TEXT: barter their eternal soul with the dark lords of
  the warp. No problems there. So I set about
  putting together a suitably diverse list of
  gribbly horrors for creative Gamesmasters to
  unleash upon their unsuspecting players. I
  hope you find them useful, or, at the very least,
  slightly nauseating. They can also be used for
  those players whose Inquisitors are of a highly
  radical or even Chaotic bent. Gamesmasters
  must be careful and responsible when
  allowing their players to use them, as some of
  these powers are very potent indeed. With a bit
  of common sense they can be used to create
  colourful and formidable villains for any
  campaign, or bolster the skills of a player’s
  nemesis. After all, no Inquisitor should have an
  easy life... 
  Well, I’ve always had a truckload of enthusiasm
  for the use of psychic powers in the 
  41st 
  Millennium. 
  To 
  me, 
  the 
  myriad
  possibilities thrown up by their use are far
  more involving than just shooting your
  opponents, even if it is with a grenade
  launcher, plasma cannon or whatever.
  Suddenly, the way is open to freeze your
  enemies in mid-leap, send a cloud of ravenous
  locusts to devour them, turn them into a pillar
  of salt, and so forth. The psychic powers
  presented in the Inquisitor rulebook, as well as
  the rules for daemon weapons, are far and
  away the most fun to use, although I must
  admit it’s very frustrating when your Inquisitor
  blows his brains out due to a botched
  Willpower roll.
  Naturally then, I was far more likely to turn to
  the dark side by treading the path of Chaos. I
  could investigate a vile new world of psychic
  power, all flowing easily to those who would
  The Twisting Path
  The Twisting Path
  Chaos Psychic Powers in Inquisitor
  by Phil Kelly
  Over the ages Inquisitors without number have proven themselves able
  to harness the energies of the Immaterium, bending them to their will
  and shaping reality around their desires with the force of their
  indomitable minds. It is not uncommon for an Inquisitor to
  influence the mind of a lesser man, to open a door or portal with
  but a wish, even to hurl incandescent bolts of balefire at his foes.
  But even the most innocuous cantrip can open a pathway for
  possession, attracting daemons from the warp like sharks to a
  drowning man. The fate of those unshriven in the eyes of the
  Emperor is often far worse than any divised by man, as a psyker
  unsure of his talents can be torn inside out within the blink of an
  eye – his mortal soul the cost of his ignorance. Thus only the
  most capable and psychically gifted Inquisitors dare to use
  their powers on a regular basis, knowing full well that the
  slightest lapse in concentration could cost them, at the very
  least, their mind. 
  However, there are those in the galaxy in league with the
  very energies they seek to exploit, the Lords of Chaos; the
  Ruinous Powers themselves. To these foolish, corrupt or
  insane individuals, such dangerous knowledge comes
  quickly and easily. The most potent of these magi can
  conjure coruscating infernos with but a gesture, change
  their form with a word and cripple those who would
  harm them with a glance. But such eldritch knowledge
  comes at a terrible price...
  How I Learned to stop worrying and love the warp
  
  Generating Psychic Powers
  You can select your Chaos powers by rolling on the tables below, or, alternatively, you can select
  them as normal (especially if you’re a GM creating an arch-villain).
  To randomly generate a psychic power, simply choose the Chaos Psychic Power list appropriate
  to the Magus’s patron god from the tables below and roll a D10.
  UNDIVIDED PSYCHIC POWERS
  D10
  Power
  1
  Fleshcage
  2
  Brainflayer
  3
  Daemonic Shield
  4
  Eyes of Chaos
  5
  Hatestorm
  6
  Quicksilver
  7
  Lashblade
  8
  Warp Walk
  9
  Etheric Leech
  10
  Curse of Charybdis
  SLAANESH PSYCHIC POWERS
  D10
  Power
  1
  Gift of Agony
  2
  The Torturer’s Torch
  3
  Dark Bliss
  4
  Ophidian Maw
  5
  Phantasm
  6
  Hellshriek
  7
  Primal Horror
  8
  Symphony of Pain
  9
  Fleshy Curse
  10
  Mastery of the Soul
  NURGLE PSYCHIC POWERS
  D10
  Power
  1
  Effluent Form
  2
  Putrid Torrent
  3
  Rain of Foulness
  4
  Choir of Poxes
  5
  Putrefying Embrace
  6
  Curse of the Leper
  7
  Invoilable Flesh
  8
  Pestilent Earth
  9
  Vigour Mortis
  10
  Sanguinary Explosion
  TZEENTCH PSYCHIC POWERS
  D10
  Power
  1
  Kiss of Change
  2
  Psyphon
  3
  Golem Sign
  4
  Babel Curse
  5
  Protean Form
  6
  Cerebral Splinter
  7
  Fluxleech
  8
  Flicker
  9
  Childmind
  10
  Changeling
  House Rule: Nullification
  We’ve found that it’s an altogether too common occurrence that a psyker will fail a Willpower
  test by a large margin and instead of bending the nature of reality to his whim, finds his brain
  dribbling out of his ears. This is all well and good up to a point, but we’ve found that in a
  larger game a psyker who attempts a simple Blinding Flash can find himself nullified by two
  other psykers, resulting in a horrific psychic overload and a drooling idiot in place of a noble
  Inquisitor. As a result, it’s impractical to use psychic powers unless you’re sure there are no
  other psykers on the battlefield; the risks are too great. One house rule several of us in the
  Studio came up with was that a character can only attempt to nullify a power if he is directly
  affected by that psychic power. Thus a character may attempt to nullify a Blood Boil that is
  targeting him, but his allies may not. Similarly, he may attempt to nullify a Blinding Flash if he
  can see the origin of the flash, but not if he cannot see it (he is not the target and it does not
  affect him directly).
  
  Undivided Chaos Psychic Powers
  FLESHCAGE – Difficulty: 15
  The psyker utters a blasphemous incantation
  and the ground before him bursts open,
  whipping tendrils of sinew and muscle
  flailing towards his foe. Those too shocked to
  react quickly find themselves enveloped in
  sticky, 
  fibrous 
  flesh, 
  constricting 
  and
  squirming as the ectoplasmic pseudopods
  attempt to crush the life out of the Magus’s
  victim. 
  The psyker can use this power on any model
  within 24 yards of him that he is already aware
  of. This is a ranged power, but does not need
  line of sight. If the Psychic test is successful,
  the victim takes an Initiative test modified by
  the amount the psyker passed his psychic test
  by. If this is failed, the character is hit in D6
  random locations exactly as if they had been
  hit by a Webber (see p72 of the Inquisitor
  rulebook). However, locations that are
  damaged by such an attack suffer 2D6 damage
  at the end of every turn as opposed to the
  usual D6. The effects stay in place exactly as
  with a webber, further psychic tests are not
  required. Characters can attempt to free
  themselves as normal, although web solvent
  has no effect. 
  BRAINFLAYER – Difficulty: 15
  The psyker shudders violently as he disgorges
  a part of his vile essence into the atmosphere,
  the evil wraithform howling towards its prey
  before violently attacking the mind of its
  victim. Those unable to shake off the
  phantasm find themselves wracked with pain
  as their brain lapses into a cataleptic siezure.
  The psyker can use this power on any model
  within 18 yards, but must have line of sight.
  This is a ranged power. Immediately fight one
  close combat action between the Magus and
  his foe, but replace the combatants’ Weapon
  Skill with their Sagacity and their Strength
  with their Willpower. Every action spent
  concentrating immediately before using this
  power allows a further round of combat to be
  fought. No special skills can be used (Feint,
  Furious Assault, etc). The victim may not parry
  or counte-rattack, unless he is a psyker, in
  which case he may opt to parry and 
  counter-attack as normal. Damage is caused as
  if using an improvised weapon, with the usual
  bonuses (therefore a character with WP 75
  would do D3+6 damage, for example). All
  damage is automatically dealt to the
  combatant’s head location. 
  DAEMONIC SHIELD – Difficulty: 15
  The character channels the Immaterium
  through his body, a sea of lost souls writhing
  around him in a dance of contorted agony.
  Only the strongest willed can look upon the
  Magus whilst this ethereal shield remains in
  place, and although it will not turn aside a
  bolt, such a horrific sight can easily turn
  aside the wielder of the gun. 
  This is a persistent power. A character wishing
  to fire upon or charge the Magus whilst the
  Daemonic Shield is in place must first pass a
  Nerve test. If this is failed, the rest of the
  character’s actions for that turn are wasted as
  he tries desperately to hold his position
  instead of fleeing in terror. Characters with
  Nerves of Steel are unaffected by this power. 
  EYES OF CHAOS – Difficulty: 15
  The Magus closes all his senses, reaching out
  with his mind to ascertain the immediate
  future. It is said that the most gifted of
  sorcerers are able to see into the minds of
  their foes, and react to their actions before
  they have even come to pass.
  This is a persistent power. If the Magus
  succeeds in passing a Psychic test, he may 
  re-roll one single dice per turn, as long as the
  power remains in operation. He must accept
  the result of the second roll. 
  HATESTORM – Difficulty: 20
  The Magus calls upon his dark gods to gift
  him with a portion of their own hatred, and
  becomes the focus of a crackling nimbus of
  dark light. Anyone caught within the radius
  of this actinic explosion finds himself infused
  with a psychotic hatred of all living things,
  hurling himself into combat at the first
  opportunity. 
  This is a persistent power. If the Magus
  succeeds in passing a Psychic test, the
  Hatestorm will erupt, covering a radius of D10
  yards around the psyker extended by an extra
  10 yards for every full 10% he passed the
  Psychic test by. All models caught in the radius
  of the Hatestorm, barring the Magus himself,
  are subject to Frenzy and have the Furious
  Assault ability for as long as the power is
  active. 
  QUICKSILVER – Difficulty: 20
  The Magus imbues himself with the raw
  power of Chaos, his movements speeding up
  as more and more warp energy becomes
  infused within his muscles and sinews. If used
  often enough, the Magus can transcend time
  
  Nurgle Psychic Powers
  to a small degree, his movements blurring
  next to those of his mundane counterparts.
  If the Magus succeeds in passing a Psychic test,
  he gains +1 Speed. This is a persistent power.
  He may use this power once every turn, and
  the effects are cumulative. Test only once per
  turn to see if the Magus is able to continue
  using the Quicksilver power. However, if he
  fails to pass the test, he adds D6 to his injury
  total for each +1 Speed he has accumulated as
  nervous exhaustion takes its toll. This damage
  may not be prevented by any means. 
  LASHBLADE – Difficulty: 20
  The Magus cuts deep along his knuckles and a
  whipping blade of shimmering blood springs
  forth. Anyone hit by the lashblade finds his
  vital essence drained, repeated blows leaving
  nothing but a desiccated corpse in the
  Magus’s wake. 
  The Magus takes 2 Damage to his preferred
  arm when he attempts to use this power. If the
  Psychic test is passed, he counts as being
  armed with a sword with the following
  daemonic properties: Lashing, Vampyre,
  Enfeeble. The Lashblade cannot be dropped.
  Every time the Lashblade is parried, the Magus
  adds D3 to his injury total. This is a persistent
  power.
  WARP WALK – Difficulty: 20
  Drawing ancient symbols in the air and
  whispering in an arcane tongue taught to him
  by the daemons he serves, the Magus opens a
  gate in reality that allows him to step through
  and emerge at a given point, often behind his
  foes...
  If he has any actions left after using this power,
  the Magus may step through the Warp and
  emerge anywhere on the battlefield; he must
  then pause for breath but afterward may
  continue using his actions as normal. This is a
  risky action; however, if he rolls more 1s than
  6s when using this power, he becomes
  trapped in the Warp, steps out in a remote
  location, or suffers some other undesirable
  fate. He is removed as a casualty. 
  ETHERIC LEECH – Difficulty: 10
  The Magus summons a thirsting leech-
  daemon from the Warp, setting it up on his
  foe. Its victim feels nothing of its presence at
  first, but soon feels his will sapping away.
  This continues until he is nothing but a
  dribbling imbecile, his mind in tatters, at
  which point the leech returns, bloated, to the
  Warp.
  The Etheric Leech may target any character
  within 12 yards of the Magus, and requires line
  of sight. It is a persistent power. The character
  affected by the Etheric Leech loses D10
  Willpower every turn this is in effect for the
  rest of the game. If he is reduced to 0
  Willpower, he may take no further actions for
  the rest of the game. 
  CURSE OF CHARYBDIS – Difficulty: 15
  Breathing in a great lungful of air as he
  mouths the heretic words of the curse, the
  Magus becomes the centre of an invisible
  vortex of power that draws his enemies closer,
  dragging their resisting bodies toward him.
  Those affected by this power find flight
  impossible, and are ultimately drawn into
  the vile clutches of their enemy.
  This is a persistent power, and targets the
  Magus himself. At the end of each opposing
  character’s turn, he must pass a Willpower test
  at -50 or move D10" directly towards the
  Magus, circumventing any obstacles in his path
  by the shortest route possible. If this takes
  them into contact with the Magus it is not
  counted as charging, but combat is still
  initiated. It can cause a character to fall if they
  are above ground level. 
  EFFLUENT FORM – Difficulty: 10
  The Magus transmutes his raw substance into
  purest 
  filth, 
  his 
  outward 
  appearance
  discolouring and blotching until it resembles
  nothing more than a statue shaped from pox-
  riddled slurry. Any blow directed against him
  spatters his opponent with flecks of vile,
  diseased faecal matter. 
  This is a persistent power. While it is in effect
  the Magus halves his Strength and BS, but can
  only take 1 level of damage each time he is hit
  by an opponent. The maximum amount of
  damage that can be inflicted by any one
  wounding hit is equal to the Magus’s System
  Shock value. Each time he is hit in close
  combat and the attacker is not at arm’s length,
  the opponent is spattered with hissing,
  disease-riddled effluent and must pass a Nerve
  test or halve his Weapon Skill until that close
  combat engagement ends or the Magos is
  taken out of action. 
  PUTRID TORRENT – Difficulty: 15
  Inhaling through phlegm-riddled lungs until
  his bloated form is distended beyond all
  reason, the Magus disgorges a writhing
  stream of maggots, burning pus and hissing
  
  bile at his foes. Few can stand before this
  repulsive and degrading onslaught.
  The Magus may eject the Putrid Torrent exactly
  as if he was firing a Hand Flamer with no shots
  or reload characteristic. This attack does not
  count as flaming and cannot set locations on
  fire, but may hit multiple targets and locations
  as normal. Models hit by the Putrid Torrent
  must flee from the Magus at their maximum
  Movement rate for the first of their subsequent
  actions. However, if they have the Special
  Abilities Nerves of Steel or Heroic they are
  unaffected. 
  RAIN OF FOULNESS – Difficulty: 10
  Calling upon Grandfather Nurgle to bless his
  enemies with the touch of putrefaction, the
  Magus causes the skies to split open like the
  swollen belly of a corpse and rain a shower of
  filth and rotting blood upon his foes. Few can
  do other than seek shelter from such a
  hideous and unnerving phenomenon.
  The Magus must nominate a point where the
  Rain of Foulness originates from; the distance
  between the Magus and this point is the range
  modifier for this ability. Every model under the
  radius of this power, which is equal to the
  amount the Magus passed his Psychic test by,
  in yards, must act exactly as if they had failed a
  Pinning test (see page 37 for details). The
  Magus is never affected by this power. 
  CHOIR OF POXES – Difficulty: 10
  In a gurgling drone accompanied by the
  death rattle of his victims, the Magus incants
  the true names of the diseases he has been
  blessed with over the millennia. Those within
  earshot find themselves wracked with spasms
  of delirium and pain.
  All characters must make a Listening test (see
  the Awareness section) as if the Magus had
  spoken normally. Those who pass this test
  must pass a Toughness test or subtract -1 from
  their Speed for the rest of the game. The
  Magus is never affected by this power.
  PUTREFYING EMBRACE – Difficulty: 25
  The Magus reaches out his dripping arms to
  clasp his opponent to his repugnant and
  bloated chest; a successful grapple inevitably
  resulting in the saturation of the victim in
  stinking, roiling pus and other such
  unsavoury fluids.
  The Magus must be in close combat to use this
  power. If he then succeeds in hitting with two
  successive unarmed close combat attacks,
  regardless of whether the victim takes damage
  from these attacks, the victim is locked in the
  Putrefying Embrace. He must take a Toughness
  test minus the amount by which the Magus
  passed his Psychic test. If he fails, he takes one
  level of damage to every location regardless of
  armour or other factors. 
  CURSE OF THE LEPER – Difficulty: 25
  Whispering an incantation taught to him by a
  Plaguebearer, the Magus focuses a stream of
  psychic plague into one of his victim’s limbs.
  Before his cataract-encrusted eyes, the limb
  begins to shrink, wither and rot – flesh
  sloughing from it in a glorious display of
  premature putrefaction.
  This power requires line of sight. The Magus
  may choose a limb belonging to the target
  character. This limb counts as Crippled as long
  as the Magus is not stunned or put out of
  action.
  INVOILABLE FLESH – Difficulty: 25
  The Magus causes his flesh to bulge and
  ripple, growing a black, scabrous crust that
  constantly leaks a white fluid laced with
  blood. Although it restricts his movement, the
  Magus gains considerable protection from the
  blows of his enemies whilst this power is in
  effect. 
  This is a persistent psychic power. When
  successfully employed the Magus suffers from
  -1 Speed. However, he gains 2 points of
  armour per full 10% he passed the Psychic test
  by, on all locations. For instance, if he passed
  the Psychic test by 37%, he would gain 6
  points of armour on all locations.
  PESTILENT EARTH – Difficulty: 10
  Chanting a litany of plague and infertility
  and crouching so that he may touch the earth
  beneath, the Magus causes the very ground to
  putrefy, turning hardened soil into a
  quagmire of greenish-grey quicksand in an
  instant. 
  This is a persistent psychic power that is
  always centred around the Magus himself. The
  ground around the Magus, to a distance of
  3D6 yards (roll each turn), is treated as being
  a scabrous and cloying sludge. It is impossible
  to move faster than Walking rate when within
  the radius of this power. Any movement action
  that would normally carry the moving
  character into the sludge is halted at the edge;
  actions may be taken from there. This power
  has no effect if the Magus is standing on metal. 
  VIGOUR MORTIS – Difficulty: 20
  Funnelling the horrific energy of disease-
  riddled death into his body, the Magus is
  invested with unnatural power, his form
  spasming with the desperate throes of one
  whose lifeblood is draining from his rapidly
  
  Slaanesh Psychic Powers
  expiring corpse.
  With the successful use of this persistent
  psychic power, the Magus gains D3 Speed and
  the Lightning Reflexes skill.
  SANGUINARY EXPLOSION – Difficulty: 25
  The Magus flings his arms wide bellowing an
  ancient curse, his lungs rupturing within him
  as the words of pain are spoken. His target
  convulses briefly whilst he tries to contain the
  nauseous energies running rife through his
  vascular system. If he fails, the blood in his
  body begins to gush from every orifice and
  pore, staining the dry earth with his precious
  vitae.
  This is a ranged psychic power that requires
  line of sight. The victim must take a Toughness
  test or add 5D6 to his Injury total as torrents
  of his lifeblood explode outward in a gory
  cloud of scarlet mist. The Magus himself adds
  D10 to his injury total regardless of whether or
  not the target’s Toughness test is passed.
  Damage inflicted by the Sanguinary Explosion
  may not be prevented by any means. 
  GIFT OF AGONY – Difficulty: 15
  The Magus utters one of the ancient words of
  pain, and all within earshot are wracked
  with agonising spasms, their nervous systems
  erupting into an inferno of insufferable
  torture.
  All characters must make a Listening test (see
  the Awareness section) as if the Magus had
  spoken normally. Those who pass this test add
  3D6 to their Injury total. This power may only
  be used once per game.
  THE TORTURER’S TOUCH – Difficulty: 20
  The Magus channels the dark energies of
  Slaanesh into his body, imbuing his touch
  with the capacity to inflict incredible levels of
  pleasure or pain. The slightest brush of his
  fingertips can cause his victims to go into
  paroxysms of sensation.
  This is a persistent power, and targets the
  Magus himself. He must pass a Psychic test to
  use this power. If passed, all of his unarmed
  close combat attacks cause 2D6 damage
  regardless of Strength or other factors. All
  characters damaged by this attack are stunned
  for D3 turns.
  DARK BLISS – Difficulty: 25
  Hissing one of the syllables of his master’s
  true name, the Magus enters a state of ecstatic
  sensation where any slight discomforts his
  opponent can inflict are as the lightest
  pinpricks to a raging god. 
  This is a persistent power, and targets the
  Magus himself. The Magus adds 1D6+2 to his
  Base Injury value and 2D6+4 to his System
  Shock characteristic. This does not affect his
  Consciousness and Toughness characteristics
  in any way.
  OPHIDIAN MAW – Difficulty: 5
  The Magus’s jaws can be distended to an
  incredible extent, striking with snakelike
  speed and clasping onto his victim, sucking
  all emotion and vigour out of them until they
  are nothing more than a mindless shell.
  If the Magus is in close combat with a stunned
  enemy model and hits with an unarmed
  combat attack the damage is counted as having
  the following daemonic properties: Brain
  Leech, Enfeeble. 
  PHANTASM – Difficulty: 15
  Drawing obscene symbols in the air in front
  of him, the Magus opens a gateway into his
  foe’s mind, the hopes, dreams and secrets of
  his enemy laid bare for him to use and abuse
  as he wishes. The most common use of this
  power is for the Magus to manifest the heart’s
  desire of his foeman, as few can stand fast
  when their ultimate dream is flaunted in
  front of them like a cheap trinket.
  This is a ranged psychic power, and requires
  line of sight to the target. His opponent must
  make an unmodified Willpower test. If the
  Magus passes his Psychic test by more than his
  victim passed his Willpower test, the Magus
  may choose a point within both his and his
  opponent’s arc of sight. Place a suitable
  marker at this point. His chosen opponent
  must spend all of his subsequent actions
  heading toward this point until he reaches it,
  at which point he may act as normal. If he is
  engaged in combat the effects of this power
  are automatically ended.
  HELLSHRIEK – Difficulty: 15
  The Magus emits a scream of such piercing
  intensity it temporarily stuns and deafens his
  Why am I a fool? It is you who worships a
  corpse, at least I have awakened to the fact that the
  dark gods and Him are one and the same.
  
  foes. Psykers feel the sound boring into their
  souls with hideous intensity, their pain a
  beacon to malevolent daemons of the Warp.
  All models within 4D10 of the Magus are
  stunned for one turn and automatically fail
  any Hearing tests for the rest of the game.
  Psykers add D10 to their Injury total and are at
  a -20% to the use of any psychic powers for the
  remainder of the game, in addition to other
  factors. The Magus himself is immune to these
  effects. This power may only be used once per
  game. 
  PRIMAL HORROR – Difficulty: 10
  Allowing the vibrant and perverse energies of
  Slaanesh to flow through him, the Magus
  projects a shimmering, dancing curtain of
  howling, 
  fleshy 
  nightmares 
  into 
  the
  subconscious of any that dare look upon him.
  Those who seek to harm him first have to
  overcome a roiling, hissing phantasmagoria
  of their worst fears.
  This is a persistent
  psychic power. All
  characters attempting to charge the character
  must first pass a Nerve test, modified by the
  amount the Magus last passed his psychic test
  by. If they fail, they must immediately turn
  directly away from the Magus instead of
  charging him as they attempt to conquer their
  fears. They may make no further actions
  during the turn other than moving away from
  the Magus should they fail the test.
  SYMPHONY OF PAIN – Difficulty: 25
  The Magus throws his arms apart, conducting
  a chorus of daemonettes that cavort and
  howl around his reflection within the
  Immaterium. Their siren call picks at the
  fabric of his opponents’ minds, causing
  blinding sheets of pain to eclipse any
  conscious thought. 
  The Magus himself is the target of this
  persistent psychic power. All models within
  the amount of yards equal to the amount the
  Magus’s psychic test was passed by must treat
  all normal actions as risky actions. If an
  affected character rolls more 1s than 6s for his
  turn’s actions, he must spend the rest of his
  turn crouching on the ground as the
  overwhelming pain running through his
  nervous system temporarily incapacitates him.
  He does not count as stunned or prone.
  FLESHY CURSE – Difficulty 40
  Among the most feared of all psychic powers,
  this enables the Magus to channel the raw
  power of Slaanesh into his enemy, allowing
  his dark patron to shape the flesh of the
  victim in any way he pleases. Most victims of
  this power find themselves undergoing a
  painful transmutation into a mewling Chaos
  Spawn, their flesh forever splitting, bulging
  and running whilst the mind within slowly
  descends the spiral of madness.
  The Magus must pass both his Psychic test and
  inflict an unarmed close combat attack to
  utilise this power. If both succeed and the
  opposing character takes damage from the
  attack, the opponent is under the effects of the
  Fleshy Curse. The character under the effects
  of this must pass a Toughness test at the
  beginning of each subsequent turn or begin to
  degenerate into a Chaos Spawn. If one of
  these Toughness tests is  failed, the
  unfortunate victim must deduct 1D10 from
  each of the characteristics in his statline. If one
  of them reaches 0 at any point, he is
  considered out of action as his body rapidly
  completes the transformation into a gibbering,
  flailing Spawn of Chaos. Only the death of the
  Magus that cast the Fleshy Curse can reverse
  the effects of this power; if this occurs all of
  the power’s effects are ended imediately and
  the victim reverts to normal.
  MASTERY OF THE SOUL – Difficulty: 30
  The whispered words of Slaanesh emanating
  from the Chaos Magus’s lips call forth the
  darkness from the souls of his enemies, giving
  these destructive and hateful emotions full
  rein whilst this power is in effect. 
  This is a ranged psychic ability that requires
  line of sight. The target character must pass a
  Willpower test, modified by the amount the
  psyker passed the test by. If this is failed, he
  must act in accordance with the most
  destructive and evil side of his personality for
  his next turn; the Gamesmaster controls the
  character and acts at his own discretion for the
  entirety of the affected player’s subsequent
  turn, after which the power ceases to have any
  effect. 
  For 
  example, 
  an 
  affected
  Monodominant 
  Inquisitor 
  might 
  find
  everybody other than himself wanting in the
  eyes of the Emperor, and open fire upon his
  comrades, whereas a Radical Inquisitor might
  seek to ally with the Magus in exchange for
  knowledge he knows will ultimately destroy
  him. Gamesmasters are encouraged to be
  creative when a character comes under the
  effects of this power!
  What right have you to call me heretic, he who has not heard the whisper of dark gods in your ear?
  
  Tzeentch Psychic Powers
  KISS OF CHANGE – Difficulty: 20
  The psyker hisses forth a stream of pure
  change, anything caught in its path
  convulsing in a bewildering display of shapes
  and colours. The effects it can have upon a
  living thing range from the virtually
  ineffectual to the truly devastating.
  The psyker can only use this power if he is in
  close combat and at arm’s length from his foe.
  It may only be used once per turn. The Magos
  may use one of his close combat actions that
  turn to use this power on an opponent. This
  attack cannot be parried in any way, although
  it may be dodged at the victim’s basic Weapon
  Skill minus the amount the Magus passed the
  Psychic test by. If the attack hits, the victim
  takes D10 damage to D6 randomly determined
  locations (roll separately). 
  PSYPHON – Difficulty: 20
  The Magus locks gaze with his victim through
  the Warp, drawing the psychic strength from
  his mind and adding it to his own. Repeated
  use of this power inevitably results in the
  braindeath of the victim.
  This is a ranged power that does not need line
  of sight, although the Magus needs to be
  aware of his victim to use this power. The
  victim must take a Willpower test modified by
  the amount by which the Magus passed his
  own Psychic test. If the victim fails this test he
  loses 3D6 Willpower, whilst the Magus adds
  this 
  amount 
  to 
  his 
  own 
  Willpower
  characteristic.
  GOLEM SIGN – Difficulty: 20
  The Magus etches a sign in the skien of reality,
  the marks appearing physically on the
  forehead of his intended victim. The next
  command the Magus utters will be obeyed by
  the victim as the power of Tzeentch moulds
  his mind, although instinct cannot be
  overruled even by the power of the Magos.
  This is a ranged power that requires line of
  sight. The victim must take a Willpower test
  minus the amount by which the Magus passed
  his own Psychic test. If this is failed the victim
  will act under the control of the Magus for the
  first of his next actions. This cannot be a
  combined action, eg, walk forward and shoot,
  and cannot harm the affected character.
  BABEL CURSE – Difficulty: 5
  Muttering under his breath, the Magus taints
  the minds of all those nearby with a
  cacophony of daemonic voices, causing any
  attempt at communication to emerge as a
  gibbering, sussurating howl that carries no
  meaning whatsoever.
  All those within a radius of yards equal to the
  amount the test was passed by may make no
  more verbal communications of any kind for
  the remainder of the game. The Magus is
  exempt from these effects.
  PROTEAN FORM – Difficulty: 20
  The Magus distends and warps his form into
  a new and horrific shape, channelling the
  power of Chaos into his own flesh to bless his
  enemies with a glorious vision of change.
  This is a persistent power that targets the
  Magus himself. The Magus may swap the
  characteristics on his statline around into any
  order he wants. So, for instance, a venerable
  sorceror could swap his Sagacity of 135 with
  his Strength of 32, becoming a raging beast.
  He is counted as being Fearsome whilst this
  power is in effect.
  CEREBRAL SPLINTER – Difficulty: 15
  At first, all the victim of this power will feel is
  a sharp stabbing pain in his head, however a
  sliver of psychic energy has been implanted in
  his cortex, and the pain intensifies as the
  living splinter worms its way through the
  front of the victim’s mind, leaving him
  debilitated and ultimately comatose.
  This is a persistent power that may only be
  used upon a character in the Magus’s line of
  sight. The victim must take a Willpower test at
  the beginning of his turn or suffer a -1 to his
  Speed.  At the beginning of the second turn in
  which this power is active, a failed Willpower
  test will result in this penalty being raised to 
  -2 to his Speed. At the beginning of the third
  turn, he will suffer -3 to his Speed, and so on,
  until he is reduced to 0 Speed, in which case
  he is considered to be out of action.
  FLUXLEECH – Difficulty: 10
  The Magus, feeling the shift in the air
  preceding the use of a psychic power, opens
  his mind to the changes about to be wrought
  upon reality. In this way, he can glean great
  knowledge from the powers used against him.
  This power may only be used when the Magus
  is affected by his opponent’s psychic powers.
  It may not be nullified. The successful use of
  this power allows the Magus to attempt a
  Sagacity test, if he passes this test he may learn
  
  the psychic power that has been used upon
  him, immediately and permanently adding it
  to his own abilities. 
  FLICKER – Difficulty: 25
  The Magus creates a flickering field of
  unreality 
  around 
  himself, 
  his 
  image
  becoming intermittent and transparent as he
  makes a constant series of tiny jumps through
  warpspace and back again. In this manner,
  he may even pass through adamantium
  bulkheads and wrought-iron bars, and the
  blows of the enemy can pass through him as if
  he were no more than a ghost.
  This is a persistent power that targets the
  Magus himself. Whilst active, his actions that
  involve movement can ignore any terrain
  between his start and finish point for this
  action and this action alone. For instance, the
  Magus could ‘run’ through a piece of terrain
  that is 5" wide, even though it would normally
  be impassable, but not ‘run’ through a piece of
  terrain 7" wide, as he would end that
  particular action in impassable terrain. He may
  move in any direction when using this power,
  even vertically. Gamesmasters must use their
  discretion in ambiguous cases. Whilst this
  power is active the Magus counts as being
  equipped with a Displacer Field. 
  CHILDMIND – Difficulty: 30
  With a simple twist in the chronology of his
  prey’s mind, the Magus regresses his foe’s
  psyche to when they were a mere child. Even
  a mighty sage can be reduced to squatting in
  the middle of the battle, on the brink of tears
  as the confusion and noise around them
  renders them incapable of decisive action.
  This persistent power requires line of sight.
  The victim temporarily loses half of his
  Sagacity, Willpower, Leadership and Nerve
  characteristics, counting as stunned for as long
  as this power is in effect. He may only defend
  himself in combat by dodging. These effects
  automatically end if the Magus does anything
  other than maintain this power. 
  CHANGELING – Difficulty: 10
  The Magus calls on the great Weaver of Fates
  to bless his favoured son with the power of
  confusion. A veil of illusion is drawn over
  both the intended prey and the Magus himself,
  and even the closest companions of the victim
  may open fire upon their former ally,
  believing him to be the Magus and vice versa.
  This is a persistent power that requires line of
  sight. The Magus may swap position with his
  victim, otherwise keeping the positioning and
  facing of the models exactly the same. The
  identities of the characters remain the same,
  only their appearance changes; the swapping
  of models is merely a visual aid. This power
  ends immediately when the Magus (now
  represented by his victim’s model) takes
  damage from any source. If the effects of the
  power end for any reason the models are
  swapped back immediately. Characters must
  pass a Sagacity test at the beginning of their
  turn or act as if the affected models are who
  they appear to be.
  Phew! Well, there we have it; if that’s not enough to comprehensively equip your bad guys
  with evil warp-spawned powers then hopefully it’s inspired you to create your own. As you’ve
  no doubt picked up by now, some of these powers are extremely potent. But remember;
  making a Faustian bargain with an elder god is the short cut to temporal power, part of the
  reason the Imperium has such a tough fight on its hands. Some of them are best used when
  the Magus is alone (the area effect powers, for example) and have been designed with a sort
  of end-of-level guardian theme in mind; the combination of a few of these powers in a Magus
  with a familiar or high willpower will provide a real challenge for even the most hard-bitten
  Inquisitorial warband. Sure, there’s the small price of eternal damnation to pay for such
  abilities, but what are you gonna do? 
  Now get out there and give them hell...
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/ChaosPowers.pdf