Roll 2D6 after each map grid is revealed. This is the Warp Current score. Current score grants a +1 bonus if an unmodified Psychic skill check matches the Current score value.
Psychic sensitivity is used as a modifier on all Psychic skill checks. It is added when instigating the skill check and deducted when defending with the skill check.
On an unmodified Psychic skill check of 6, and after resolving the cast, the caster triggers Warp Perils. Warp Perils are resolved on a 3D6 for the caster - as well all other Psykers within 3 tiles.
3-5 - the Psyker survives
6-8 - the Psyker takes D3 damage
9-12 - the Psyker takes D6 damage
13-18 - the Psyker dies
Spells are made up of three parts: Magnitude, Element and Conduit. The use of spells requires one of each component to be chosen, as well as the Psyker duty.
Magnitude determines the damage multiplier of the element and its bonuses. It also provides a unique bonus. Magnitudes must be built up - from Magnitude 1 to Magnitude 2, and so on -to avoid a negative modifier. This modifier reduces the Psychic skill check by 1 for each magnitude tier that is being skipped.
Element determines the damage of the spell, as well as a bonus.
Conduit determines the range of the spell.
Recited (Magnitude 1)
Level
0
Damage Multiplier
x1 damage
Bonuses
Recital
Detached (Magnitude 2)
Level
1
Damage Multiplier
x2 damage
Bonuses
Detached
Sensory (Magnitude 3)
Level
2
Damage Multiplier
x3 damage
Bonuses
Sensory
Warding (Magnitude 4)
Level
3
Damage Multiplier
x4 damage
Bonuses
Warding
Shield (Conduit)
Level
0
Range (Tiles)
Self
Bonuses
/-
Touch (Conduit)
Level
1
Range (Tiles)
3 range
Bonuses
/-
Wave (Conduit)
Level
2
Range (Tiles)
1x1 range
Bonuses
/-
Barrier (Conduit)
Level
0
Range (Tiles)
1x3 range
Bonuses
/-