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Psychic Powers
Page 6 of 8
Pyromancy Powers
Pyromancy is a common, and very unsubtle discipline. It is actually a very specific form of telekinesis, involving the manipulation of heat energy generated by the friction of molecules being rubbed together.
Blinding Flash
Difficulty: 0
Duration: Instantaneous
The pyromancer sets off a small, but incredibly bright, flash of power anywhere within line of sight. Any characters looking at the flash (except for the caster), must pass an Initiative test to cover their eyes or be stunned for D3 turns.
Burning Fist
Difficulty: 0
Duration: Margin of success, divided by ten, in rounds
The pyromancer wreaths his hands in spitting flames. Any unarmed close combat hits have a 50% chance of setting the location on fire (D3 damage).
Candle
Difficulty: 0
Duration: Margin of success in minutes, or until hand is closed
The pyromancer produces a glowing ball of flame in his open hand, which can be used as a light source (range 20 yards), or to ignite flammable materials. The flame remains until either the duration of the power comes to an end, or the pyromancer closes his hand.
Extinguish
Difficulty: 5
Duration: Instantaneous
The pyromancer uses his affinity with fire to lessen the intensity of a fire, possibly even extinquishing it completely. The fire is lessened by one level of intensity for every ten points or part of the Psychic test’s margin of success. For example, passing by 9 points will reduce a large fire to a medium fire, or a small fire will be extinguished.
Fireproof
Difficulty: 10
Duration: Margin of success, divided by ten, in rounds
Pyromancers are normally immune to fire that they generate, but just as vulnerable to fire from other sources. However, this power makes the pyromancer immune to all melta, plasma and flame weapons, as well as pyromancy and similar fire attacks, lasting for the duration of the power’s effects. Clothing and equipment are not protected by this power.
Flame Blast
Difficulty: 15
Duration: Instantaneous
The pyromancer breathes, spits or hurls a torrent of liquid fire. This is a psychic bolt with the following profile:
Weapon |
Type |
Short Range (yards) |
Medium Range (yards) |
Long Range (yards) |
Mode |
Damage |
Flame Blast |
Pistol |
5 |
10 |
15 |
Flame |
4D6 |
There is a 50% chance that each location hit will be set alight (D3 damage). Flame blasts are especially suited to flushing out bunkers, rooms and foxholes, since the liquid fire will splash of the walls of the enclosed space. As such, when a flame blast is cast into an enclosed space, the GM can rule that the backwash from the spray potentially hits every character in the space, rather than just those in the pyromancer’s immediate line of fire. Range is measured from the pyromancer, to the wall, and back to each target, when determining the number of hits caused by a splash attack.
Fireball
Difficulty: 15
Duration: Instantaneous
The psyker hurls a spinning ball of flame. This is a psychic bolt with the following profile:
Weapon |
Type |
Short Range (yards) |
Medium Range (yards) |
Long Range (yards) |
Mode |
Damage |
Fireball |
Pistol |
10 |
20 |
30 |
Single |
2D6+4 |
There is a 50% chance that the location hit will be set alight (D6 damage).
Firelessness
Difficulty: 25
Duration: Margin of success in rounds
More powerful than the Extinguish power, Firelessness puts out all fires within a circle with a radius, in yards, equal to the Psychic test’s margin of success, centred on the pyromancer. No new fires will start within this circle, and flame attacks entering the area will be immediately extinguished.
Firestorm
Difficulty: 20
Duration: Instantaneous
A pillar of flame shoots up from the ground, anywhere within the Pyromancer’s line of sight, with a radius equal to half of the Psychic test’s margin of success, in yards. Any character caught within the fire will suffer a number of hits equal to the margin of success, divided by ten, with each hit causing D6 damage. There is a 50% chance that each hit will set the location alight (D6 damage)
Holocaust
Difficulty: 30
Duration: Margin of success, divided by ten, in rounds, or until pyromancer is interrupted
The pyromancer must concentrate solely on maintaining this power and cannot perform any other actions while the power is in progress. Performing any other actions, or being interrupted in some way (being attacked or losing consciousness, for example), will result in the power’s effects coming to an immediate end.
An inferno bursts from the ground around the pyromancer, engulfing everything within a radius equal to the Psychic test’s margin of success, in yards. Every character within this area, except the pyromancer, takes a hit causing D6 damage, with a 50% chance of setting the location alight (D6 damage).
Every round that this power is active, the pyromancer loses D10 points of Willpower in psychic drain from the holocaust and from resisting the effects of the fire.
Molten Man
Difficulty: 20
Duration: Margin of success, divided by ten, in rounds
The pyromancer’s body glows white hot so that anything that comes too near him is quickly burnt to a crisp. The pyromancer is immune to melta, plasma and flame weapons, and the damage from all other physical attacks is halved. There is a 50% chance that any weapon that any close combat weapon striking the pyromancer is destroyed.
Unarmed close combat opponents, and anyone else touching, or attempting to touch, the pyromancer suffer an automatic hit causing D10 damage, with a 50% chance of setting the location alight (D3 damage). Grappling, or being grappled by, a molten pyromancer results in the other character taking D6 hits with the same effects.
Anything the pyromancer is carrying when the power is cast is destroyed in the heat.
Spontaneous Combustion
Difficulty: ½ target’s Willpower
Duration: Instantaneous
The pyromancer agitates the molecules of the target’s body, causing them to self-combust. The target takes a single randomly located hit for every ten points, or part, by which the Psychic test was passed. Each hit causes D6 damage and automatically sets the location alight (D6 damage).
For some reason, the flames will not affect the burning target’s surroundings, and will not spread from the target to another character or object.
This power can be cast on either characters or inanimate objects.
Wall Of Flame
Difficulty: 10
Duration: Margin of success, divided by five, in rounds
The pyromancer throws up a vast sheet of fire, impossible to see through and cutting him off from any threats. The maximum length of the wall of flame is equal to the Psychic test’s margin of success, in yards, and the maximum height is half the margin. The wall appears first as a line of fire on the ground, before leaping up after a few seconds. As a result, characters standing in the wall’s path will be able to get out of the way if they pass an Initiative test.
Characters caught in the wall of flame, or attempting to pass through it, suffer a hit causing D6 damage, with a 50% chance of the location being set alight (D3 damage).
The wall can be placed anywhere, provided that both ends are within the pyromancer’s line of sight.