RUNIC POWERS LEVEL 2
DISPEL
Range: 20 metres
Duration: Instant
This power combines the effects of the level 1 Adeptus power Nullify with the addition of the following.
GUIDE
Range: 16 metres.
Duration: Instant.
The Seer can reach into the mind of any character within 16 metres with the intent of guiding him as he fires a weapon. Once the weapon is fired, the targeted character gains a +30 bonus to BS. The effects last for one burst of single, semi-automatic, or automatic fire, so in-effect Guide lasts for less than a round.
Guide works on any technological weapon be it pistol size, basic, or heavy weapon. It won't work on weapons that have psychic components, such as Eldar Ancient Weapons or Psycannons.
MATTER MANIPULATION 2
Range: 12 metres.
Duration: 1 round.
This allows the Seer to manipulate objects of up to 50 encumbrance points, i.e. pistol-sized weapons and swords, at a range of 12 metres. They can draw a pistol from its holster or 'throw' hand weapons. 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/medium objects with mechanical components, such as pistols and basic weapons, within 12 metres. The target object will not function for D6+3 rounds.
PSYCHO-MANIPULATION 2 (Bone Seers Only)
Range: N/A
Duration: N/A
This power is only available to Bone Seers. It allows the Bone Seer to mould elaborate designs from psycho-conductive material.
Eldar Aspect Armour, but not Rune Armour, can be instantly repaired by casting this power over the damaged area.
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 2 (Spirit Seers Only)
Range: Touch.
Duration: See below.
This power is only available to Spirit Seers. If cast upon a character that has been disabled as the result of a damaging hit, he will recover after D6 rounds. Additionally, the power will heal any lightly wounded character of D6+1 wounds. This power has no effect on characters that are seriously wounded.
SPIRIT BLAST
Range: 100 metres.
Duration: Instant.
Eldar spirits are released from the seer rune and shriek towards the target. If targeted at a group it will hit D3 individuals. This missile attack automatically hits, ignoring any armour protection, causing an instant Chart 4 hit to the body. The Eldar spirits then instantly return back into the seer rune.
Spirit Blast has no effect on targets that are not truly alive, such as Daemons and other warp entities.
TELEPATHY 2
Range: 4 miles.
Duration: Special.
The Seer can contact telepathically two people at the same time within 4 miles. Up to 60 words may be said in one message, after which the telepathic link fades. The targeted persons must pass an Int test (at +20) to hear the message. Failure means that the individual ignores the sudden voices in his head.
TRANSMUTATION
Range: 1 metre.
Duration: 24 hours.
This runic power is similar to the Adeptus level 1 psychic power Immunity From Poison. This power may be given to the psyker himself or any other single creature within 1 metre. It takes effect immediately and gives the bearer complete immunity from poisons, animal venoms, choke, hallucinogen, scare, stun, toxin and virus grenades, needler chemicals, frenzon and stimulants for 24 hours.
In addition to the above benefits, Transmutation grants a character a bonus of +1 to S and T or +D6 Wounds for 24 hours. Subsequent castings do not grant limitless characteristic bonuses, i.e. casting it twice on a character will not give him Strength, Toughness, and Wounds bonuses.
WRAITH WINGS
Range: Personal.
Duration: 1 round per level.
This allows the Seer to literally fly, albeit for a small period of time over short distances. Once the Seer manages to focus the warp energy into the rune, a ghostly aura resonates around his form (noticeable to anyone with Psychic Sense) giving the Seer the power of flight.
Wraith Wings initially lasts for 1 round (as the power is level 2 it will last for 2 rounds) allowing flight during that period as a hoverer (see page 76 of the WFRP rulebook). After Wraith Wings' power ends the Seer must find somewhere to land immediately. Should the Seer fail to find anywhere to land then he will fall as a controlled descent, i.e. like jumping (see page 75 of the WFRP rulebook).
A Seer can continue to fly. However, after each subsequent round a Force test must be passed to keep flying with a penalty of -10 per round, e.g. a level 3 Seer can fly for 3 rounds and continues to fly for a further 3 which incurs a penalty of -10, -20, and -30 for each round.