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				<title>New psychic diciplines opinion?</title>
				<description><![CDATA[ Hello all,<br /> Just thought that we should have a little more flavor with the charts. Wondering what you guys think. Tell me if they are too over powered or under. Tell me if the warp charge costs are good too<br /> <br /> Necromancy<br /> Primaries<br /> Raise the dead- Conjuration-, range 18”<br /> Level 1: warp charge 1: <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+3 zombies are raised as an independent unit or can be added to a retinue for the necromancer if the retinue consists of only a single type of zombie.<br /> Level 2: warp charge 2: <span class="glossaryitem" onmouseover='gp(2);'>3D6</span>+3 zombies are raised as an independent unit or can be added to a retinue for the necromancer if the retinue consists of only a single type of zombie.<br /> Level 1: warp charge 3: <span class="glossaryitem" onmouseover='gp(4);'>4D6</span>+3 zombies are raised as an independent unit or can be added to a retinue for the necromancer if the retinue consists of only a single type of zombie.<br /> -Zombie:  WS2  <span class="glossaryitem" onmouseover='gp(14);'>BS</span>-  S3  T3  W1  I2  A1  Ld10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>-<br /> Zombies never give up <span class="glossaryitem" onmouseover='gp(140);'>VP</span> when destroyed or for first blood. Fearless, Feel no Pain 6+, fear<br /> 1.	Call of the dead- Witch fire- Warp charge 1:<br /> range 24”. If the target is hit roll <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>. Take a pinning test for every point of the difference between the targets <span class="glossaryitem" onmouseover='gp(82);'>LD</span> and the roll. The target will be at -1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> for the test.<br /> 2.	Grasp of the dead- Witch fire- Warp charge 1:<br /> range 24”. Place a 5’ template anywhere within the powers range and leave it there for the rest of the game. This area now counts as difficult and dangerous terrain.<br /> 3.	Spiritual barrage- Witch fire- Warp charge 2:<br /> range 24” <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 5 <span class="glossaryitem" onmouseover='gp(6);'>ap</span>- barrage, small blast, pinning<br /> 4.	Running dead- Conjuration, warp charge 1:<br />  range 18”-  <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+3 zombie beasts are raised as an independent  unit.<br /> Zombie beasts:  WS3  <span class="glossaryitem" onmouseover='gp(14);'>BS</span>-  S3  T3  W1  I2  A2  Ld10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>-<br /> Zombies beasts never give up <span class="glossaryitem" onmouseover='gp(140);'>VP</span> when destroyed or for first blood. Beasts, Fearless, Feel no Pain 6+<br /> 5.	Boomers: Conjuration- warp charge 1: <br /> range 18" <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+3, Boomers are raised as an independent unit or can be added to a retinue for the necromancer if the retinue consists of only a single type of zombie.<br /> -Boomer:  WS2  BS2  S3  T4  W2  I2  A1  Ld10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>-<br /> Bile attack: range template, <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 4, ap5, poison (4+),soul blaze <br /> Boomer can never give up <span class="glossaryitem" onmouseover='gp(140);'>VP</span> when destroyed or for first blood. Fearless, Feel no Pain 6+, fear<br /> 6.	Aberration- Conjuration-Warp charge 2: <br /> range 18” 1 aberration is raised as an independent unit<br /> - Aberration:  WS4  <span class="glossaryitem" onmouseover='gp(14);'>BS</span>-  S5  T5  W4  I3  A3  Ld10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>-<br /> Aberrations can never give up <span class="glossaryitem" onmouseover='gp(140);'>VP</span> when destroyed or for first blood. Fearless, Monstrous creature, Feel no Pain 4+, fear,fleet, move through cover<br /> <br /> Cryomancy<br /> Primaries<br /> Sub Zero blast- Witch fire- Warp charge 1:<br /> range template <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 5, concussive, blind<br /> 1.	Blizzard- Witch fire- Warp charge 1: <br /> range 18” <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 5 large blast, concussive, blind<br /> 2.	Frost nova- Nova- Warp charge 1:<br /> range 12” <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 5, concussive, blind<br /> All enemies hit by the nova count as being in difficult and dangerous terrain their next turn<br /> 3.	Ray frost- Beam- Warp charge 1:<br /> range 18” <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 5 concussive, blind<br /> 4.	Ice armor- Blessing- Warp charge 1:<br /> the psycher and the squad he is part of gain +1 armor <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>  and defensive grenades<br /> 5.	Ice comet- Witch fire- Warp charge 2:<br /> range 36” <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 5 small blast (3), barrage, concussive, blind<br /> 6.	Mist- Blessing- Warp charge 2:<br /> All units within 6” of the psycher gain shrouded. Not cumulative with terrain <br /> <br /> Geomancy<br /> Primaries<br /> Earthen wall- Witch fire: Warp charge 1: <br />  range 18”, The user creates within range 1 piece of terrain 6” long and 1” thick and 4” tall. This is now immovable <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking terrain.<br /> 1.	Earthquake-Malediction- Warp charge 1: <br /> range 18”. Any terrain classified as ruins woods or jungle automatically trigger a dangerous terrain test every player turn for the rest of the game including when manifested whether or not a unit moves within or not. This effects both friend and foe, strike down<br /> 2.	Meteor shower: Witch fire- Warp charge 2:<br /> range 24” <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6 <span class="glossaryitem" onmouseover='gp(6);'>ap</span>- small blast (3), barrage, pinning, strike down<br /> 3.	Upheavel: Witch fire- Warp charge 1:<br /> range 24” <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6 <span class="glossaryitem" onmouseover='gp(6);'>ap</span>- large blast, pinning, strike down<br /> 4.	Mud plains- Witch fire- Warp charge 1:<br /> range 24”. Place a 5’ template anywhere within the powers range and leave it there for the rest of the game. This area now counts as difficult terrain.<br /> 5.	Master of terrain: Witch fire- Warp charge 2<br /> range 24”,The user must target a piece of terrain. The user now choses to increase or decrease the cover <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> of that terrain by 1<br /> 6.	Clay armor- Blessing- Warp charge 1:  <br /> The psycher increases his armor to 2+. However, if the psycher fails a save it loses the increased <span class="glossaryitem" onmouseover='gp(157);'>Sv</span><br /> ]]></description>
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				<pubDate><![CDATA[Sat, 5 Jul 2014 21:54:58]]> GMT</pubDate>
				<author><![CDATA[ HiddenPower]]></author>
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				<title>Re:New psychic diciplines opinion?</title>
				<description><![CDATA[ I feel like geomancy should be called terraformation. Geo reminds me of geometry. ]]></description>
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				<pubDate><![CDATA[Sun, 6 Jul 2014 02:06:09]]> GMT</pubDate>
				<author><![CDATA[ stompygitz]]></author>
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				<title>New psychic diciplines opinion?</title>
				<description><![CDATA[ Geomancy (Greek: γεωμαντεία, "earth divination") In Renaissance magic, geomancy was classified as one of the seven "forbidden arts", along with necromancy, hydromancy, aeromancy, pyromancy, chiromancy (palmistry), and spatulamancy (scapulimancy).<br /> <br /> it fits in with the grim dark. how about the rules? any opinions?]]></description>
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				<pubDate><![CDATA[Sun, 6 Jul 2014 02:10:43]]> GMT</pubDate>
				<author><![CDATA[ HiddenPower]]></author>
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				<title>New psychic diciplines opinion?</title>
				<description><![CDATA[ Spatulamancy? What is that, some kind of kitchen magic? Wave a spatula around and make a nice dinner...]]></description>
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				<pubDate><![CDATA[Sun, 6 Jul 2014 02:15:50]]> GMT</pubDate>
				<author><![CDATA[ Happyjew]]></author>
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				<title>Re:New psychic diciplines opinion?</title>
				<description><![CDATA[ Cryomancy is what my enemies cast when they LOSE.<br /> <br /> Mostly I like the use of multiple warp charges to cast progressively more powerful versions of the same spell and I think that should be incorporated in the other disciplines more often. Would you need to specify the level of spell you're trying to cast (before rolling for Warp Charges) and have the potential to fail by not rolling enough (e.g. 2 warp charges generated when you needed 3) or would it just default down to the lowest level you could successfully cast?<br /> <br />  <img src="/s/i/a/bc17cac4b0f5b45ef9767abe8c417c8e.gif" border="0"> <span class="glossaryitem" onmouseover='gp(324);'>DoW</span> <img src="/s/i/a/bc17cac4b0f5b45ef9767abe8c417c8e.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 6 Jul 2014 05:59:27]]> GMT</pubDate>
				<author><![CDATA[ DogOfWar]]></author>
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				<title>New psychic diciplines opinion?</title>
				<description><![CDATA[ I want a set of rules for the Adeptus Mechanicus called either:<br /> <br /> Techmaturgy, Technomancy, or Cybermancy.]]></description>
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				<pubDate><![CDATA[Sun, 6 Jul 2014 06:43:40]]> GMT</pubDate>
				<author><![CDATA[ Unit1126PLL]]></author>
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				<title>New psychic diciplines opinion?</title>
				<description><![CDATA[ well I was thinking that the zombie conjuration would work exactly like demon summoning.<br /> <br /> spatulamancy is actually I believe divining using shoulder bones<br /> <br /> for the tech stuff, well isn't that the point of the psy stuff something different from the physical? ]]></description>
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				<pubDate><![CDATA[Sun, 6 Jul 2014 20:41:11]]> GMT</pubDate>
				<author><![CDATA[ HiddenPower]]></author>
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				<title>New psychic diciplines opinion?</title>
				<description><![CDATA[ Cryomancy should have Strike Down, since that actually slows units concussive is so bad, that you could leave that too.  <br /> Necromancy looks too good for something that doesn't have the downfall of perils on any double.<br /> Geomancy I'd redo.<br /> 0: Terraform: Warp 1, Blessing, 12".  Target unit gains move though cover, fleet, and relentless.<br /> 1: Entomb, Warp 1 - witchfire, template, graviton. (The minerals within the target are force back into the earth)<br /> 2: Upheaval, Warp 2, Beam 18", S6, pinning. (The ground beneath the enemy is flung into the air, and rocks and enemies rain back down)<br /> 3: Oxidation, warp 1, witchfire 24", S2, assault 3 haywire. (all minerals return to the earth)<br /> 4: Earthen Wall, Warp 1, Conjuration, 18", a small section of wall deep strikes onto the table, within 18" of the psyker, roughly the size of 2 aegis wall segments.  The wall is treated as an defensive line for all rules.<br /> 5: Diamond Skin - Warp 1, blessing that targets the psyker and his unit, giving them +1 Toughness and Slow and Purposeful, and Bulky.<br /> 6. Fissure: Warp3 - Witchfire, 6", Strength D, vortex, blast.  A massive fissure opens sucking models inside and crushes them to death, once the fissure has started, it's path is unpredictable.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Jul 2014 05:56:04]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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