Been using this lately among friends. My primary concern was finding a Primaris Power that anyone would consider taking by default. Real fun with 7 psykers including a Mastery Level 4 Ahriman (
http://www.dakkadakka.com/dakkaforum/posts/list/471959.page#4689349)
My #1 goal was to make a discipline that would be powerful, but not an auto-include. Basically, I want the 6th Ed rulebook disciplines to be viable still.
Opinions of Dakka?
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White Fire of Tzeentch (Primaris Power)
Blessing, Warp Charge 1
Target’s the psyker’s unit. All weapons in the psyker’s unit gain the Blind and Soul Blaze special rules.
Eye of Tzeentch
Blessing, Warp Charge 1
Targets the psyker's unit. The psyker and his unit may re-roll failed Armor, Invulnerable, and Cover saves.
Hunter in the Warp
Blessing, Warp Charge 1
Targets the psyker. Each time an enemy psyker expends Warp Charge, he suffers Perils of the Warp.
Storm of Change
Witchfire, Warp Charge 1
Range 18",
Str 4+
D6,
AP D6, Assault 1 Blast, Blind
The Key
Blessing, Warp Charge 1
Targets the psyker. The psyker and his unit are immediately removed from the board and deploy using the Deep Strike rules.
Bolt of Tzeentch
Witchfire, Warp Charge 1
Range 24",
Str 8, AP1, Assault 1 Beam, Melta
The Twisting Path
Malediction,
Warp Charge 2
Targets a single non-vehicle enemy unit within
18". The unit must take a Leadership Test and if the test is failed, the psyker's army immediately gains one Victory Point. This Victory Point bonus can only be earned once per enemy unit per game.