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 Cambion Specific Powers (Psyker Only)

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Posts : 5
Join date : 2015-12-01

PostSubject: Cambion Specific Powers (Psyker Only)   Mon Dec 14, 2015 11:05 am

Level 0
Mind Read - The Psyker is adept at picking out thoughts from their targets.  The sorcerer can now read the surface thoughts of their targets much easier.

Level 1
Doom Bolt - 1d4 points of force damage per / level of Psyker
Gift of Chaos - a zone of Chaos energy 10' per / level of Psyker manifests.  Targets within this zone gain either a +1 to attack or a -2 to attack.

Level 2
Warp Time- Target gains one additional attack at highest Attack bonus.

Level 3
Crushing Chaos - 2d8 per / 2 levels force damage, crushing the target creature or item

Level 4
Curse of Chaos - The victim’s mind splits into two coexisting personas, one normal, the other malicious and self-destructive.


Khorne's brood gains no Psyker abilities, the Blood God's hatred for Sorcery negates them from using Psyker powers


Level 0
Bleed - stabalized opponents below 0 health resume dying
Stabalize  - stabalize a dying creature
Create water  - creates 2 gallons of drinkable water / level
Purify Food and Drink  - Purifies food or water for consumption

Level 1
Heal minor Wounds  - heals 1d8 damage +1/level (up to +5)
Miasma  - bestow the negative condition sickened.  The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Swarm of Flies  - opponents take -2 to attacks in 5' radius around sorcerer unless making a successful Fort save DC 10 + Psyker Charisma Modifier
Withering  - Opponents suffer -1 to strength / constitution for 1 round / caster level

Level 2
Heal Moderate Wounds  - 2d8 +1/lvl (up to +10)
Miasmic Cloud  - creates 10 ft cloud / level, targets in area suffer from Sickened condition.  The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks if failing Fort save 15+charisma modifier of caster
Nausea  - Bestow the nautious condition upon a foe.  Target can only make move actions for 1 round / level if failing Fort save 15+charisma modifier of caster
Nurgle's Dance  - Take control of Enemies minds, causing them to reveal themselves from stealth, invisibility, and lowering Defense by 1 per caster level for 1 turn.  Will save DC 15+caster cha modifier.

Level 3
Beasts of the Plague  - Summon Rabid beast to attack.  If successful on attacks to bite, the beast transfers the conditions Bleed (1d4 bleed dmg for 3 rounds) and Shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks for 3 rounds)  Beast Stats: Attk +4 Dmg 1d4 claw 1d6 bite 25 HP
Cure the Contaminated   - Cure negative conditions on allies
Heal Serious Wounds  - 3d8 +1/lvl (up to 15) wounds cured
Renew the Wastes - decontamiate 30' / level of contaminated earth, spurring vegetation growth.

Level 4
Nurgle's Rot - 1d6 Con damage and 1d6 Cha damage inflicted upon target (Fort Save DC 15+caster char modifier)
Remove poisons - cures any poisons and toxins from target
Soothing Wind - Cure all negative conditions on allies in 10' radius, 1 ally / caster level.
Viral Curse - Bestow paralyze on a target (target unable to move for 1 round / caster level, Fort DC 15 + psyker charisma)
Machine Plague - Infects devices and machines with the fragile condition (on a natural 1 the object breaks)


Level 0
Lullabye - Makes a subject drowsy: -5 on perception checks, -2 on will saves against sleep effects
Pain to pleasure - ease the pain of a target and turn that pain to pleasure, or vice versa
Voice of Acceptance - Move a target's disposition to the Sorcerer 1 step in her favor
Voice of Anguish - Wracks the target with grief: -2 to all saves
Yield! - Subvert the target, they take -1 on all will saves

Level 1
Loved one's Visage - Appear as someone the target would never wish harm upon, target loses attack against Sorcerer for 1 turn and instead will defend her.  Will save DC 10 + Cha mod
Voice of Confusion - Target becomes Confused (Will Save DC 10 + Psyker's Cha Mod)A confused creature is mentally befuddled and cannot act normally.
A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject's turn each round to see what the subject does in that round. Roll 2D10 percentile dice.
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).
Voice of Anger  - Rally your allies, giving them +2 to attack and +1 dmg
Voice of Silence  - stricken the target deaf for 1 round / level.

Level 2
Fueled by Pain - Target gains +2 attack and +1 damage for every 5 Health Points she has lost.
Touch of Slaanesh - A delicate caress from the sorcerer (touch attack) leaves the victim mesmerized, bestowing the Fascinated condition (Will Save DC 15 + Sorcerer's Char Mod).  A fascinated creature is entranced. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.
Succubus' Lash - Deal 2d8 force damage +1 / level (up to 10)
Succubus' Dance - Targets within line of sight made a Will save DC 15 + Sorcerer Char Mod, or become flat footed and lose next action.

Level 3
Kneel! - Take control of target for 1 round / level.  Will save DC 15 + Psyker char modifier.
Hysteria - The chants of the sorcerer heightens allies prowess in battle.  1 ally / level gains +3 attack +2 dmg
She Who Thirsts - Kill dying creature, all opponents within Line of Sight save vs Fear (Will Save DC 15 + Sorcerer Char Mod) as the soul of the victim is ripped from the body.
Symphony of Pain - Shrieking, the Sorcerer deals 2d8 damage to all infront of her.

Level 4
Fevered Dreams - The target’s sleep is plagued by nightmares. On a failed save, the target awakens fatigued, cannot prepare arcane spells or sleep again that day, and takes 1 point of Constitution damage and 1 point of Wisdom damage. Will DC 17 + Psyker's Char Modifier negates; Onset first period of sleep after exposure; Frequency 1/day (when sleeping).  Clear the Mind effect from a Psyker to cure.
Grandios Choir - Bestow immunity upon allies, no longer concerned with fear effects, sleep effects, and effects that give loss of control to the allies.  1 ally / level.
Succubus' Kiss - Ranged touch attack, victim spasms in pleasure and orgasmic ecstacy.  Will save DC 15+Sorcerer Char Mod or gain the Helpless Condition.   A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
Symphony of Destruction - Will Save 10 + Psyker Char Modifier:  Creatures with 2 Hit Dice or less are killed, 4 - 6 Hit Dice save or take 3d10 dmg, 6+ Hit Dice save or take 3d4 dmg.


Level 0
Art of the Witch - Witch Sight now reaches out 20' in all directions, and can be used through obstacles such as walls to perceive minds and auras.
Psychic Duel - The Psyker can no disrupt enemy Psychics, disrupting concentration and bestowing a +2 DC increase to their concentration checks
Reckoning of Tzeentch - the Sorcerer can glimps briefly into the near future, on her next action she gains a +1 to attack and defense.
Surging Power - The psyker concentrates and can give a +5 to the next Knowledge (Warp) or Psyke skill check.

Level 1
Fires of Deceit - 2d6 fire damage to a target
Grand Riposte - Counter an enemy Psyker's effect immediately (Attack of opportunity against psyke attacks made against the Sorcerer the following round).
Mind Dagger - interrupt the next action an opponent is going to make (Will save DC 10 + Char modifer of Psyker)
Mental Errors - Will Save DC 10 + Cha Mod, bestow flat footed condition on a foe

Level 2
Tzeentch's Grin - Target gains +5 to will saves against next Psyke attack made against them
Chaos Flesh - Alter target's visage as chaos energy manipulates skin and hair, changing target's appearance (Fort Save DC 15+Char Mod for unwilling targets).
Withering Glare - Targets in line of sight will save DC 15 + char mod or become exhausted. An exhausted character moves at half speed, cannot run or charge, and takes a –2 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
Yearning Curse - Target makes will save DC 15 + char mod or become obsessed with object of Psyker's desire for 1 turn / level.

Level 3
Blood God's undoing - Target takes 1d6 strength damage.
Infernal Gateway - Opening a gateway into the very warp itself, foes make a reflex save (DC 15 + char mod) or be sucked towards the gateway.  If pulled in they reappear in a random place 1 mile / level away.
Tzeentch's Storm 3d8 Area of Effect damage. Area is 10' radius / level.
Unmaking - Targeted Psyker makes will save DC 15 + char modifier, or be locked out of Psyker abilities for 1 round / level.

Level 4
Curse of Dissolution - Will save DC 17 + Char Mod, on fail target takes 1d6 random ability damage.
Psyker blockade - Create an anti-psyke barrier before the sorcerer and their allies.  Absorbing all effects the next round, and all allies behind the line created gain Damage Reduction against Psyke powers.  DR 5, for 1 round / level.
Shattering - Target Enemy Psyker Will Saves DC 15 + Char mod, or takes 2d10 dmg and makes concentration checks for the remainder of combat at -5.
Twisting Paths - The sorcerer reaches into his enemy's mind, causing an unsettling waking nightmare. During this time their foe is temporarily stunned, the sorcerer is able to retrieve information from their mind, implant post-hypnotic suggestions and alter memories.[/b]
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Cambion Specific Powers (Psyker Only)
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