RUNIC POWERS LEVEL 1
AURA
Range: Personal.
Duration: 1 hour per level.
The Aura gives an effective force field-like protection against all weapon attacks. It grants a protection of 30% which cannot be altered by the armour penetrations of any weapons exactly as for a normal force field.
FORTUNE
Range: Personal.
Duration: D6x10 minutes.
The Seer listens to the voices of the Eldar spirits within the seer rune, who tell him of some of the things that will happen in the future. This allows the Seer to re-roll any failed dice roll once, including Force tests. Only one test may be re-rolled. Once the player has re-rolled a test the power's duration ends immediately, otherwise Fortune ends after D6x10 minutes. Only the casting Seer benefits from Fortune and he cannot foresee future events of his comrades.
HEAL
Range: Personal or Touch.
Duration: instant.
This power is identical to the level 1 Adeptus power of the same name. The Seer focuses healing energy on to the injured individual and D6 wounds are healed instantly as the wound begins to close up. Seriously wounded characters, those on 1 Wounds or below, are not healed.
MATTER MANIPULATION 1
Range: 6 metres.
Duration: 1 round, plus.
This is very similar to the Telekinesis power of the Adeptus psykers. However, this power can also affect the mechanical workings of physical objects. The Seer can manipulate small objects of up to 10 encumbrance points, i.e. cups and small knives, at a range of 6 metres. They can also flick the safety catch of a gun on or off or unfasten belt buckles. The Seer can continue to manipulate objects for as long as he can pass a Force test each round.
Additionally, this power can be used to scramble the workings of any small objects with mechanical components, such as pistols, within 6 metres. The target object will not function for D6+1 rounds.
PSYCHO-MANIPULATION 1 (Bone Seers Only)
Range: Touch.
Duration: Instant.
This power is only available to Bonesingers. Psycho-Manipulation 1 allows a Bonesinger to fashion basic shapes from psycho-sensitive material, such as wraithbone. This method is used to construct Eldar buildings, though several Bonesingers will team together in order for this to happen.
Eldar mesh armour (not Aspect Armour or Rune Armour) can be repaired by this power. Eldar mesh armour is psychically sensitive and any tear can be instantly moulded together.
There are other situations in which Psycho-Manipulation can be used. The power is not just for repairing or making armour. The Gamesmaster will have to improvise details where this power could come into action.
PSYCHO-SURGICS 1 (Spirit Seers Only)
Range: Touch.
Duration: Instant.
This power is only available to Spirit Seers. Psycho-Surgics 1 allows a Spirit Seer to restore sight to anyone with temporal blindness, i.e. from a Blind grenade. This power cannot restore sight to someone born blind. Additionally, this power incorporates the Heal power as above.
SPIRIT BOLT
Range: 100 metres.
Duration: Instant.
Bolts of ghostly white energy shoot from the rune of the Seer's outstretched hand striking any single target within line of sight. This missile attack automatically hits, ignoring any armour protection, causing an instant Chart 3 hit to the body. The bolts take the form of the faces of Eldar children and as soon as they burn through their target they instantly return back into the seer rune.
Spirit Bolts have no effect on targets that are not truly alive, such as Daemons and ghosts.
TELEPATHY 1
Range: 2 miles.
Duration: Special.
Eldar are naturally telepathic and need little tuition in learning how to fully harness this ability. Seers with this ability can contact, telepathically, any single person within 2 miles. Up to 30 words may be said in one message, after which the telepathic link fades. The targeted person must pass an Int test to hear it (+10 if the target person is an Eldar). Failure means that the individual ignores the sudden voices in his head.