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Codex / Psyker Powers
Codex · Inquisition

Psyker Powers6

The Sanctioned Psychic psychic discipline

The Sanctioned Psychic is the leashed Imperial witch — the astropath, sanctionite or warp-sighted Mystic whose gift the seal permits and the Ordo watches. It does not command the warp the way a heretic sorcerer does; it reads and shoves it, always warded, always licensed. Its craft runs to divination, telekinesis, warding and the mind-war: precognition that steps aside from a blow, the lance of focused thought, the compelling word, the sight that drags the hidden foe into the open. Each working is a Wyrd power, and every one courts the price of over-reaching the sanction. A fighter with access picks one power from the discipline below at creation. In the Ordo Malleus the discipline is the sanctioned sight and the ward, not the warband's anti-daemon teeth — those live in the force-blade that banishes, the Aegis and the null-rod; the Mystic's natural draw is the warding line that holds the retinue whole while the guns and the blades do the killing.

RollPower
1Mind Lance. Mind Lance is the sanctioned psyker's spear of focused thought, drawn as a Wyrd power and loosed at a chosen enemy fighter within 18". Where it strikes, the target suffers a single automatic hit at Strength 4, AP −1, Damage 1 — a lance of pure will that needs no aim to land. Against a witch of another allegiance or a daemon it bites deeper, striking at Strength 5 and boring through any invulnerable protection the target owes to sheer bulk or size. It is the leashed Imperial mind turned weapon: not the raw warp-fire of a heretic, but a single disciplined thrust the seal permits.
2Assail. Assail is a telekinetic shove, manifested as a Wyrd power against a target enemy fighter within 12". Unless the target holds its footing with a Strength check, it is dragged D3" in a direction the caster chooses and thrown to the ground Prone. The psyker may aim the shove off a ledge or gantry, and a fighter flung into the open air falls as gravity dictates. It is control before killing — the seer's hand reaching across the battlefield to reposition, topple, or hurl an enemy from a height it will not survive.
3Foreboding. Foreboding is precognition worn as a shield, sustained as a Wyrd power. While the caster holds it, every ranged and melee attack made against it is at −1 to hit — the seer half-sees each blow a heartbeat before it falls and steps where the strike will not. It is the leashed witch's oldest defence: not a warp-forged ward, but the quiet certainty of a mind that reads the next instant. The power ends the moment the psyker's concentration breaks, and against a storm of fire even a step aside is only ever a hair's margin.
4Mental Fortitude. Mental Fortitude is the sanctioned psyker steadying a comrade's mind, sustained as a Wyrd power on itself or a friendly fighter within Short. While it holds, the target is fearless and re-rolls every failed Nerve and Willpower it is called to make — the seer's calm poured into another's skull, holding a broken warband together where it would otherwise rout. It is warding turned inward on the gang rather than outward at the foe: the leashed witch as anchor, not weapon, keeping the line unbowed while the concentration lasts.
5Scryer's Sight. Scryer's Sight is divination turned on the hidden foe, manifested as a Wyrd power. When it takes, every concealed or infiltrating enemy within the caster's line of sight is revealed and may no longer hide from it or its gang, and the seer's own next ranged attack this round is made as though it had taken Aim. It is the warp-sighted mind doing what no auspex can — dragging the unseen cultist, the warp-cloaked horror or the thing wearing a mortal face into the light where the retinue's guns and wards can answer it. For a warband whose whole art is naming the enemy before it strikes, this is the sight that finds the daemon's hiding place.
6Dominate. Dominate is the compelling word, loosed as a Wyrd power at an enemy fighter within 12". Unless the target's own will holds against it, it may neither shoot at nor charge the caster's gang until the end of the round — a mind briefly leashed by a stronger one, its aggression stilled at the seer's command. It is the leashed Imperial witch reaching into a foe rather than striking it: no wound, but a stolen turn, the enemy's own body refused to it. Against a disciplined or iron-willed target the word finds no purchase, but on lesser minds it buys the retinue a breath of safety worth more than a kill.