic powers.

Used by: Grey Knights Brotherhood Champions, Ultramarines Librarians

Force Dome

Warp Charge: 8 Range: Self

The psyker creates an impenetrable dome of force around themselves. Until the start of your next Psychic phase, the psyker has a 3+ invulnerable save, but cannot move or fire weapons.

Used by: Inquisitorial Psykers, High-ranking Primaris Psykers

Pyromancy Powers

The Red Thirst

Warp Charge: 8 Range: 18"

The psyker conjures roaring warp-fire that engulfs an enemy unit. The target suffers D6 mortal wounds. If a model is slain by this power, roll a D6 for each other model in the unit; on a 6, that model suffers 1 mortal wound as the flames spread.

Used by: Thousand Sons Sorcerers, Tzeentch-aligned Chaos Psykers

Fire Shield

Warp Charge: 6 Range: Self

The psyker surrounds themselves with a shield of purifying flame. Until your next Psychic phase, any unit that finishes a charge move within 1" of the psyker suffers D3 mortal wounds as the flames leap to consume them.

Used by: Sisters of Battle Canoness Psykers, Imperial Guard Battle Psykers

Infernal Gateway

Warp Charge: 9 Range: 12"

The psyker tears a smoking gateway to the warp, causing a catastrophic implosion. Roll 2D6; each unit within range takes mortal wounds equal to the number of units within range (maximum 6 wounds).

Used by: Magnus the Red, Lord of Change, Chaos Sorcerer Lords

Telepathy Powers

Psychic Shriek

Warp Charge: 6 Range: 18"

The psyker unleashes a deafening scream of psychic energy that tears through the minds of their enemies. Roll 3D6; if the total exceeds the target's Leadership characteristic, it suffers D3 mortal wounds.

Used by: Rogue Psykers, Wyrdvane Psykers, Untrained Wild Talents

Dominate

Warp Charge: 8 Range: 12"

The psyker seizes control of an enemy model's mind. Select one enemy model within range; in your opponent's next Shooting phase, you may choose the target of that model's attacks, which can include other enemy units.

Used by: Inquisitorial Interrogators, Ordo Malleus Psykers

Mental Anguish

Warp Charge: 7 Range: 24"

The psyker inflicts torturous mental pain upon the enemy. Select an enemy unit within range; that unit subtracts 2 from their Leadership characteristic until the start of your next turn, and must roll 2D6 when taking Morale tests, using the highest result.

Used by: Night Lords Sorcerers, Dark Eldar Haemonculi Psykers

Biomancy Powers

Quickening

Warp Charge: 7 Range: Self

The psyker accelerates their metabolism and neural pathways to achieve incredible speed. Until your next Psychic phase, the psyker gains +2 to their Move characteristic and +1 Attack.

Used by: Blood Angels Librarians, White Scars Stormseer Psykers

Enfeeble

Warp Charge: 8 Range: 18"

The psyker causes the enemy's muscles to wither and bones to soften. Select an enemy unit within range; until your next Psychic phase, that unit subtracts 1 from its Strength and Toughness characteristics (to a minimum of 1).

Used by: Plague Marines, Nurgle Sorcerers, Death Guard Psykers

Life Leech

Warp Charge: 7 Range: 12"

The psyker drains the life force from nearby enemies, using it to heal themselves. Select an enemy unit within range; it suffers D3 mortal wounds, and the psyker regains the same number of lost wounds.

Used by: Blood Angels Sanguinary Priests with psychic abilities, Inquisitorial Biomancers

Technomancy Powers

Machine Curse

Warp Charge: 7 Range: 24"

The psyker sends disruptive energy into enemy machines. Select an enemy VEHICLE within range; it suffers D3 mortal wounds and halves its Movement characteristic (rounding down) until the start of your next Psychic phase.

Used by: Iron Hands Librarians, Adeptus Mechanicus Psykers, Tech-Marines with psychic ability

Machine Spirit's Blessing

Warp Charge: 6 Range: 18"

The psyker communes with and empowers the machine spirit of a friendly vehicle. Select one friendly VEHICLE within range; until your next Psychic phase, that vehicle automatically hits with one of its weapons in your Shooting phase.

Used by: Tech-Priest Dominus with psychic abilities, Iron Hands Master of the Forge

Scrapcode Curse

Warp Charge: 8 Range: 18"

The psyker infects enemy technology with viral scrapcode. Select an enemy unit within range that has the VEHICLE keyword; it suffers D3 mortal wounds and must subtract 1 from its hit rolls until the start of your next Psychic phase.

Used by: Dark Mechanicum Psykers, Iron Warriors Warsmiths with psychic abilities