Psykers can craft psychically resonant items that channel and preserve Warp energy. These items fall into three main categories based on complexity, power, activation, and their metaphysical link to their creator.
Warp Essence as Fuel
All psychically charged items are powered by Warp Essence — concentrated fragments of immaterium potential. To create or empower an item, a psyker must invest Warp Essence into it during the crafting process.
- The amount of Warp Essence that can be invested is limited by the item’s size and materials and defines how many levels of power can be charged to the item.
- Dense, hard, or psychically conductive materials can hold more power and endure potent effects.
1. Minor Charged Items
Simple psychic charms or tools with a single stable effect.
- Effect: One constant, passive psychic function (e.g., minor ward, levitation).
- No Psyscience required to activate.
- Cannot be used as an Arcane Connection to the creator.
- Creation Time: 1 Season
- Warp Essence Cost: Low; limited by small size or simple material.
2. Relics (Invested Devices)
Complex psychic instruments infused with layered Warp effects.
- Effect: Multiple powers (passive, activated, or sustained).
- Requires Psyscience to activate.
- Cannot be used as an Arcane Connection to the creator.
- Creation Time: Years (1+ per effect)
- Warp Essence Cost: Moderate to high; requires refined or reinforced materials.
3. Talismans
The psyker’s personal artifact, deeply attuned and ever evolving.
- Effect: Can be upgraded with new powers and integrated enhancements.
- Requires Psyscience to activate.
- Can be used as an Arcane Connection to the psyker.
- Creation Time: A lifetime.
- Special: Warp Essence and the psyker’s own psyche are permanently bound to the Talisman.
- Warp Essence Cost: Variable and ongoing; unique materials often required for each upgrade.