Psychic Phenomena and Perils of Warp

Psychic Phenomena Table

Also known as the Psychic Phenomena Chart or Minor Warp Disturbances, this table is rolled on before the Perils of the Warp table and represents less catastrophic but still dangerous side effects that may occur when a psyker fails to control their power.


When Is It Used?

  • Whenever a psyker rolls zero on their Focus Power Test.
  • The result is a d100 roll on the Psychic Phenomena table.
  • If the roll totals 75 or more (after modifiers), it escalates into the Perils of the Warp table.

Psychic Phenomena Table

Roll (d100)PhenomenonEffect
01–05Dark ForebodingNearby characters feel dread; -10 to next Willpower Test.
11–15The Earth ProtestsSmall tremor; everyone within 1d10 m must pass Agility Test or fall prone.
26–30Ghostly WhispersFaint voices fill the air; may cause Fear (1).
36–40The FuriesNearby glass shatters; loose objects fly about.
61–65Blood RainA fine mist of blood falls in 3d10 m radius for 1d5 Rounds.
71–75Daemonic MaskFor a moment, the psyker’s face is replaced by a terrifying daemonic visage; Fear (2).
76+Escalates to Perils of the Warp

Perils of the Warp

Roll a d100 to determine the chaotic Warp effect—a perilous result that always adds +1 Corruption Point.


Perils of the Warp Table

Roll (d100)PerilEffect
01–05The GibberingPsyker screams; must roll Willpower Test or be stunned for 1d5 Rounds.
06–09Warp BurnBurst of Warp energy stuns the psyker for 1d5 Rounds.
10–13Psychic ConcussionPsyker knocked unconscious for 1d5 Rounds; everyone within 3d10 m must pass a Willpower Test or be stunned 1 Round.
14–18Psy-BlastExplosion throws the psyker 1d10 m into the air; they fall and take damage per falling rules.
19–24Soul SearWarp scorches the psyker’s soul; they can’t use powers for 1 hour and gain 5 Corruption Points.
25–30Locked InPower entraps the psyker’s mind; they lie catatonic until passing Willpower Test (one per Round).
31–38Chronological IncontinenceTime warps; psyker vanishes and reappears after 1d10 Rounds.
39–46Psychic MirrorPsyker is affected by their own power—beneficial effects become harmful energy damage.
47–55Warp WhispersDaemonic voices emerge; everyone within 4d10 m must pass Hard Willpower Test or gain 1d10 Corruption Points.
56–61Vice VersaPsyker swaps minds with a nearby creature for 1d10 Rounds; if none, psyker becomes catatonic and gains 1d5 Insanity Points.
62–67Dark SummoningA Lesser Daemon briefly appears within 3d10 m of the psyker.
68–72Ethereal StormPsychic maelstrom hits everyone within 1d100 m for 1d10 Energy Damage (ignores armor).
73–78Blood RainArea of 5d10 m is drenched in blood and wind; any psychic powers used invoke Perils automatically for 1d5 Rounds.
79–82Cataclysmic BlastMassive Warp discharge deals 1d10+5 Energy Damage to everyone within 2d10 m—and the psyker is left naked and overheated.