Advanced career: Theurgist

Cost: 300 xp

Ars Arcana

Arcana potential

The practitioners of Ars Arcana do not require a Psy-rating, instead they wield powers that can be unleashed with knowledge provided by Scholastic Lore (Occult), Forbidden Lore (Daemonology, Warp, Xenos) and initiation to a school of theurgy.

In game terms, the Arcana Potential is 1 to 1 equal to Psy-rating and presents the accumulated powers gained through study and channeled from objects of spiritual power with practice of an ancient, feared and easily heretical knowledge.

Wards, resistances and immunities, which affect the Psychic Powers work equally against unnatural effects of the esoteric arts.

Hidden knowledge of esoteric arts

Ars Arcana, viewed in an objective and abstract way, can be seen as the application of warpcraft, occult formulae, relics of power and the exercise of will in order to achieve immediate physical and mental effects much like those of psychic abilities. But unlike the usual psyker’s disciplines, all that is required to perform such wondrous miracles is an understanding of the secret and holy knowledge of how to do so and the conviction and courage to put such knowledge into practice.
This ancient and erratic sphere of human esoteric knowledge is ultimately based on the power of the warp, either through channeling the powers of warp entities directly (or accidentally) or using the power of objects derived from the warp to imbue the summoner with powers and effects similar to Psychic Powers.
Most practitioners claim their powers are a gift of the God-Emperor, but some are apt to claiming that they practice what is simply a little understood art or science—perilous, yes, but unjustly feared. Regardless, practice of esoteric arts is playing with fire, as the warp is a fickle, uncertain, and utterly dangerous thing with its own inertia and its own diabolical intent.
As a result, “true adepts” of great power (individuals who began their quest for esoteric power with no innate psychic ability, but who owe their arts purely to the Emperor or to the forbidden learning and pacts with the horrors beyond), are rare indeed, even among malefic cults and the servants of the Ruinous Powers. However, such obsessed, driven, and dangerously intelligent individuals are among the most dangerous enemies or priceless allies the Holy Ordos can face.
Individuals able to use Psychic Powers seldom rely on esoteric arts, as combining the Ars Arcana and Psychic powers grant terrible powers, but increase a risk of th Psychc Phenomena heavily.

Ars Arcana Game Mechanics

Esoteric arts use the same mechanics as Psychic Powers and any of the powers listed in Rogue Trader books are available as Ars Arcana powers to avoid needless duplication (and at the GM’s discretion visa-versa for witches and malefic psykers).
All esoteric powers are treated as Psychic Effects, and where applicable, Talents, Traits, and specialized defenses that protect against Psychic Powers also defend against Sorcery.
All Esoteric powers are divided between the Minor Arcana, which are rough equivalent to Minor Psychic Powers, and Major Arcana, which are rough equivalent to Discipline Powers. Arcana that duplicate existing Psychic Powers are treated as the same (having the same Effect, Duration, Overbleed, etc.) but have -20 penalty on their Focus Power test as a practitioner of esoteric arts. This represents the increased complexity and difficulty the theurge faces using his abilities compared to a normal Psyker. Unless expressly stated otherwise, a theurge must also be able to speak and gesture freely in order to use an Arcana power.

The practice of using the occult arts to control or channel the warp is even more difficult and dangerous than the use of a psychic character’s innate powers, and if the practitioner of esoteric arts incurs any Psychic Phenomena, then he must add +10 to the results of any random effect for a Minor Arcana power, and +20 to any mishap while using a power of the Major Arcana.
The ability to use Arcana is dealt with for simplicity’s sake by a number of special Talents, all of which are found in the text below, along with a number of specific powers available to the practitioners of esoteric arts.
Individuals with the Ars Arcana talent have access to the Invocation and Dowsing skills and may have their own version of the Corpus Conversion talent.

For psykers, the complex arts of Arcana present a deceptively easy path to greater power—but one any righteous servant of the Emperor will abhor. Most witches and rogue psykers have no such qualms, however, seeking out the study of the malefic arts and dark lore to augment their own power, or in a desperate attempt to achieve better control over their abilities—all the sooner to fall, in many cases, for the daemon’s lure.

Unnatural Characteristics and Ars Arcana

Characters with Unnatural Willpower can make for shockingly powerful masters of the Art. Characters with Unnatural Willpower may add the multiplier to their Arcana Potential and any successes on opposed tests as part of Arcana powers (both to enact and resist them).

Arcane Potential may be “stacked” with Psychic Powers. Rather than a Talent’s usual effects, it serves to boost the psyker’s Psy Rating by 1 for the Theurge talent, and by an additional 1 for Master Theurge talent. From this point onward, the psyker may accrue powers of Arcana as if they were Psychic Powers (treating Major Arcana as a new Psychic Discipline).
An unfortunate side effect of this dangerous super-charging of the psyker’s abilities, however, is the damage caused when these powers go out of control. A psyker with the Theurge Talent adds +20 to the result when determining Psychic Phenomena from use of esoteric power, which will increase the chance of invoking the Perils of the Warp.

Esoteric Arts of Theurges

Art of Theurgy is the most ancient school of the warp-wytches among the humanity. It was practiced ad taught long before the humankind arrived to the evolutionary threshold and started to develop psychicaly awakened individuals with terrifying powers and a vulnerability for predators of the Immaterium.

As it does not rely to Psychic Awakening of an individual and resembles more an esoteric tradition combining arcane knowledge with the artifacts of power.

In game terms Psychic potential

It describes the practice of rituals, sometimes seen as magical in nature, performed with the intention of invoking the action or evoking the presence of the God-Emperor or other deities, especially with the goal of achieving Henosis (uniting with the God-Emperor) and perfecting oneself in his service.

Some ancient lineages of theurgy they teach that the Emperor himself taught the mastery of arcane arts to the founders of their lineages, in the ages of yonder, before the Imperium was formed and the God-Emperor revealed himself to the humanity.

Each seeker of esoteric mysteries must choose after an initiation their own path. They must follow one of the three principles which dictates the nature of Foci they are able to use. One can descent on his arcane path of light to darker forms of esoteric, but never ascend as the innocence lost cannot be regained.

Philosophical paths of Theurges

  • Path of Light: Follow the principle, that the God-emperor is the only true divinity and other emanations from the Immaterium are antithesis for the True light. Foci: Imperial relics
  • Path of Dusk: Follow the principle, that all the emanations awakened by sentient species aid the ascendance of them and give advantage against Ruinous Powers. Foci: Imperial and benevolent Xeno relics.
  • Path of Shadow: Follow the principle, that the Immaterium is filled with infinite emanations of numerous powers, which can be exploited with craft and guile. Instead of Henosis they aim for Apotheosis. Foci: Objects of any power. Those branded with the mark of Chaos may only use, in their evocations, relics resonating to their chosen Ruinous Power. Any relic with any other alignment, (relic of other Ruinous power, relic of Imperial faith, eldar soul stone, other psychically charged item), may be used to invoke an unfettered arcane potential, invoking that unfettered power also destroys the object of power.

Inquisition and Theurges

Initiation to Theurgy exposes an acolyte to realities of the warp and echoes of the Emperor. From a straightforward perception of an arbitrator, theurges resemble either Imperial priests or heretical cultists, but for more learned there are some distinctions between practitioners of Arcane Arts.

  • Puritan factions of Inquisition frowns upon the followers of the Path of Light, but order has the support of the higher echelons of Ecclesiarchy and living saints and their mastery on Esoteric Pentagrammic Wardings unprecedented gives them solace against purges of hard-line Inquisitors. Other Paths of Theurges are categorized as heretics and cultists and are burned on stake whenever opportunity arises.
  • Radical factions of Inquisition depend on followers of the Path of Light and of Dusk as tools enabling them to stay on a heels and machinations of the Sorcerers, the Daemonologists, the Shadow Theurges, the multitude of Xeno Psykers, the Cultists and other moral threats.
  • All those who are true to Imperial Creed do not let Theurgist on the Path of Shadow to live. Labeled as heretics and Cultor Majoris in the books of the Inquisition and executed whenever exposed by hunters of the holy Ordos. From viewpoint of a servant of the Imperium there is no difference between followers of Shadow Path and Chaos cultists.

Theurge Talents

Dowsing (Talent)
Aptitudes: Perception, Psyker
Skill Use: Half Action.
Those with the Dowsing talent may use their Foci to sense the currents and eddies of the Warp and Immaterium. Characters can use the skill to detect the presence or absence of Daemons and the use of psychic powers. Dowsing also allows detection of psychic phenomena, disturbances, voids, or other areas where the flow of the Immaterium has been unsettled or disrupted.
The difficulty for a Dowsing test is based upon the potency of any nearby Warp activity. In general, the more powerful the activity, the easier it may be to sense. At the same time, by
attempting to identify such a presence, a character must temporarily open his mind to its influence. Particularly potent threats may be able to seize this opportunity, and react aggressively to the probe. While subtler activity is far less dangerous to the acting character, it is also far more difficult to sense.
To purchase this skill, the character must have a special ability stating he has access to it (such as the Theurge talent), reflecting his attunement to the occult. Unless otherwise noted, he can use the Dowsing skill to detect entities, locales, and events up to a number of kilometres away equal to his Perception bonus. The GM can, though, alter this range depending on the situation. The general results of Psyniscience tests are summarized on Table 3–4: Psyniscience Results.

In example the GM can call on a player to use the Dowsing skill when:
• He is hunting for the location of a Daemon.
• He wishes to determine whether a psyker has used his powers recently in the area.
• He is trying to find a weak point between realspace and the Immaterium.

+30: Detecting the presence of a nearby Greater Daemon.
+20: Detecting the presence of a major daemonic incursion.
+10: Detecting the taint of a minor daemonic incursion.
+0: Detecting the presence of a nearby Warp entity.
–10: Detecting a daemonic entity among a large group of psykers.
–20: Detecting the taint of a Daemon several kilometres away.
–30: Detecting a lesser Daemon somewhere within a hive city.


  • One Awareness of Immaterium disruption or number of entities present.
  • Two Approximate direction of the Warp phenomena or creatures.
  • Three Rough location of the Warp creatures or beings affecting the Immaterium.
  • Four+ Exact position of the unnatural creatures or psykers present.

Psychic Theurgist
Requirement: Psy rating
Psyker who masters the esoteric arts becomes formidable mage but their soul’s connection to the warp make them considerably more vulnerable to daemonic incursion than non-awakened Theurgist. (+20?? to Perils of the Warp checks)

Initiate of Theurgy (talent)

Psychic Theurgist
Requirement: Psy rating
Psyker who masters the esoteric arts becomes formidable mage but their soul’s connection to the warp make them considerably more vulnerable to daemonic incursion than non-awakened Theurgist. (+20 to Perils of the Warp checks)

One with the Emperor: Decreases by -20 the Perils of Warp chances of an theurge following the Path of Light.

Minor Arcana (Talent)
Prerequisites: Theurge
You have acquired an additional Minor Arcana power over the amount usually allowed. This must be learned or researched as normal.

Major Arcana (Talent)
Prerequisites: Willpower 45, Theurge.
You have acquired an additional Major Arcana power over the amount usually allowed. This must be learned or researched as normal.

Sublime Arts (Talent)
Prerequisites: Perception 40, Intelligence 45, Sorcerer.
You may utilise your divine craft without the usual needs for obvious vocalisations, gestures, and the like, simply enacting the patterns needed mentally by sheer dint of concentration and unyielding mental strength. However, the Threshold of Arcana powers used this way is increased by an additional +2.

Corpus Conversion (Talent)
Prerequisites: Psy Rating 2.
You can siphon the health of your physical body to fuel your powers.
For every 2 points of Damage you voluntarily take, you may add your Willpower Bonus to your Focus Power Roll.
Using this Talent is a Free Action.

Theurgists Arcane Potential

Fettered (Foci Arcane Potential/3)
Test at 1/3 of Arcane Potential. If the psyker rolls doubles during a Focus Power Test, roll on the Psychic Phenomena Table at -50, Perils of Warp +10

Unfettered (Foci Arcane Potential)
If the psyker rolls doubles during a Focus Power Test, roll on the Psychic Phenomena Table (see
page 160). Add Perils of Warp +30.

Push (+1 to +5 to Foci Arcane Potential)
Immolates the foci for most of the practitioners. Followers of Path of Light and bearers of Mark of Chaos may Push their Arcane Potential without immolation of the foci if it belongs to their patron. Make a check against the Psychic Phenomena Table at +10 per +1 rating desired, up to a maximum of +4/+40. Add +50 to Perils of Warp

Sustaining Multiple Rituals
Theurges arcane techniques do not allow sustaining multiple powers.

Minor and Major Arcana

There are limitless possibilities to which the reality-altering powers of the will of the God-Emperor can be put to use by theurgy’s most dedicated practitioners. Here are but a few:

Attuned Visage
Threshold: 13
Focus Time: Full Action
Sustain: Special
Range: You
You call upon the powers of the relic to alter your flesh and change your physical identity. This is no mere illusion but an actual physical metamorphosis able to change your facial structure, eye and hair colour, voice, and skin tone, and may even alter your build, apparent age, etc. By using this power in combination with the Disguise skill, specific individuals may be imitated.
The effects of the transformation last up to the user’s Willpower bonus in hours or can be dismissed at any time, at which point he reverts to his natural form. As soon as the theurge changes back, he must pass a Challenging (+0) Toughness Test or suffer 1d5 levels of Fatigue from the immense pain and physical strain
Overbleed: For every 5 points that the power’s Threshold is exceeded, greater changes can be effected (by 5 points, detailed cosmetic changes—gang tattoos, brands, etc.; by 10 points, mass may be varied by up to 50% or cosmetic mutations imitated; by 15+ points, gender and apparent humanoid species may be altered. However, these changes are merely imitations and offer no biological function, i.e. the sorcerer could appear to be an Ork but would gain no associated Orkoid Traits).
Special: If the Sorcerer suffers a Perils of the Warp event while using this power, he gains a random permanent Minor Mutation in addition any other effect (see page 334 of Dark Heresy).

Threshold: 15
Focus Time: Half Action
Sustain: No
Range: area

Death’s Messenger
Threshold: 15
Focus Time: Half Action
Sustain: No
Range: Self
You tangle the skeins of destiny to deadly effect, causing unbelievers to fall before your assaults as if their deaths were preordained by the God-Emperor.
The next attack by the theurge that successfully strikes counts as having the Tearing Quality. If it already has this Quality (owing to the weapon used), then a third dice is rolled and the highest of all three is chosen. If 10 Rounds elapse without a blow being struck, this power dissipates.
Overbleed: For every 10 points by which you beat the Threshold, an additional subsequent successful strike is affected by the power.

Echoes of the the God-Emperor
Threshold: 11
Focus Time: Half Action
Sustain: Yes
Range: Earshot
The echoing words of the saviour of the mankind amplify your persuasive abilities to preternatural levels.
Anyone who hears the theurge must pass an opposed Willpower Test with the theurge (who rolls once and applies the result to all Tests) or become vulnerable to his suggestions, granting him a +10 bonus to any Charm, Intimidate, or Deceive Tests against your audience.
Note: This power is not a true form of direct mind control but can be used to overcome bad morale, sow unity, alleviate just suspicion, and stoke the fires of hatred.
Overbleed: For every 10 points that the power’s Threshold is exceeded, a further +10 bonus to Skill Tests is gained to a maximum of +30.
Special: This power requires no gesture or component other than that the victims must be able to hear and understand the sorcerer.

Major arcana

Daemon Wrack
Threshold: 23
Focus Time: Full Action
Sustain: No
Range: 50 metres
By weaving a pattern of occult energies, the theurge may attempt to repel daemonic entities.
After successfully using this power, the theurge may take an Opposed Willpower Test to inflict Malediction (see sidebar) on a targeted daemonic creature. Alternatively, if the daemon has
a Willpower Characteristic of 50 or less, then the sorcerer may force a Daemonic Entity to instability check.
Overbleed: For every 5 points that the power’s Threshold is exceeded, add +10 to the Opposed Willpower and Daemonic instability Tests to a maximum of +30.
Special: This power only affects entities with the Daemonic or Warp Instability traits.

Rightful Curse
Threshold: (16 Hex, 20 Blindness, 23 Death)
Focus Time: Full Action
: No
Range: Line of Sight
You call upon a mighty conjunction of the Emperor’s energies to blight and curse your enemy. Three different curses are listed here, although more are certainly possible. In all cases, the victim can attempt to resist the curse’s effects by passing a Challenging (+0) Willpower Test.

  • Hex: The victim is bedevilled with ill-fortune, bone-gnawing chills and supernatural dread, suffering a –10 to all Characteristic and Skill Tests for the next 1d5 hours. If the Test to resist this power is failed by three or more degrees, the victim must roll on Table 8-4: The Shock Table as well (see page 233 of Dark Heresy), counting this as Warp Shock.
  • Blindness: The victim’s eyes fill with cataracts and weep blood, and he is blinded for 1d5 hours. If the Test to resist this power is failed by three or more degrees, his eyes are destroyed in a shower of blood inflicting 1d10 R Damage to the Head Location and the blinding ispermanent (he will need replacement eyes should he survive). If his eyes are destroyed, he also suffers 1d10 Insanity Points.
  • Death: This curse is strong enough to incapacitate and kill by stopping hearts, exploding blood vessels, rupturing organs and other unpleasant effects. The victim of the curse suffers 3d10+10 Toughness Damage (halved in the case of Unnatural Toughness (×2), etc.). If the victim is reduced to “0” Toughness, he dies. Should a victim of this curse survive, the Toughness Damage may be healed normally.

Note: If death occurs as a result of the curse, then a Fate Point may be burned by the victim to avoid his sudden demise, restoring him to 1d5 Toughness, but leaving him comatose and in need of serious help.

Overbleed: For every 5 points that the power’s Threshold is exceeded, the victim’s Test to resist the curse’s effects in worsened by one level to a maximum of Very Hard (–30).

Special: Every time a curse is used, the sorcerer invoking it must pass a Challenging (+0) Willpower Test or suffer 1d5 Corruption Points.

Create Door
Threshold: 28
Focus Time: Full Action
Sustain: No
Range: 5m
The theurge summons a shining doorway from thin air. The doorway may be used to transport the theurge anywhere he can clearly recall in his mind. The theurge’s player must tell the GM where he would like the door to lead; the GM will then set an appropriate Difficulty rating based on when the theurge was last in this place, his state of mind, circumstances, and concentration. The theurge can then step through the doorway and make an Intelligence Test based on that Difficulty. If passed, all is well. If not, the GM will determine a suitable alternate destination—typically one the sorcerer would prefer to avoid.
Special: Travelling through such a unstable portal brings users closer to the horrors of the warp than it is safe to tread. Anyone passing through the door must pass a Hard (–20) Willpower Test. If the Test is failed, then that character must roll on the Perils of the Warp table.

Distance and Difficulty

  • 10m-100m, Routine +20
  • 101m-1000m, Ordinary +10
  • Anywhere upon a Planet, Challenging +0
  • Anywhere within a System, Difficult -10
  • Anywhere within a Subsector, Hard -20
  • Anywhere within a Sector, Very Hard -30

Flail of Saint’s Bones
Threshold: 14
Focus Time: Half Action
Sustain: Yes
Range: You
Using strands of occult energy, the theurge binds together the bones of the saints, creating a flail of bones that burns with the Emperor’s might. . Once manifest, the Flail of Bones uses the same profile as a flail (see Dark Heresy 1. ed Rulebook page 139) but has the Holy Weapon quality and will bypass daemonic armour and daemonic weapon parries. Any target bearing the Mark of Chaos suffering Damage from the Flail of Bones gains 1d10 Insanity Points and an additional Insanity Point for every saint used in the flail’s construction.
Special: Obviously, manifesting this power requires the theurge to possess one or more bones of saints.

Holy Word
Threshold: 18
Focus Time: Half Action
Sustain: No
Range: You
The theurge opens his mouth, using it as a gateway for the wrath of the God-Emperor. The power inflicts 1d10+4 E Damage with a Pen of 3. The effects of his power extend to a range of 20
metres and possess the Holy Quality.
Special: The theurge may not communicate verbally while this power is manifest; this may prevent him from casting certain other powers.

Threshold: 24
Focus Time: Half Action
Sustain: No
Range: You
By swallowing a blessed round of ammunition, the theurge fortifies his body against projectiles and crude weapons. The theurge must pass a Toughness Test. If successful, he does not suffer any Impact Type Damage for 1d5 Rounds.

Pour Life
Threshold: 21
Focus Time: Full Action
Sustain: No
Range: Touch
By touching with his fingers into the flesh of a target, the theurge channels his very life force until, if not careful, nothing remains but a drained husk. This power can only be used on a Stunned or otherwise incapacitated target. For every 5 points by which the theurge exceeds the power’s Threshold, the theurge looses 1 Wound and the target’s Wounds are increased by 1. The theurge may not provide any additional Wounds over his beginning amount. If the theurge is reduced to 0 Wounds, he dies.

Living Weapon
Threshold: 24
Focus Time: Full Action
Sustain: Yes
Range: You
The theurge draws a four holy symbols into his skin, calling on the God-Emperor to reinforce his flesh for war. Whilst this power is in effect, the theurge gains the following profile increases: +20 WS, +20 S, +10 T, and +10 Ag. In addition, the theurge gains a +3 bonus on all Initiative rolls, the Natural Weapons Trait, and all of his melee attacks gain the Holy Quality. Whilst in this hallowed state, his Leadership is increased by 10.

Threshold: 14
Focus Time: Half Action
Sustain: No
Range: Touch
Using his own blood, the theurge traces a holy script across a sealed portal or object, dissuasing the essence of the locking mechanism. This power can be used on any object regardless of how it was originally sealed. The theurge suffers 1d5 Damage for a small object, 1d10 Damage for a medium sized object, and 2d10 Damage for a large object. The GM should feel free to alter the amount of Damage taken to better represent a given object. This Damage is not reduced by the
theurge’s Armour or Toughness Bonus.

Psy Barrier
Threshold: 19
Focus Time: Half Action
Sustain: No
Range: 5m
With a finger dipped in holy water, the theurge draws a radiating rune in the air which then burns the minds of servants of the ruinous powers nearby with a mixture of fear and confusion. Anyone marked by the chaos wishing to advance towards the rune must pass a Difficult (–10) Willpower Test or become rooted to the spot in fear. A target that fails his Willpower Test may do nothing further that turn.

Threshold: 19
Focus Time: Half Action
Sustain: No
Range: 5m
Flicking the ashes of sacred incense onto the target’s face and muttering a divine curse, the theurge inflicts righteous hallucinations on the target. The victim witnesses terrifying images of judgement and anger. Distraught and emotionally paralysed, the target is totally transfixed. Unless he passes a Very Hard (–30) Willpower Test, the target can do nothing for 1 hour. He also gains 1d5 Insanity Points. Armor of Contempt talent makes character immune to power.
Special: The theurge will need some ashes of sacred insence in order to manifest this power normally. If he has no access to ashes he manifests this power at a Threshold of 25.

Wall of Saints
Threshold: 24
Focus Time: Full Action
Sustain: Yes
Range: 15m
The theurge draws on the power of the mperial saints and calls forth a wall of praying, aetheric faces to bar the path of his unholy adversaries. Once manifest, this wall of souls is 15m in
breadth and height. Crossing or penetrating the wall is easy,but carries a price. Any individual marked by Chaos unlucky enough to be hit by the wall as it manifests, stumble into it, or passing through suffers 2d10 Insanity Points and must pass an Ordinary (+10) Toughness Test or become Stunned.
Overbleed: For every 10 points by which the sorcerer exceeds the power’s threshold, he may add 1 metre to the height of the wall.
Special: If the sorcerer fails to manifest this power by 2 Degrees of Failure or more, the aetheric faces are called forth and swarm around him like a cloud of flies. The sorcerer gains 1d10 Insanity Points and may do nothing further that round as he clutches his head and tries to hold onto what remains of his mind.

Holy Prayer
Threshold: 27
Focus Time: Full Action
Sustain: No
Range: Earshot
Crying aloud the stark truths of the Imperial faith, the theurge is able to enhance the souls of those around you. Every follower of the Imperial Creed who hears your chanting—friend or foe—must pass a Willpower Test and gain Fearless, Resistance (Psychic Powers), Hatred (Chaos)

Divine Lightning
Threshold: 21
Focus Time: Half Action
Sustain: No
Range: 10m
Whispering “Astrapi” in an ancient tongue, the theurge manifests a ball of pulsing energy in his palm. With the outstretched fingers of his other hand, the theurge releases bright bolts of divine power upon his targets. The theurge may project 1 bolt for each point of his Arcana potential and may target a different individual with each bolt as long as he is within 5m of the previous target. The theurge makes this attack with his Ballistic Skill, rolling to hit as normal. If struck, a target must roll 1d10 minus their Toughness Bonus on the Energy Critical Effects Table (see pages 202-203 in the Dark Heresy Rulebook).

Holy Song
Threshold: 16
Focus Time: Half Action
Sustain: Yes
Range: Earshot
The theurge resonate the harmonious voices in the divine realm, causing daemons to flee. Any
creature with the Daemonic Trait who hears the theurge must pass an Opposed Willpower Test or escape beyond earshot range. If the daemon wins the Opposed Test, it gains a +10 bonus to
all Tests made against the theurge (including Weapon Skill Tests!).
Overbleed: For every 10 points by which the theurge exceeds the power’s threshold, he may pause sustaining the power for 1 round without braking it.
Special: This power requires only that the target must be able to hear the theurge.

Messianic Vigour
Threshold: 14
Focus Time: Half Action
Sustain: No
Range: Touch
With a mix of holy oil and ash of a sacred incense, the theurge marks a holy symbol on the target’s head. Through the rune, the target can draw on unnatural reserves of fortitude. A character marked in this way may re-roll any Strength or Toughness Opposed Tests he is required to make and gains an additional 5 Wounds whilst this power is active. Any Damage that is inflicted upon the subject of this power affects these bonus Wounds first before affecting the rest. The rune will continue to protect the character for 1 hour.
Special: Any character aligned with Chaos whose body is sanctified by this holy symbol gains 1d10 Insanity Points.

Pentagrammaic Wards, Disciples of the Dark Gods, page 120
“By use of certain occult rituals, holy symbols, and even non-Euclidian mathematical formula, wards can be inscribed on physical objects or areas to bar or constrain the presence of warp entities. The secrets and knowledge needed to create such wards are considered proscribed and dangerous, and aside from cultists and magi, they are the sole purview of the Ordo Malleus. The reason for this ban is simple—such wards can be easily altered to help a sorcerer or witch control and enslave rather than simply deny the daemon. This fact has led some in the Inquisition down the path of Radicalism and destruction in the past.
The Effects of a Ward
A ward creates a barrier that a daemon or warp entity finds difficult to breach. Areas, objects, and even people may be warded by inscribing the relevant occult formulae.
Daemons and warp entities wishing to interact with a ward (crossing a warded space, picking up a warded object, attacking a warded character, etc.) must pass a Willpower Test to do so. If the daemon or entity fails this Test by three or more degrees, it suffers Malediction. If it passes this Test, then it may act freely (cross the ward, attack the character normally, etc.) If it passes this Test by more than three degrees of success, the ward is completely overcome and destroyed.
Note: Even if it passes the Test, if the ward remains intact the daemon or warp entity must take the Test again if it wishes to cross the ward subsequently (i.e. make attacks against a warded character the following Round, cross back over the warded area, etc.)
Creating a Pentagrammic Ward
Creating wards requires access to time and ritual materials (sacred inks, blood, silver dust, etc.), as well as the knowledge of how to do so—which in game terms means that a character must possess the skill Forbidden Lore (Daemonology) at +10 or better.
Creating a ward requires passing a Hard (–20) Forbidden Lore (Daemonology) Test. Success indicates that the character has created a ward with a modifier of +0. For each two additional levels of success gained, the ward’s modifier is increased by –10. A failure by five degrees or more when trying to create a ward can have disastrous effects, requiring a roll on Table 6-2: Psychic Phenomena (see page 162 of Dark Heresy).
Temporary Wards: A temporary ward takes 1d10 minutes to create, although attempting to ward a large area (such as a house) takes considerably longer. Temporary wards last for 1d5 hours plus a number of hours equal to the number of successes achieved during creation. Temporary wards are also vulnerable to being physically damaged, which may diminish or destroy their effects.
Permanent Wards: These wards must be made a part of the very fabric of the area or object to be warded and effectively double the amount of time taken to create that object, building, etc. These wards, as their name suggests, are permanent until overcome, desecrated, or physically destroyed.
Warded Weapons: Close combat weapons (other than Power, Daemon or Force types) may also have wards inscribed onto them. Such weapons deal Holy damage, and any daemon suffering a Critical Hit also suffers Malediction (see page 118).
However, temporary wards on weapons quickly become eroded in heavy combat, typically failing after a single Combat encounter (the GM has the final say-so on this).
The Left Hand Path
Pentagramatic wards have other, darker uses in the summoning and binding of Daemons. Used in this way, the conjured warp entity may be bound within the ward (protecting the sorcerer somewhat). Aside from its defensive benefits should things get out of hand, the ward itself provides the summoner with a +10 bonus to Daemonic Mastery Tests for summoned entities. A ward of this nature may even be of aid in negotiating Dark Pacts if properly used in this way.
Those who have strayed to a clutch of one of the four Ruinous powers are not able to use Pentagrammic Ward but instead use Mark of Chaos of their patron to produce similar effect. Followers of Undivided Chaos do not have Mark of Chaos