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Psychic Spells

Biomancy

 
Smite
 

Casting Time: 1 Action

Range: 60 feet

Duration: Instantaneous

Lethal bolts of bio-lightning leap from your fingertips, tearing your foes apart. Make a ranged spell attack against the target. On a hit, the target takes 8d8 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.

 
Iron Arm
 

Casting Time: 1 Action

Range: Self

Duration: Instantaneous

By transmuting his flesh into living metal, the biomancer can wade through enemy fire unscathed and pulp skulls with his bare fists. You AC increases by 2 and your unarmed Melee attackes do an additional 2d8 damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

 
Enfeeble
 

Casting Time: 1 Action

Range: 30 feet

Duration: 1 Minute

As the psyker channels his powers, tendrils of Warp energy lash over his victims, every caress sapping vitality from their bodies. Make a ranged spell attack against the target. On a hit, the target takes 4d6 necrotic damage and is restrained. As an action you can deal another 4d6 necrotic damage for the duration of spell. If you perform another action the spell breaks.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.

 
Life Leech
 

Casting Time: 1 Action

Range: Touch

Duration: 1 Minute

With a twist of his gnarled hands, the wrathful psyker rips the life force from his enemy, hoarding the stolen essence and using it to reinvigorate and restore his own injured flesh. On a hit, the target takes 8d6 necrotic damage and you gain health equal to half that value.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.

 
Warp Speed
 

Casting Time: 1 Bonus Action

Range: 30 feet

Duration: 2 Actions

The powers of the Immaterium flow into the psyker, heightening his speed to supernatural levels. A blur is he amongst his enemies, felling the unrighteous with blows too swift to see. Your movement speed increases to 120 feet and you gain an additional action on your turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 actions.

 
Haemorrhage
 

Casting Time: 1 Action

Range: 30 feet

Duration: 1 Minute

Focusing his mutant mind, the psyker reaches forth and sets a fire within his victim's flesh. Within moments, the unfortunate foe's blood begins to boil in its own veins, tearing him asunder as it bursts from every pore. Make a ranged spell attack against the target. On a hit, the target takes 6d8 fire damage immediately and 4d8 fire damage for each of its turns for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and later) increases by 2d8 for each slot level above 1st.

 

Divination

 
Prescience
 

Casting Time: 1 Action

Range: 30 feet

Duration: 1 Minute

The psyker can effortlessly predict the paths of bullets and swords. By focusing his Warp-sight even more closely, he can guide his allies' aim, bringing a swift and merciless death to their foes. The target can add 1d6 onto their attack rolls.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by 1 for each slot level above 1st.

 
Foreboding
 

Casting Time: 1 Action

Range: 100 feet

Duration: 10 Minutes

Thanks to their Warp-gifted insights, the psyker and his allies are aware that their foes are about to charge, even before the foes themselves have realised it. When you cast this spell you become aware of any danger within a 100 foot radius of you for the next 10 minutes. You and your party cannot be surprised.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 5 minutes for each slot level above 1st.

 
Misfortune
 

Casting Time: 1 Action

Range: 60 feet

Duration: 1 Action

With a click of his fingers, the diviner twists fate so that his followers' blows punch through the weakest points in their opponents' armour. Each target gains advantage on attack rolls for all attack rolls during their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by 1 for each slot level above 1st.

 
Perfect Timing
 

Casting Time: 1 Action

Range: Self

Duration: 1 Action

As soon as his consciousness pierces the veil of the Warp, a rush of images floods the diviner's mind, foretelling the actions of his enemies, down to the merest microsecond. Armed with this information, the diviner's allies can predict exactly when their foes will peer out from behind cover and expose themselves to a lethal head shot. Target an enemy on the field, the DM will reveal one of the following:

  • The Targets next planned Action
  • Ability Score Value
  • Any Hidden Enemies
  • Incoming Enemies in a range of 500 feet.
  • Current Health Points
  • Damage Resistances
  • Vulnerabilities

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by 1 for each slot level above 1st.

 
Precognition
 

Casting Time: 1 Action

Range: Self

Duration: 1 Minute

Having already witnessed the one true path to victory, the diviner strides across the battlefield like an avenging god of war. Whilst the premonitions run true, he is all but undefeatable, proof against bullet and bolt, blade and bombardment. However, should his self-wrought prophecies fade, or turn false, he will surely be doomed to ignominious defeat. The pysker's AC increases by 10.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st.

 
Scrier's Gaze
 

Casting Time: 1 Action

Range: 100 feet

Duration: 1 Hour

The diviner can see the battlefield clearly in his mind's eye, with the vantage point of a hunting hawk and the precision of a laser. The to and fro of armies and war machines is but the scurrying of ants beneath his omniscient gaze. Thus can the diviner direct exactly when and where they are most needed, leaving no clue behind as to how this trickery was achieved. When on a large battlefield involving many actors, any rolls made on the behalf of the pysker's allies is made with advantage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 100 feet for each slot level above 1st.

 

Pyromancy

 
Flame Breath
 

Casting Time: 1 Action

Range: 30 feet

Duration: 1 Action

A torrent of psychically-generated flames pour forth from the psyker's eyes and mouth, engulfing the target. A 30 foot cone of flame shoots out from the pysker, any target within that range must make a Dexterity Saving throw, on a failure they take 4d8 Fire damage, on a success they take half damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 4d8 for each slot level above 1st.

 
Fiery Form
 

Casting Time: 1 Action

Range: Self

Duration: 1 Minute

Bullets and shells pass straight through the pyromancer as he transforms into an incandescent being of living Warpfire, striking out at his foes and setting their souls ablaze. You can only be damaged by warp powers, any melee attack you make does an additional 6d10 Fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st.

 
Fire Shield
 

Casting Time: 1 Action

Range: Self

Duration: 1 Minute

With a sweep of his arms the psyker throws up a towering wall of flame to protect his allies. You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the Duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8, and the range by 10 feet for each slot level above 1st.

 
Spontaneous Combustion
 

Casting Time: 1 Action

Range: Self

Duration: 1 Action

Focusing his anger, the pyromancer can melt or incinerate his foes in a heartbeat. Yet when his rage boils over, the unfortunate victim's body explodes in a blast of ash and roaring flame. The target must make a Constitution saving throw, on a failure the target takes 40d8 Fire damage. On a success the target takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by 1 for each slot level above 1st.

 
Sunburst
 

Casting Time: 1 Action

Range: 10 feet

Duration: 1 Action

The psyker sings a wild song whose notes were old when the universe was young. As he does so, an incandescent aura appears about him, growing ever brighter and hotter with every refrain. Only when the song is ended does the aura explode, discharging its pent-up fury in a blinding, supernoval flash. All creature within a range of 10 feet of the psyker must make a Dexterity saving throw, on a failure the target takes 10d8 Fire damage. On a success the target takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 10d8, and the range by 10 feet for each slot level above 1st.

 
Molten Beam
 

Casting Time: 1 Action

Range: 10 feet

Duration: 1 Action

The pyromancer claps his hands together and turns them outward towards the foe. As he does so, a white-hot beam of blazing energy bursts from his palms forming a line of 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8, and the length by 10 feet for each slot level above 1st.

 

Telekinesis

 
Assail
 

Casting Time: 1 Action

Range: 40 feet

Duration: 1 Action

Using nothing but the power of his mind, the psyker tears a boulder or rock from the ground and hurls it at the foe. Make a Ranged Spell Attack against a target. On a hit the target takes 6d12 Bludgeoning Damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets and boulders increases by 1 for each slot level above 1st.

 
Crush
 

Casting Time: 1 Action

Range: 60 feet

Duration: 1 Minute

By reaching out his arm and clenching his fist, the psyker entraps his foe in a choking and crushing mass of psychic force. Gritting his teeth, the psyker continues the assault until flesh, armour and bone alike are ground to powder. The target must make a Constitution Saving Throw, on a failure the target takes 8d12 Psychic damage. The psyker can repeat this damage as an action once per turn for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st.

 
Gate of Infinity
 

Casting Time: 1 Action

Range: 120 feet

Duration: 1 Minute

The psyker punches a corridor through the roiling Immaterium, allowing him to cross great distances in the blink of an eye. You Teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can take 1 additional creature with you for each slot level above 1st.

 
Objuration Mechanicum
 

Casting Time: 1 Action

Range: 80 feet

Duration: 1 Minute

Weapons jam and engines seize up as the telekine uses his powers to wrench and twist the inner workings at the hearts of nearby machines. Select an 30 foot area, any creatures using powered weapons get disadvantage on their attack rolls.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st.

 
Shockwave
 

Casting Time: 1 Action

Range: Self

Duration: 1 Action

The psyker slams his palms together and the noise is magnified a hundredfold, releasing a shockwave that snaps bones and knocks foes off their feet. Each creature within a 20 foot radius of the caster must make a Dexterity saving throw, on a failure each creature takes 4d8 Bludgeoning damage and is knocked prone. On a success the creature takes half damage and remains standing.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 10ft for each slot level above 1st.

 
Telekine Dome
 

Casting Time: 1 Reaction

Range: Self

Duration: Until end of Round

Bullets bounce off of thin air and are deflected alarmingly towards friendly forces as the psyker erects a barrier of shimmering psychic energy about himself. The psyker's AC increases by +5 until the end of the Round.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the AC increases by +2 for each slot level above 1st.

 
Vortex of Doom
 

Casting Time: 1 Reaction

Range: Self

Duration: Until end of Round

The telekine opens a tear between the material realm and the howling destruction of the Warp, unleashing energies that utterly consume his foes. Select an 10 foot area, any creatures within that radius must make a Dexterity saving throw, on a failure each creature takes 4d8 Bludgeoning damage and is trapped for the duration of the spell. At the end of their turn they may make another Dexterity saving throw to break free. On a success, the creature takes half damage and makes it out of the radius.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the Radius increases by 10 foot and the damage increase by 2d8 for each slot level above 1st.

 

Telepathy

 
Psychic Shriek
 

Casting Time: 1 Action

Range: Self

Duration: 1 Action

The psyker breathes in deeply the power of the Warp before emitting a banshee howl of psychic energy that shreds the minds of his enemies. A 60 foot cone of flame shoots out from the pysker, any target within that range must make a Dexterity Saving throw, on a failure they take 4d6 Psychic damage, on a success they take half damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 4d6 for each slot level above 1st.

 
Dominate
 

Casting Time: 1 Action

Range: Self

Duration: 1 Action

Despair is turned into fresh hope and courage into insane heroism as the telepath projects inspirational thoughts of victory into the minds of his allies. Select three friendly creatures with 60 feet radius from youreslf, they gain advantage on their next roll, regardless of what it is.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets by 1 for each slot level above 1st.

 
Puppet Master
 

Casting Time: 1 Action

Range: 50 feet

Duration: 1 Minute

The telepath possesses his victim's mind, controlling their movements, their aim and their trigger fingers as if they were marionettes. Select a creature, that creature makes a Wisdom Saving Throw. On a failure for the duration of the spell you can control the actions of those creatures as a bonus action. On a failure the spell fails and there is no effect. For those who failed the saving throw can make a Wisdom Saving Throw at the end of their turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets by 1 for each slot level above 1st.

 
Terrify
 

Casting Time: 1 Action

Range: Self

Duration: 1 Minute

Even the bravest of heroes quake in terror as the telepath assailts them with images from their own darkest and most dreadful nightmares. Select a creature, that creature makes a Wisdom Saving Throw. On a failure the creature takes 4d6 Psychic damage and becomes frightened of you. On each of their turns they spend their action attempting to get as far as possible from the caster. At the end of their turn they can make another Wisdom Saving Throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets by 1 for each slot level above 1st.

 
Invisibility
 

Casting Time: 1 Action

Range: Self

Duration: 1 Minute

Reaching into the minds of his foes, the psyker obscures himself and his allies from the enemy's visual line of sight.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets you can select to hide increases by 1 for each slot level above 1st.

 
Hallucination
 

Casting Time: 1 Action

Range: Self

Duration: 1 Minute

Paranoia, confusion and panic are heightened to a debilitating degree as the telepath alters his foes' perceptions of reality, creating fearful visions, confusing or befuddling the enemy, or even generating the belief that their fellows are the true enemy. Select three targets, they must make a Wisdom Saving Throw. On a failure you may select one of the following effects. On a Success there is no effect.

  • Change the environment the target currently can see, for example suddenly being under water, or at their favourite place. For the duration of the spell they take their actions as if they were in that environment.
  • Create a Illusion that brings fear to the target, they become frightened and spend the duration of the spell attempting to get as far as possible from the illusion.
  • Flashing Lights and Sounds that only the target can see or hear, causing confusing. Whenever they attempt a d20 dice roll they make it at disadvantage.
  • You make their allies appear like you and the party like their allies. For the duration of the spell they will attack their allies.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets you can select to hide increases by 1 for each slot level above 1st.


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