Sorcery: Minor and Major Arcana

Minor Arcana (Talent)
Prerequisites: Sorcerer.
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, Sorcerer.
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 sorcery 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.

SORCERY POWERS

THE MINOR ARCANA
There are limitless possibilities to which the reality-twisting powers of the warp can be put to use by sorcery’s insane practitioners. Here are but a few:

Mask of Flesh
Threshold: 13
Focus Time: Full Action
Sustain: Special
Range: You
You call upon the powers of the warp 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, specifi c 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 sorcerer changes back, he must pass a Challenging (+0) Toughness Test or suffer 1d5 levels of Fatigue from the immense pain and physical strain
involved.
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).

Death’s Messenger
Threshold: 15
Focus Time: Half Action
Sustain: No
Range: Self
You tangle the skeins of destiny to deadly effect, causing others to fall before your assaults as if their deaths were preordained.
The next attack by the sorcerer 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.

Whispers of the Warp
Threshold: 11
Focus Time: Half Action
Sustain: Yes
Range: Earshot
The echoing whispers of the warp amplify your persuasive abilities to preternatural levels.
Anyone who hears and understands the sorcerer must pass an opposed Willpower Test with the sorcerer (who rolls once and applies the result to all Tests) or become vulnerable to your suggestions, granting you 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 good sense, sow discord, 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 warp energies, the sorcerer may attempt
to repel or ensnare and seize command of daemonic entities.
After successfully using this power, the sorcerer 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 Mastery Test to control it instead.
Overbleed: For every 5 points that the power’s Threshold is
exceeded, add +10 to the Opposed Willpower and Daemonic
Mastery Tests to a maximum of +30.
Special: This power only affects entities with both the
Daemonic and Warp Instability traits.

Malefic Curse
Threshold: (16 Hex, 20 Blindness, 23 Death)
Focus Time: Full Action
Sustain: No
Range: Line of Sight
You call upon a twisted conjunction of malign energies to blight and
curse your victim. 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 is
permanent (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 sorcerer summons a burning doorway from thin air. The
doorway may be used to transport the sorcerer anywhere
he can clearly recall in his mind. The sorcerer’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 sorcerer was last in this place, his state of mind,
circumstances, and concentration. The sorcerer 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 blasphemous 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

Disease
Threshold: 20
Focus Time: Half Action
Sustain: No
Range: 5m
With a contemptuous flick of his hand, the sorcerer invites
a plague upon his target, who then begins to vomit bile and
blood as the skin forms into bulbous pustules. The disease
lasts for a number of Rounds equal to 1d10 minus the target’s
Toughness Bonus. During each Round in which the target is
diseased, all of his Characteristics are reduced by 10. Should
his Toughness reach zero, the target dies.
Overbleed: For every 5 points by which the sorcerer
exceeds the power’s threshold, the duration of the disease
increases by 1 round.
Special: If a character dies from Disease, his soul is forfeit
to the plague god Nurgle. The fallen corpse will decay further
and arise as a Plaguebearer (Dark Heresy Rulebook page
354) 5 Rounds later. The Plaguebearer will immediately
attack anyone nearby.

Exsanguine
Threshold: 18
Focus Time: Half Action
Sustain: No
Range: 10m
By snapping his fingers and bellowing an incantation at
his target, the sorcerer causes the target’s blood to bubble
and rush from his body. Make an Opposed Willpower Test
against the Target’s Toughness. If successful, the target suffers
Damage equal to double the sorcerer’s Willpower Bonus
(Toughness Bonus and Armour will not reduce this Damage)
and will suffer from Blood Loss (see page 211 in the Dark
Heresy rulebook).

Flail of Skulls
Threshold: 14
Focus Time: Half Action
Sustain: Yes
Range: You
Using strands of warp energy, the sorcerer binds together
the skulls of the fallen, creating a flail of skulls that burns
with malice. Once manifest, the Flail of Skulls uses the same
profile as a flail (see Dark Heresy Rulebook page 139) but
has the Warp Weapon quality and will bypass most armour
and defences. Any target suffering Damage from the Flail of
Skulls gains 1d10 Insanity Points and an additional Insanity
Point for every skull used in the flail’s construction after
the second.
Special: Obviously, manifesting this power requires the
sorcerer to possess one or more skulls.

Flaming Word
Threshold: 18
Focus Time: Half Action
Sustain: No
Range: You
The sorcerer opens his mouth, using it as a gateway for the
fires of the warp. 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 Flame Quality. In addition, due to the
unnatural nature of the flames, any target struck by the effects
of this power is automatically set on fire (see page 210 in the
Dark Heresy Rulebook).
Special: The sorcerer may not communicate verbally while
this power is manifest; this may prevent him from casting
certain other powers.

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

Leach Life
Threshold: 21
Focus Time: Full Action
Sustain: No
Range: Touch
Sinking his fingers into the flesh of a target, the sorcerer
absorbs the target’s very life force until nothing remains but
a dessicated husk. This power can only be used on a Stunned
or otherwise incapacitated target. For every 5 points by which
the sorcerer exceeds the power’s Threshold, the sorcerer
regains 1 lost Wound and the target’s Wounds are reduced
by 1. The sorcerer may not gain any additional Wounds over
his beginning amount. If the target is reduced to 0 Wounds,
he dies.

Living Weapon
Threshold: 24
Focus Time: Full Action
Sustain: Yes
Range: You
The sorcerer carves a foul symbol of Chaos into his flesh,
calling on the warp to remake his flesh for war. Whilst this
power is in effect, the sorcerer gains the following profile
increases: +20 WS, +20 S, +10 T, and +10 Ag. In addition,
the sorcerer gains a +3 bonus on all Initiative rolls, the
Natural Weapons Trait, and all of his melee attacks gain the
Tearing Quality. Whilst in this bestial state, his Fellowship is
reduced by 10.

Open
Threshold: 14
Focus Time: Half Action
Sustain: No
Range: Touch
Using his own blood, the sorcerer traces a blasphemous rune
across a sealed portal or object, dissolving the essence of the
locking mechanism. This power can be used on any object
regardless of how it was originally sealed. The sorcerer suffers
1d5 Damage for a small object, 1d10 Damage for a mediumsized
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
Sorcerer’s Armour or Toughness Bonus.

Psy Barrier
Threshold: 19
Focus Time: Half Action
Sustain: No
Range: 5m
With a finger dipped in blood, the sorcerer draws a burning
rune in the air which then burns the minds of those nearby with
a mixture of fear and confusion. Anyone 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.

Summon Object
Threshold: 24
Focus Time: Full Action
Sustain: Yes
Range: 10m
Through ritual blood-letting, the sorcerer summons an object
out of thin air. The sorcerer’s player must describe to the
GM the object he wants to manifest. The GM will then set a
Difficulty rating. For the object to manifest, the sorcerer must
pass a Willpower Test at that Difficulty rating.
Overbleed: For every 10 points by which the sorcerer
exceeds the power’s threshold, he gains a +10 bonus to the
Willpower Test for creating an object.
Note: Obviously, the larger the object you wish to
manifest, the more blood you will need.

Transfix
Threshold: 19
Focus Time: Half Action
Sustain: No
Range: 5m
Flicking the blood of the recently dead onto the target’s face
and muttering a guttural curse, the sorcerer inflicts horrible
hallucinations on the target. The victim witnesses horrific
images of darkness and despair. 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.
Special: The sorcerer will need some reasonably fresh
blood in order to manifest this power normally. If he has
no access to blood, he manifests this power at a Threshold
of 25.

Wall of Souls
Threshold: 24
Focus Time: Full Action
Sustain: Yes
Range: 15m
The sorcerer draws on the power of the warp and calls
forth a wall of leering, aetheric faces to bar the path of
his 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 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.

Warp Corruption
Threshold: 27
Focus Time: Full Action
Sustain: No
Range: Earshot
Crying aloud the dark truths of the warp, the sorcerer is able
to corrupt the souls of those around you. Everyone who hears
your chanting—friend or foe—must pass a Willpower Test or
gain a number of Corruption Points equal to the amount by
which the Test was failed.

Warp Lightning
Threshold: 21
Focus Time: Half Action
Sustain: No
Range: 10m
Whispering in an ancient tongue, the sorcerer manifests a
ball of pulsing energy in his palm. With the outstretched
fingers of his other hand, the sorcerer releases dark bolts of
warp lightning upon his targets. The sorcerer may project
1 bolt for each point of his Psy Rating and may target a
different individual with each bolt as long as he is within
5m of the previous target. The sorcerer 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).

Warp Tongue
Threshold: 16
Focus Time: Half Action
Sustain: No
Range: Earshot
The sorcerer distorts the cacophony of voices in the warp,
fooling daemons into believing he is a minor herald. Any
creature with the Daemonic Trait who hears the sorcerer must
pass an Opposed Willpower Test or become vulnerable to
his suggestions. The sorcerer receives a +10 bonus to any
Charm, Intimidate or Deceive Tests against these targets. If
the daemon wins the Opposed Test, it gains a +10 bonus to
all Tests made against the sorcerern (including Weapon Skill
Tests!).
Overbleed: For every 10 points by which the sorcerer
exceeds the power’s threshold, he gains a further +10 bonus
to Charm, Intimidate, or Deceive Skill Tests against creatures
with the Daemonic Trait.
Special: This power requires only that the target must be
able to hear the sorcerer.

Warp Vigour
Threshold: 14
Focus Time: Half Action
Sustain: No
Range: Touch
With a mix of blood and ash, the sorcerer marks a burning
rune 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 not aligned with Chaos whose body is defiled by this
unholy symbol gains 1d10 Corruption Points.