RUNIC POWERS LEVEL 4

BANISHMENT

Range: 20 metres
Duration: Instant

The Seer marshals the unseen winds of warp energy into an expanding polychromatic bubble of energy which sweeps outwards scattering psychically sensitive creatures before it, destroying the weakest as it does. All warp entities within a straight line, 3 metres wide and 20 metres long, are affected and must pass a WP test (-10 per level of the casting Seer) or be destroyed. Even if this test is passed, a warp entity still suffers D10 wounds subtracting Toughness as usual.

Banishment can also effect psykers. If targeted against a psyker, the psyker must pass a standard WP test. Failure results in sustaining D6 wounds and being unable to use any psychic/runic powers for 24 hours.

DISPLACEMENT

Range: Personal
Duration: 2D6 rounds

The power enables the Seer to disappear from the material world and re-appear at any point within 100 miles. It takes 2D6 rounds for the Seer to re-materialise in the physical world. This power may not be used more than once a day.

ELDRITCH STORM (Warlocks Only)

Range: 50 metres
Duration: See below

The Warlock conjures a storm of psychic energy with a radius of 6 metres, centred anywhere within 25 metres of the Warlock. The Eldritch Storm may be moved anywhere by the caster. It may move over creatures, and is not slowed by difficult terrain.

The Eldritch Storm causes no damage during the round it is created. During following rounds it can be moved 12 metres in any direction the Warlock desires and any creature caught within its area will be attacked. The Eldritch Storm causes a single Chart 4 hit to the body on every creature within it, ignoring any armour protections.

The Eldritch Storm lasts for an initial 1 hour, but if the Warlock is wounded, or moves during this time then it is instantly nullified.

MATTER MANIPULATION 4

Range: 40 metres
Duration: Special

This power allows the Seer to manipulate almost any object. Objects as heavy as small to medium sized vehicles can be lifted 1 metre off the ground. It can also be cast at a moving vehicle, whose driver must make a Drv test or lose control. D3+1 people can be lifted 3 metres off the ground and thrown up to 20 metres away causing an instant Chart 2 hit as they fall. A psyker will have to pass a Force test for each round that he wishes to use Telekinesis.

Additionally, this power can be used to scramble the workings of any object of any size with mechanical components, such as vehicles, within 40 metres. The target object will not function for 2D6+6 rounds.

PSYCHO-MANIPULATION 4 (Bone Seers Only)

Range: N/A
Duration: N/A

This greatly enhanced version of Psycho-Manipulation allows a Bone Seer to effectively, if he has the means and time to, to create a suit of Aspect armour. The Bone Seer is also able to construct shuriken weapons, as such weapons are made from psychically sensitive materials. The Bone Seer, more realistically perhaps in the adventuring environment, can customise a shuriken weapon by adding other weapons to it; bonesinging the psycho-conductive material into the weapon to be added. Force weapons can also be forged by Bone Seers with this power.

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 4 (Spirit Seers Only)

Range: Touch or 4 metres
Duration: Instant

With this power, a Spirit Seer is able to restore D10+1 wounds to a seriously wounded character within a range of 4 metres. A Spirit Seer is also able to repair a severed limb and bond the shredded nerve endings back onto the body, subject to whether the limb is too badly damaged.

Additionally, a character that has just died can be instantly revived if the dead character passes a Toughness test and if the Spirit Seer can get to the character within D3 rounds.

SPIRIT CONVOCATION

Range: 100 metres
Duration: See Below

The Seer unleashes the vengeful spirits from his seer rune to exact retribution and death upon his enemies. This can affect a group or single individual within 100 metres, and there does not have to be a line of sight as the spirits appearing over the target; the Seer must know that such a target is there however. The spirits shriek and tear at their target inflicting a Chart 4 hit to everyone, ignoring all armour protections, per round.

Spirit Convocation lasts for as long as the Seer can pass a Force test each round, unless he moves or is wounded in which case the power is instantly nullified.

Spirit Convocation affects all creatures, including Daemons and other warp entities.

TELEPATHY 4

Range: Special
Duration: Special

This ability enables the Seer to establish two-way contact between himself and a number of individuals, equalling D6+4 people, within 500. The individuals remain in contact for as long as all parties wish, but the link will be severed if any suffers wound damage.