WH40k Dark Heresy - Calixis Sector M.41 world illustration - Grimdark theme
Grimdark

WH40k Dark Heresy - Calixis Sector M.41

F
Frendan_Brazier

The universe of Warhammer 40,000 is strongly dystopic, using elements from Gothic fantasy and Scifi


Author's Note: Mankind is xenophobic, and tyrannical. "In the grim darkness of the far future, there is only war." Iron hands, who believe that Human flesh is weak and easily corruptible, and strive to replace their organic bodies with more "pure" bionic substitutes, thus closely emulating the faith of the Adeptus Mechanicus' Cult Mechanicus. Primarch Ferrus Manus lost, beheaded by Fulgrim. Clan Raukaan has 136 Space Marines of 11 claves, the clan commander's retinue and the clan fleet, as well as a small clan pool of vehicles and 23,451 mortal auxiliaries drawn from Medusa's natives. the dieties of this world include - The God Emperor of Mankind, immobile, body slowly crumbling, within the Golden Throne of Terra for over 10,000 standard years. Although once a living man, body can no longer support life, and it is kept intact only by the cybernetic mechanisms of the Golden Throne and a potent mind itself sustained by the daily sacrifice of thousands of lives. The four primary Chaos Gods are: Khorne, The Blood God -- God of War, Murder, Rage and Battle - Tzeentch, The Changer of the Ways -- God of Change, Sorcery, Fate and Hope - Nurgle, The Plague Lord -- God of Death, Disease, Despair and Decay - Slaanesh, The Dark Prince -- God of Pleasure, Pain, Sensation, Excess and Desire - the main villains of this adventure will be The Emperor's Children, a Traitor Legion of Chaos Space Marines who devote themselves solely to the service of Slaanesh, secondary factions include... the Imperial Guard is the largest fighting force in the galaxy It is comprised of billions of men A Planetary Defence Force, the local military of an Imperial world. The Inquisition, is a secret organisation that acts as the secret police force and primary intelligence service of the Imperium The Adeptus Mechanicus is the Cult of the Machine based on Mars which provides the Imperium with its scientists, engineers and technicians. the servants of the Mechanicus worship the "Omnissiah"
Played8 times
Cloned1 times
Created
53 days ago
Last Updated
7 days ago
VisibilityPublic
Hallucination
4

Hallucination

You unleash a wave of psychic energy that distorts the perceptions of your enemies, causing them to experience vivid hallucinations. These visions can instill paranoia, confusion, and panic, making them believe their allies are foes or creating terrifying scenarios that debilitate their ability to act rationally.

Veil of Shadows
2

Veil of Shadows

The psyker reaches into the minds of their foes, creating a shimmering barrier that obscures themselves and their allies from the enemy's visual line of sight. For the duration, affected creatures become invisible to enemies, and any attacks made against them have disadvantage.

Terrify
3

Terrify

You invade the mind of a target, forcing them to confront their deepest fears. The target must make a saving throw or be paralyzed with terror, experiencing vivid hallucinations of their worst nightmares for the duration.

Puppet Master
5

Puppet Master

You seize control of a creature's mind, manipulating their actions as if they were a marionette. The target must succeed on a Wisdom saving throw or be compelled to follow your commands for the duration, allowing you to control their movements and actions.

Mental Fortitude
3

Mental Fortitude

The caster channels their mental energy to project waves of inspiration into the minds of their allies, transforming despair into hope and courage into unyielding heroism. Allies within range gain a surge of confidence, bolstering their resolve in the face of adversity.

Dominate
6

Dominate

The psyker reaches into their foe's mind, trampling their soul and crushing their will to fight. The target becomes dominated, forced to obey the caster's commands for the duration of the spell.

Psychic Shriek
3

Psychic Shriek

The psyker draws in the chaotic energy of the Warp and unleashes a devastating banshee howl, sending waves of psychic energy that tear at the minds of their foes. Enemies within range must brace themselves against the overwhelming force of this psychic assault, risking mental harm and disorientation.

Vortex of Doom
8

Vortex of Doom

The telekine opens a tear between the material realm and the howling destruction of the Warp, unleashing raw psychic energies that utterly consume his foes. Enemies caught in the vortex must contend with the overwhelming force of the Warp, suffering devastating psychic damage and potential madness.

Telekine Dome
3

Telekine Dome

You create a shimmering barrier of psychic energy around yourself, causing incoming projectiles to deflect away from you and towards your enemies. The dome absorbs the impact of ranged attacks, redirecting them with alarming precision, making it a formidable defense in battle.

Shockwave
3

Shockwave

The psyker slams their palms together, creating a deafening noise that releases a sonic shockwave of psychic force. This wave snaps bones and knocks foes off their feet, causing chaos in its wake.

Objuration Mechanicum
3

Objuration Mechanicum

Harnessing the power of telekinesis, you disrupt the inner workings of nearby machines, causing weapons to jam and engines to seize. This spell creates a field of chaotic energy that affects all mechanical devices within range, rendering them temporarily inoperable.

Gate of Infinity
6

Gate of Infinity

The psyker creates a temporary corridor through the chaotic Immaterium, allowing themselves and willing creatures to traverse vast distances instantaneously. This spell can be used to escape danger or reach distant allies in the blink of an eye, but the unpredictable nature of the Immaterium may have unforeseen consequences.

Crush
5

Crush

The psyker extends their arm and clenches their fist, ensnaring a target in a suffocating grip of psychic energy. As they maintain focus, the target is subjected to relentless pressure, causing devastating damage to flesh, armor, and bone alike.

Assail
2

Assail

Harnessing the raw power of the mind, the psyker tears a boulder from the earth and hurls it at a target, dealing psychic damage. The force of the thrown rock can knock the target prone if they fail to resist its impact.

Molten Beam
5

Molten Beam

The pyromancer claps their hands together and unleashes a white-hot beam of blazing energy towards a target. This beam melts armor to slag and vaporizes flesh, leaving only ghastly shadows in its wake.

Sunburst
6

Sunburst

The psyker sings an ancient song, creating an incandescent aura that grows brighter and hotter with each refrain. Upon completion, the aura explodes in a blinding flash, dealing radiant damage to all nearby foes.

Spontaneous Combustion
5

Spontaneous Combustion

Channeling their inner fury, the pyromancer targets a creature, igniting them in a violent explosion of fire and ash. The target must contend with the overwhelming heat and force, risking incineration in a moment of rage-fueled destruction.

Fire Shield
3

Fire Shield

With a sweeping motion, the psyker conjures a towering wall of flames that encircles their allies, providing both protection and a fierce deterrent against attackers. The wall absorbs incoming damage and scorches any enemy that dares to approach.

Fiery Form
5

Fiery Form

The pyromancer transforms into an incandescent being of living Warpfire, becoming incorporeal to avoid physical attacks. While in this form, they can strike at foes, igniting their souls with intense flames that deal fire damage and cause lingering pain.

Flame Breath
3

Flame Breath

Unleash a torrent of psychically-generated flames from your eyes and mouth, engulfing a target in a fiery blaze. The flames deal psychic damage, igniting the target's mind and body with intense heat.

Scrier's Gaze
4

Scrier's Gaze

The diviner gains an unparalleled view of the battlefield, allowing them to see every movement and strategy in play. With the precision of a hawk's vision, they can direct their allies to the most advantageous positions, ensuring victory without revealing their methods.

Precognition
5

Precognition

The caster gains foresight into the immediate future, becoming nearly invulnerable for a short duration. While under the effects of this spell, the caster can anticipate attacks, granting them advantage on saving throws and attack rolls, but if the spell's duration ends without the caster achieving victory, they suffer a significant penalty.

Perfect Timing
3

Perfect Timing

Upon casting this spell, the diviner gains a momentary glimpse into the future, allowing them to foresee the precise actions of their enemies. This foresight grants their allies advantage on attack rolls against foes who are about to expose themselves, ensuring that they strike with deadly accuracy.

Misfortune
3

Misfortune

With a snap of their fingers, the diviner manipulates fate, allowing their allies' melee and ranged attacks to exploit the weakest points in their enemies' armor. For the duration of the spell, all attacks made by allies gain a bonus to their attack rolls and deal additional damage as they strike true.

Foreboding
2

Foreboding

The psyker taps into their Warp-gifted insights, granting themselves and their allies a premonition of incoming charges from foes. This foresight allows them to prepare a staunch defense, gaining advantage on their next defensive action.

Prescience
3

Prescience

The psyker taps into the currents of fate, allowing them to predict the trajectories of incoming attacks and guide their allies' strikes with uncanny precision. This spell enhances the accuracy of allies, ensuring that their attacks find their mark with lethal efficiency.

Haemorrhage
4

Haemorrhage

Focusing their mutant mind, the psyker ignites a fire within the victim's flesh, causing their blood to boil violently. The intense heat tears the victim's veins apart, resulting in a gruesome explosion of blood from every pore, inflicting excruciating pain and damage.

Warp Speed
3

Warp Speed

The psyker channels the chaotic energies of the Immaterium, enhancing their speed to supernatural levels. In this state, they become a blur, striking foes with incredible swiftness, making it nearly impossible for enemies to react in time.

Life Leech
3

Life Leech

With a twist of their gnarled hands, the wrathful psyker rips the life force from their enemy, hoarding the stolen essence to reinvigorate and restore their own injured flesh. The target feels a sudden drain of vitality, while the caster absorbs a portion of that energy to heal their wounds.

Endurance
3

Endurance

The biomancer taps into the metabolic essence of their allies, knitting together bones, healing flesh, and banishing fatigue. This spell revitalizes allies, allowing them to continue fighting with renewed vigor and resilience.

Enfeeble
3

Enfeeble

As the psyker channels their powers, tendrils of Warp energy lash over their victims, sapping their vitality with each caress. The target feels their strength waning, making them weaker and more vulnerable to further attacks.

Iron Arm
3

Iron Arm

Transmute your flesh into living metal, granting you resistance to non-magical damage and enhancing your unarmed strikes. For the duration, you can wade through enemy fire unscathed and deal bludgeoning damage equal to 1d8 + your Strength modifier with your bare fists.

Smite
3

Smite

Lethal bolts of bio-lightning leap from the psyker's fingertips, tearing their foes apart. This spell channels raw psychic energy, manifesting as arcs of lightning that strike enemies with devastating force.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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