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Magnus the Red Primarchs coverart
The ancient knights’ quest for the grail, the alchemist’s search for the Stone of the Philosophers, all were part of the Great Work and are therefore endless. Success only opens up new avenues of brilliant possibility. Such a task is eternal and its joys without bounds; for the whole universe, and all its wonders… what is it but the infinite playground of the Crowned and Conquering Child, of the insatiable, the innocent, the ever-rejoicing heirs of the galaxy and eternity, whose name is Mankind?
The greatest tragedies and triumphs of Man are reflected in the Great Ocean, forming raging storms. Yet, unlike our own realm, these reflections are not bound by our limited appreciation of causality, for often times the unwary aethereal traveller may be caught in storms formed by malign events that they have yet to experience, and in their struggling they find themselves in exorably drawn to fate.
~ Exerpt from the Book of Magnus

Daemon magnus
Do you remember what you said to me, brother? Do you remember what you said to me as we fought before the Pyramid of Photep? Do you remember the words you used? I do. As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now.
~ Magnus to a statue of his brother Leman Russ.

Summary

Magnus the Red, the Primarch of the Thousand Sons Traitor Legion, is one of the few surviving Primarchs and is currently an extremely powerful Daemon Prince of the Chaos God Tzeentch. He was also known during the early years of the Imperium as the Crimson King and the Red Cyclops.

A giant in both physical and mental terms whilst still an inhabitant of the Materium, the copper-skinned Magnus possessed tremendous innate psychic ability, and constantly sought to understand the nature of the Warp, becoming a Sorcerer of formidable power. Magnus thought he would be able to control the Great Ocean of psychic energy that was the Warp; however, his prodigious and careless application of his psychic gifts eventually caused him to fall out of favour with his father, the Emperor of Mankind, as well as with the majority of his brother Primarchs. His psychic immaturity, recklessness, and arrogance also caused his own undoing, as it eventually brought about his own damnation and servitude to the Dark God of Change Tzeentch.

In the end, Magnus lead his XVth Legion to the banner of Horus and fought on the Arch-Heretic's side during the Great Betrayal of the Horus Heresy. He survived those events and ascended to the position of a Daemon Prince of Tzeentch as a reward for his service to the Changer of Ways. He has spent the majority of the ten millennia since the end of the Horus Heresy ensconced atop his tower upon the Planet of the Sorcerers within the Eye of Terror, planning the ultimate destruction of the Imperium he believes betrayed him and his Legion. Magnus' greatest grudge, however, is with the Space Marines of the Space Wolves, who he holds accountable for the destruction of his homeworld of Prospero and the corruption of his Legion during the early days of the Horus Heresy.

Powers and Stats

Tier: At least 8-B physically. Varies from 8-B to High 4-C, likely far higher with psychic abilities | At least 8-B physically. Varies from 8-B to High 4-C, likely far higher with psychic abilities | At least 4-B | Varies up to 1-A

Key: Loyalist | Daemon Prince | In the Eye of Terror | In the Warp

Name: Magnus the Red, The Crimson King, The Red Cyclops

Origin: Warhammer 40,000

Gender: Male

Age: Over 10,000 years old, irrelevant inside the Warp

Classification: Primarch of the Thousand Sons Space Marines, Alpha Plus Psyker, Daemon Primarch of Tzeentch

Powers and Abilities:

Superhuman Physical Characteristics, Psychic Powers (Should possess every ability granted through the Common Powers, Minor Powers, Major Disciplines, Psykana Discipline, and the Librarius Disciplines), Enhanced Senses (Via Warp-sight which can allow a psyker to view the souls of others[1]), Large Size (Type 0; Should be comparable to Primarchs like the Lion who's stated to be a little under 3 meters tall[2] and Mortarion who's stated to be twice the height of a mortal man[3]), Telekinesis (Magnus possesses vast telekinetic power, being able to rip apart Titan gauntlets[4] and tanks[5] with ease), Telepathy (Magnus is capable of psychic communication so great that he had communed with the Emperor across the galaxy for years even prior to their physical meeting[6]), Immortality (Type 1 and 3), Reality Warping (His connection to the Warp can be used to bend reality in many different ways), Magic (Psychic powers are, for practical purposes, magic), Regeneration (Low-Mid normally, Up to Low-Mid via psychic powers; Comparable to Horus who was able to quickly heal a wound that pierced his lung[7]. Superior to Astartes who can reknit bones nearly reduced to gravel[8]. With Biomancy, psykers can heal from any non-fatal wound, being able to even regrow limbs and organs[9]), Information Analysis (Can accurately analyze any chemical he eats/tastes and break them down if required[10]), Memory Manipulation (Can eat creatures/people and absorb part of their memories from their DNA/RNA[10]. Psykers can manipulate the memories of others, even erasing them if they so choose[11]), Technology Manipulation (His skin can directly connect and interface with his armor, among several other pieces of Astartes equipment[12]. Basic librarians can place curses on[13] and weaken the technology utilized by others[14]), Weapon Mastery (Skilled in a wide variety of weaponry to an extent far greater than what could ever be achievable by a regular human), Martial Arts (As a Primarch, Magnus is one of the best close-quarters fighters in the entire galaxy), Vehicular Mastery, Matter Manipulation (Via his psychic powers, can manipulate matter to the atomic level[15]), Genius Intelligence, Forcefield Creation (Via Iron Halo[16], along with psychic forcefields[4]), Durability Negation (Via numerous abilities), Teleportation via Dimensional Travel (Through utilizing the Warp), Mind Manipulation and Soul Manipulation (Primarchs can fight on a physical, mental, and spiritual level[17]. Magnus especially is incredibly gifted in this regard, being among the most powerful psychic individuals to ever exist, thus he should scale far above the Cacodominus who enslaved the minds of thirteen hundred systems[18] and basic psykers who can tear souls from bodies[19]), Aura (Primarchs are said to contain an overwhelming aura that completely baffles regular humans, as well as sometimes Astartes. Their presence in the Warp is so powerful and influencing that Magnus reduced several Remembrancers to tears over his seeming divinity[20], while Russ could make Ahzek Ahriman himself kneel before him with his sheer presence[21]), Avatar Creation (Created an avatar of himself to commune with Lorgar[22]), Invisibility (Can become invisible if he wants to), Size Manipulation (His size is constantly shifting, and he can grow to the size of a Titan if he wants to[23]), Perception Manipulation and Illusion Creation (Magnus' presence is constantly shifting, and no one knows his true form. He can also likely manipulate the perception of other via his psychic powers, such as being capable of distracting enemies by utilizing their past, making hallucinations appear, causing apparitions of long dead allies or horrible terrors from their minds to manifest for them as weaker psykers can perform such feats[24]), Extrasensory Perception (Capable of sensing the presence of others, even those of the Sisters of Silence, correctly sensing a sister when even Ahriman couldn't[25]), Power Nullification (Weaker psykers can nullify the power of daemons and cultists[26]. Nullified the other-worldly sight and precognitive abilities of his Legion[27]), Biological Manipulation and Body Control (Should logically possess the same talents as those of the Pavoni Cult, which he founded, and who are masters of biomancy[28]), Healing (The secrets of the Pavoni can be used to help heal wounds[29]), Fire Manipulation (Should possess the same powers as the Cult of the Pyrae, which can manipulate flame and it's many properties, including creating projectiles and forcefields. Magnus is able to fire blue Warp flames that can fry an entire alien Titan with little effort[30]), Earth Manipulation (Any skilled Librarian can utilize his talents to make the very earth obey him[31] and Magnus should be far superior), Summoning (Should be able to summon Familiars from the Warp, "tamed" daemons that enhance psychic abilities or generally help in battle[32]), Non-Physical Interaction (Can interact and kill non-corporeal beings such as daemons), Astral Projection (Can project his consciousness out of his body, allowing him to traverse it as he wishes[33]), Dimensional Manipulation and Higher-Dimensional Existence (Inside of the Warp, the only forms and dimensions Magnus' incorporeal form and the Warp are limited by are the ones he chooses to impose them[34]), Resistance Negation (His psychic powers should be superior to those of Zael who managed to burn out a blank's abilities and nullify them[35]), Fate Manipulation (Should be superior to Aeldari Farseers who can manipulate fate[36]), Causality Manipulation (Eldar farseers can manipulate the strands of fate to alter the outcome of certain events to make them into a more preferable outcome[37]), Time Manipulation (Can slow[38] or stop[39] time entirely whenever he pleases), Deconstruction (Ahriman and his cabal, psykers who Magnus are far superior to, were able to transmute every member of the Thousand Sons into dust[40]), Intangibility (Magnus can shift his body's state to exist partially in the Materium and in the Warp, allowing him to phase through matter and become immune to harm[41], similar to what weaker psykers can perform[42]), Temperature Manipulation (Psykers can manipulate the temperature of objects[43]. Through sheer anger alone, Magnus melted obsidian in his hands[44]), Plasma Manipulation (Via his Plasma Gun), Madness Manipulation (Type 3; Upon descending to battle during the Burning of Prospero, Magnus sheer power tore open holes in reality, weakening the barriers between the Materium and the Immaterium, and exposing all present to horrifying vistas that made all go mad[38]), Conceptual Manipulation (Type 1; Likely comparable to the Emperor, though to a lesser degree. Through his movement in the Warp alone, Magnus created entire concepts and philosophies[45])

Resistance to Psychic Powers, Sealing, Matter Manipulation, Void Manipulation, Conceptual Manipulation, and Dimensional Manipulation (Due to being an immensely powerful and skilled psyker, among the top three of the entire human race and potentially the whole galaxy, Magnus should be resistant to the abilities of nearly every lesser psyker than himself, along with the abilities of his brother Primarchs and likely those of the Emperor, as even basic psykers can resist the abilities of other psykers[46]. Should also naturally have the same resistances as the Adeptus Astartes and can even resist the abilities of blanks as he was still capable of casting spells and utilizing his psychic abilities despite the presence of the Sisters of Silence, though they were still nullified when they got too close to them[47]), Radiation Manipulation (Should almost be entirely immune to the effects of radiation exposure, thanks both to his Power Armor and enhanced physiology), Poison Manipulation (Astartes are practically immune to all diseases and poisons, and their Primarchs should logically be even tougher)

All previous abilities amplified to an immense degree, Psychic Powers (Should now also have access to the Discipline of Tzeentch, Discipline of Change, and Discipline of Vengeance), Inorganic Physiology (Type 1; Daemons are no more material within reality than they are within the Warp[48]), Immortality (Types 3, 4, 8, and 9; Daemons cannot die in the typical sense, only being sent back to the Warp when killed in the materium. Whether or not they come back is entirely dependent on if their God allows them to[48]), Self-Sustenance (Type 1, 2 and 3; Being a daemon, Magnus has no mortal requirements), Resurrection, Regeneration (Low-Godly overtime; Upon physical death or banishment, Daemons will simply regenerate in the Warp as long as the ideas and metaphors that they rely on have not been affected[49]), Flight, Law Manipulation (Daemon Princes in the Eye of Terror can manipulate their worlds and the laws within however they see fit[50]), Possession and Dream Manipulation (Even Lesser Daemons can reach beyond the veil and possess mortals, even entering their dreams to do so[51]), Dimensional Travel (Capable of travelling from the Warp into the Materium[52]), Corruption and Transmutation (Capable of performing spells that can corrupt and mutate individuals into mindless beasts[53] or just alter their flesh in horrific ways[54]), Damage Reduction (Ranged weaponry is incredibly ineffective when used against a daemon, requiring more traditional weapons to fully banish them[55]), Madness Manipulation (Type 3) and Corruption (Types 1 and 2; Looking upon a daemon can cause insanity and corrupt the mind, body, and soul of an individual), Enhanced Soul Manipulation (Daemons can feed upon the souls of mortals[56])

Same as before but to a higher degree

Attack Potency: At least City Block level physically (Comparable to the other Primarchs. Battled with Leman Russ on even ground[17]). Varies from City Block level (Far superior to the likes of Ahzek Ahriman. Capable of destroying armoured vehicles with ease[38]. Superior to Malcador who greatly harmed Horus with telekinesis. His brothers fully believed that Malcador would've killed him they hadn't stopped him[61]. Far superior to basic Imperial psykers who can use their psychic abilities to cut through reinforced ceramite[62]) to Large Star level, likely far higher with psychic abilities (Stated to be second only to the Emperor in terms of psychic might[63]. He was meant to sit upon the Golden Throne indefinitely[64] which is so psychically draining it killed Malcador in a short timeframe). Ignores durability with many of his psyker powers | At least City Block level physically (Much stronger than his previous self. Fought against the resurrected Roboute Guilliman[65]). Varies from City Block level to Large Star level, likely far higher with psychic abilities. Ignores durability with many of his psyker powers | At least Solar System level (Superior to Bloodthirsters within the Eye of Terror who can grow to the size of solar systems[66]. Should be far superior to the likes of Chi'Khami'tzann who created a Rose Cluster within the Eye of Terror. Chi'Khami'tzann is considered to be incredibly young and weak by other Lords of Change[66]) | Varies up to Outerverse level (Magnus' power was such that he could create and destroy universes with stray thoughts while within the Warp[67]. Magnus could also manipulate the Warp and its dimensionality[68], with the Warp holding 3 layers[69], with each layer transcending the infinity of the previous[70]. Broke into the Webway which was being defended by the Emperor's psychic might[71])

Speed: Transonic movement speed (Should be comparable to Fulgrim who can move faster than sound can reach him[72]. Should be far faster than regular Marines), with at least Hypersonic, likely far higher combat and reaction speed (Far superior to standard Marines who can intercept bolt rounds as well as his brothers who can perform similar feats) and Massively FTL+ perception speed (Should be comparable to Sanguinius. A Blood Angel who held a spear imbued with a portion of Sanguinius' power saw lasers and plasma bolts to be almost frozen relative to his own movement) | At least Transonic movement speed, with at least Hypersonic, likely far higher combat and reaction speed (Far faster than before) and Massively FTL+ perception speed | At least Transonic movement speed, with at least Hypersonic, likely far higher combat and reaction speed and Massively FTL+ perception speed | Immeasurable (Beyond the concepts of time, space, or distance[56]. Ships have been known to travel back in time[73] while moving through the Warp)

Lifting Strength: Class K physically (Should be comparable to Angron), At least Class G, likely far higher with telekinesis (Should be far superior to Iskandar Khayon who pulled an 8 megatonne ship through the Eye of Terror[74]. Telekinetically lifted a Capitol Imperialis, which weighs 67 thousand tonnes[75]) | At least Class K physically, At least Class G, likely far higher with telekinesis (Should be superior to before) | At least Class K physically, At least Class G, likely far higher with telekinesis (Should be comparable to before) | Immeasurable

Striking Strength: At least City Block level | At least City Block level | At least Solar System level | Varies up to Outerverse level

Durability: At least City Block level physically. Multi-City Block level+, possibly Large Town level with psychic barriers (Blocked fire from an Aeldari Titan using a barrier[4]. Those Aeldari Titans can do battle with and are roughly comparable to Imperial Titans. Volcano Cannons utilized by Imperial Titans, have a yield of four terawatts of energy[76]). Stronger Volcano Cannons can have a yield of up to five hundred terawatts[77]) | At least City Block level physically (Easily caught a blow[78] from Vulkan which would've shattered the shin of a Warlord Titan. A blow that would've destroyed a Land Raider only barely caved in a part of his head[79]). Multi-City Block level+, possibly Large Town level with psychic barriers barriers | At least Solar System level | Varies up to Outerverse level

Stamina: Superhuman (Primarchs are capable of fighting with shattered ribs, caved in abdomens and even fractured skulls[80]. Nothing short of a killing blow can stop them, and even their immensely lesser Space Marine sons can fight for weeks on end without stop) | Infinite | Infinite | Infinite

Range: Several meters melee range (higher with size manipulation). Galactic with psychic abilties (Was able to commune with the Emperor from across the galaxy before even physically meeting him[6]. Scaling from lesser psykers that can manipulate whole solar systems[81]) | Several meters melee range (higher with size manipulation). Galactic with psychic abilities | Several meters melee range (higher with size manipulation). Galactic with psychic abilties | Outerversal

Standard Equipment:

  • Horned Raiment: A suit of armor that was worn by the Thousand Sons Primarch Magnus and was believed to be as much a thing of tangible psychic force and Empyreal energy as it was a physical construction. The armor could shift its form and appearance as Magnus willed it and, despite it's often primitive appearance, the Horned Raiment protected the Primarch against the most savage of weapons
  • Blade of Ahn-Nunurta: A Khopesh-shaped force sword, which was created in the same distinctive shape as the weapon the Prosperine war god of ancient myth carried. Ancient lore combined with Imperium weapons technology made the Blade of Ahn-Nunurta equally lethal to living creatures and battle engines alike
  • Psyfire Serpenta: A powerful Plasma Gun seemingly conjured in his grasp whenever he needed it. Because of this, there was always some debate, even among Magnus' Legion, as to whether the Psyfire Serpenta was truly a device or simply a physical manifestation of the Primarch's psychic powers

  • Crown of the Crimson King: A blazing crown of power that is worn by the Daemon Prince Magnus and protects both his mind and body from harm
  • The Blade of Magnus: A Chaos weapon whose shape can be changed by his will. This same mutagenic power can also be extended to those struck by the weapon

  • Feats: See here

    Intelligence: Supergenius (Likely the most intelligent one among his brothers, with a brain vastly enhanced by his own psychic abilities. Can utilize his abilities to learn about nearly any object instantaneously, from the most complex of machinery to the deepest of magic. Also a genius tactician, philosopher, historian, general, scientist and much more, with a brain far more advanced than any regular human vastly boosted by his psychic powers. Likely one of the most intelligent beings in the entirety of the galaxy) | At least Supergenius (Same as before, but now has access to a portion Tzeentch's vast pool of knowledge and can perceive events happening across both the Materium and the Immaterium)

    Weaknesses: Hitting his missing eye | Forgets his true power when in the Materium in a weakened Avatar form. His true name can be used to bind him and even completely immobilize him | His true name can be used to bind him and even completely immobilize him | None notable

    Notable Attacks/Techniques:

    Minor Powers
    • Call Creatures: The psyker calls simple-minded creatures to themself.
    • Call Item: The psyker summons an item to their hand instantly.
    • Chameleon: Reality blurs around the psyker, distorting their image and blending them into their surroundings.
    • Deja Vu: The psyker begins a memory loop in the mind of their opponent, causing them to repeat thoughts.
    • Detection: The psyker scans their surroundings for the mental signature of any foe, becoming immediately aware of anyone up to a dozen yards from them.
    • Distort Vision: The psyker's image disappears and reappears within another space up to 10 meters away.
    • Dull Pain: The psyker nullifies their pain or the pain of another.
    • Fearful Aura: The psyker twists reality to appear as the prime source of dread for whoever looks upon them.
    • Flash Bang: The psyker creates a bright flash of light and a deafening bang.
    • Float: The psyker begins to levitate above the ground, only being able to move up or down 5 meters.
    • Forget Me: The psyker becomes instantly forgettable to its opponent. The mere thought of it being suppressed in its mind.
    • Gaze of Death: Dark bolts of energy burst from the psyker's eyes, striking their foe.
    • Healer: The psyker knits together someone's flesh and bone to its previous state.
    • Inflict Pain: The psyker fills a person's mind with unspeakable pain.
    • Inspiring Aura: The psyker casts an aura around themself which fills those around them with confidence.
    • Knack: The psyker taps into their unconscious to awaken a deeper understanding of their capabilities.
    • Lucky: Luck warps and acts strangely around the psyker.
    • Precognition: The psyker gains a fuzzy picture of the future, with it becoming clearer as the event draws near.
    • Psychic Stench: An item is imbued with a repugnant stench. Within 5 metres, all will smell it regardless of barriers or other smells, regardless of whether or not said person lacks a sense of smell
    • Resist Possession: The psyker wards their mind from the denizens of the Warp.
    • Sense Presence: The psyker reaches out with their mind to get a sense of other life forms within their range.
    • Spasm: The psyker causes a target's muscles to spasm.
    • Spectral Hands: The psyker creates an invisible force to manipulate an object.
    • Staunch Bleeding: The psyker stops their own bleeding or the bleeding of another.
    • Torch: The psyker creates a small ball of psychic flame which lights up the area.
    • Touch of Madness: The psyker reaches into the mind of a target and forces them to believe something that isn't true.
    • Trick: The psyker influences probability to affect the outcome of any game they're playing.
    • Unnatural Aim: The psyker uses the Warp to guide their aim.
    • Wall Walk: The psyker bends gravity, negating the naturally low or high gravity of a world, to walk on walls or ceilings.
    • Warp Howl: The psyker sends out a screech through the Warp that tears into reality, drowning out all sounds in the area.
    • Weaken Veil: The psyker weakens the fabric of space, drawing the immaterium closer to realspace.
    • Weapon Jinx: The psyker distorts and scrambles the circuitry of nearby machinery.
    • White Noise: The psyker fills the Warp with static, making psychic detection and tech sensors less reliable.
    • Wither: A wave of pestilence emerges from the body of a psyker, causing all plant life within the area to die within a matter of moments.
    Biomancy Powers
    • Bind Corruption: The psyker slows the spread of diseases, specifically those of Warp-related origin, such as the Zombie Plague or Obliterator Virus.
    • Bio-Lightning: The psyker channels their life force through their body, creating a blast of living energy.
    • Blood Boil: The psyker causes their opponent's blood pressure to rise by flexing their heart and accelerating their pulse, causing blood vessels to rupture.
    • Cellular Control: The psyker transcends their body's natural limitations and modify their very cellular structure. This makes them immune to all poisons, the effects of extreme temperature, and fatigue. It also enhances all of their physical characteristics and makes it as though they're wearing a void suit in a vacuum (However, they still require oxygen to breathe).
    • Constrict: With a word, thought, or gesture, the psyker constricts their opponent's windpipe, choking them and cutting off their breath.
    • Endurance: The psyker energizes their body to initiate rapid cell growth, causing shattered bones and wounds to heal and removing the effects of combat entirely.
    • Enfeeblement: The psyker strips their victim's vitality away, causing them to become stunned and fatigued.
    • Enhanced Senses: The psyker extends their senses beyond what is physically possible, to a limit only equaled by those with biomechanical augmentations.
    • Haemorrhage: Similar to Blood Boil, the psyker accelerates their opponent's heart rate beyond what is physically possible, causing their blood pressure and pulse to accelerate rapidly. This causes blood to flood their brain and veins to burst from the sheer amount of pressure.
    • Hammerhand: The psyker vastly increases the strength of their arm, making it capable of shredding flesh and bone with ease.
    • Invigourate: The psyker galvanizes the flesh of their group, empowering them and removing their fatigue.
    • Iron Arm: The psyker transforms their flesh, causing it to harden in a slick, living metal, weighing him down but also causing him to become incredibly resistant, being able to shrug off small arms fire and crush their enemies with their bare hands.
    • Life Leech: The psyker leeches the life force of their opponent, stealing it to heal and invigourate their own flesh.
    • Regenerate: The psyker knits their own flesh back together, allowing them to even regrow lost limbs and organs.
    • Seal Wounds: The psyker repairs their damaged flesh, healing any cuts and burns they may have.
    • Shape Flesh: The psyker transforms their body into whatever frame they can imagine. This can allow them to gain claws, sharp teeth, and even gain the ability to fly, see in the dark, and burrow through solid rock. It can also be used in subtler ways, allowing them to simply alter their appearance, such as changing their eye color or flesh tone or even mimic another individual entirely.
    • Smite: The psyker draws on their body's own electric field and projects crackling bolts of bio-lightning from their body.
    • Toxic Siphon: The psyker draws poison from their flesh, removing it completely.
    • Warp Speed: Drawing on the power of the Warp, the psyker greatly enhances their body's speed, pushing themself beyond physical limits.
    Divination Powers
    • Divine Shot: The psyker uses the power of the Warp, searching down the near-infinite paths of potential trajectories and finding the one needed, making an unavoidable shot, regardless of how potent that shot actually is.
    • Dowsing: The psyker focuses his mind on a single object or person, pushing out all other distractions until that target is found.
    • Far Sight: The psyker opens their inner eye to perceive events far away from them, pushing far beyond what's physically possible to perceive events up to a kilometer away.
    • Foreboding: The psyker gains a natural sixth sense, knowing exactly where and how their opponent will attack, dodging blows and even lasblasts with frightening ease.
    • Forewarning: The psyker taps into the warp and akin to dropping a single pebble into a pool, sends ripples into the Empyrean and slightly shifting the course of events. Without even moving a muscle, the psyker saves their ally from injury and their opponent baffled.
    • Glimpse: The psyker peers into the future and into the various potential outcomes and pathways.
    • Misfortune: The psyker twists fate to ensure their foe suffers every single calamity possible to them, ranging from embarrassing mishaps to possible life-and-death struggles.
    • Perfect Timing: The psyker predicts the exact moment their foe will expose themself as a target. The psyker then forges a link with their allies, intertwining their fortures so that they fire in perfect unison against their newly exposed foe.
    • Precognition: The psyker witnesses solid, perfectly lifelike visions of their own future, gaining information to ensure and avoid future fates.
    • Precognitive Strike: Like a spider on a web, the psyker senses disturbances in their immediate future, allowing them to read possible outcomes and anticipate the movement of their opponent.
    • Precognitive Dodge: The immediate future of a psyker appears clearly in their mind, allowing them to dodge projectiles even before they've been fired.
    • Prescience: The psyker sees brief, fuzzy flashes of immediate futures which guide them and their allies against their opponent.
    • Preternatural Awareness: The psyker gains the ability to gain an impression of future events, giving them uncanny accuracy in anticipating them.
    • Psychometry: The psyker draws upon the emotions and psychic residue left on an object or place, reading the psychic impressions to gain a glimpse of the events that transpired there.
    • Personal Augury: The psyker peers into the fate of a single, willing target, allowing them to warn them of impending dangers and opportunities that may arise in their future.
    • Scrier's Gaze: The psyker is unburdened by physical limitations on sight, allowing them to see anything from the actions or plans of a foe, the movements throughout an entire battlefield or hive level, the number of individuals around them, or even every possible outcome of the conflicts within an area.
    • Soul Sight: The psyker reads a person's aura and soul, learning anything from their current emotions to their levels of injury or even any addictions or madness they may suffer from.
    • Warp Perception: The psyker opens his senses to the Warp, allowing for them to see and smell far beyond their physical limits.
    • Winding Fate: Through touching an item or person, the psyker peers into the past and future of the target.
    Pyromancy Powers
    • Blinding Flash: The psyker focuses his mind into a burst of searing, bright light that blinds all those around them.
    • Burning Fist: The psyker wreathes their hand in waves of shimmering flame.
    • Call Flame: With a single thought, the psyker conjures a small flame in their palm.
    • Cauterise: The psyker cauterizes a wound by applying intense heat to the wound.
    • Douse Flames: The psyker instantly extinguishes all flames in the area as well as interfering with fire-based weapons, causing them to not function as long as they remain within range of the power, though they may still spray fuel depending on the design of the weapon.
    • Fiery Form: The psyker engulfs their entire body in flame, cloaked in sheets of fire that somehow don't harm them but burns all nearby nonetheless.
    • Fireball: The psyker engulfs their hands in flame which they hurl at the enemy.
    • Fire Bolt: The psyker creates a bolt of flame with their mind and hurls it at their foe.
    • Fire Shield: The psyker summons a wall of shimmering fire. All who attempt to strike the psyker must contend with flames that leap from the shield.
    • Fire Storm: The psyker creates an intense conflagration about their target as the very air itself ignites, burning all within to cinders.
    • Flame Breath: The psyker expels a torrent of flame from their mouth and eyes.
    • Holocaust: Drawing on the psyker's own soul to power, the spell creates a storm that burns both realspace as well as the immaterium, burning across dimensions and affecting entities in both. There is no immunity its fires and warp Entities, as well as other immaterial creatures are burned as readily as the fleshbound. Those slain by by the flames are killed forever.
    • Incinerate: The psyker generates an intense heat, agitating molecules to create an effect even more devastating than a meltagun.
    • Inferno: The psyker focusses their power and ignites the very atmosphere surrounding their target.
    • Manipulate Flame: The psyker manipulates the flames around them, molding and moving them as they wish.
    • Molten Beam: The psyker projects a beam of sun-hot energy from their palm which liquifies and burns all it touches.
    • Sculpt Flame: The psyker controls the shape of the fires around them, intensifying them or shaping their appearance as they wish.
    • Spontaneous Combustion: The psyker ignites their enemies and burns them alive, boiling their blood and turning their flesh to smoulders.
    • Sunburst: The psyker releases a nova of fiery energy from their body which glows brighter and hotter before rapidly expanding outward in all directions. The psyker remains untouched while all around them is reduced to ashes and cinders.
    • Wall of Fire: The psyker summons an immobile wall of fire that's 3 metres high, a metre thick, and up to ten metres long.
    Telekinetic Powers
    • Assail: The psyker reaches out with their mind and plucks out an object and hurls it at their target. When there are no objects around them, they instead choose to direct their mental energies directly at the foe, pounding them with bolts of invisible force.
    • Catch Projectiles: The psyker catches an incoming projectile, though it only works on solid objects.
    • Fling: The psyker telekinetically lifts an unattended object and flings it at their target.
    • Force Barrage: The psyker creates a large number of force bolts, firing them at their opponent.
    • Force Bolt: The psyker fires a burst of tangible mental force at their opponent.
    • Gate of Infinity: The psyker tears a hole in space to pass into the Warp, allowing them to reach their destination at incredible speeds.
    • Machine Empathy: The psyker tampers with mechanical, electrical, and electronic systems, causing machinery to malfunction.
    • Objuration Mechanicum: The psyker reaches out and disrupts the inner workings of nearby machines, jamming gears, blowing fuses, and severing power couplings.
    • Precision Telekinesis: The psyker achieves more subtle effects, moving minor objects with high amounts of precision.
    • Psychic Blade: The psyker projects a blade made purely of psychic energy. Thanks to this, it's impossibly thin, as little as a molecule thick, and thus shear through almost any physical object with ease.
    • Psychic Crush: The psyker constricts their opponent, crushing the life out of them.
    • Psychic Impel: The psyker uses a powerful telekinetic push to fling the enemy into the ground.
    • Psychic Ward: The psyker shields themself with a psychic aura that deflects enemy attacks.
    • Push: The psyker gathers a ball of telekinetic energy and directs it against a taget, knocking them over and onto the ground.
    • Shockwave: The psyker creates a sound that transforms into a powerful shockwave, bursting eardrums and knocking all to the ground.
    • Telekine Dome: The psyker shields themself and nearby allies with a dome of pure mental energy, deflecting bullets and lasblasts with ease.
    • Telekine Shield: The psyker erects a wall of intangible force that moves with them, blocking bullets and blades.
    • Telekinesis: The psyker uses their strength of will to move an inanimate object around.
    • Telekinetic Shield: The psyker calls on their power and reaches out farther than their flesh can extend, distorting reality to grasp objects with eldritch hands.
    • Telekinetic Shield: The psyker erects a field of telekinetic energy around them.
    • Vortex of Doom: The psyker tears a hole into the Warp. The laws of physical space are undone as the predators of Chaos devour all in the vicinity.
    Telepathy Powers
    • Beastmaster: The psyker perceives the emotions of animals and communicates with them. Thanks to their simplicity, they take over the creature's mind and force them to follow their every command.
    • Compel: The psyker briefly tricks a target's mind and forces another to act against their own will.
    • Demoralize: The psyker reaches into the mind of another and fills them with thoughts of panic and fear.
    • Distraction: The psyker interferes with their target's perception, causing them to see something in the shadows and distract them from the battle.
    • Dominate: The psyker reaches out with their mind and completely seizes control of another's body.
    • Embolden: The psyker bolsters the courage of a nearby target by instilling images of heroic actions into their mind.
    • Enforce Will: The psyker mentally prompts an enemy to perform a simple action against their will.
    • Erasure: The psyker opens a target's mind and slices away their memories, removing them forever.
    • Hallucination: The psyker manipulates the mind of another, severing their connection to normal existence and causing them to believe something that isn't true.
    • Inspire: The psyker bolsters their comrades by subtly implanting images of courage and masking negative emotions in their mind.
    • Invisibility: The psyker obscures their allies from their foe's senses. Though they can still detect them with their eyes and other senses, their mind cannot perceive them, save for a slight distortion in their vision.
    • Mental Fortitude: The psyker augments the mental abilities of their target, providing them a defense against the stresses of combat and terrors of the galaxy.
    • Mesmerism: The psyker reaches into the mind of a victim and, using their mental powers, entrances them.
    • Mind Scan: The psyker reads the thoughts of another, reading anything from surface level thoughts to every crevice of the target's mind, so much so that their entire psyche is there to plunder for information.
    • Projection: The psyker sends out their mind and spirit, projecting a "mental self" which can look like whatever the psyker wishes. Said projection travels at the speed of thought but said projections also leave the physical body vulnerable to attack as the psyker is completely unaware of the surroundings of the physical body as well as leaving their spirit vulnerable to the native creatures of the immaterium which will assail the psyker's mind.
    • Psi-Track: The psyker traces the minds of another nearby, immediately sensing their exact locations.
    • Psychic Shriek: The psyker create a scream of psychic energy designed to overload nervous systems and knock targets unconscious.
    • Puppet Master: The psyker crushes the target's will, locking them away in a dark corner of their own mind and completely taking control of their body.
    • See Me Not: The psyker erases their presence from the minds of others, removing the very thought of them from others and leaving them unknown of the cause of any effects they may cause to the physical world.
    • Telepathy: The psyker sends their thoughts into the minds of those around them, sending a message to one or more individuals.
    • Telepathic Link: The psyker establishes a mental connection with another, linking their minds and allowing them to receive or transmit thoughts.
    • Terrify: The psyker dredges up a person's worst nightmares and projects them directly into their mind, causing them to flee screaming.
    Daemonology Powers
    • Banishment: The psyker opens a temporary portal into the warp, drawing power from all nearby psykers and banishing any daemonic entities back into the Realm of Chaos.
    • Instability: The psyker "phases" their molecules slightly into warpspace, enabling them to pass through solid objects but keeping them from interacting with the physical world in any way at all.
    • Sanctuary: The psyker creates a zone of power around them which can repel daemonic creatures.
    • Summon Warp Power: The psyker draws upon the energy of the Warp, imbuing themself with extraordinary strength and agility for a limited time.
    • Summon Void: The psyker opens a small breach into the Warp, tearing away a tiny piece of reality and dragging it into the other dimension.
    • Teleportation: The psyker uses the power of the warp to displace themself, another person, or inanimate object, to another area.
    • Vortex of Chaos: The psyker opens a gateway from realspace into the Warp, creating a swirling vortex that sucks everything in the surrounding area into the Realm of Chaos.
    Sinistrum Powers
    • Armour of Hatred: The psyker draws upon the boundless hatred that festers within the deepest recesses of his soul, fashioning a psychic shield with the capacity to nullify incoming onslaughts from others who utilize unnatural energies to their advantage.
    • Death Hex: Invoking unholy ancient curses, the psyker places a dire hex upon his foes, stripping them of both physical and metaphysical protection in order to leave them exposed to the grasping claws of death.
    • Diabolic Strength: The psyker is filled with the raw energy of Chaos, allowing him to rip even the most heavily armoured battle tank in two using only his bare hands.
    • Empyragheist: The psyker calls forth a formless predator from within the Warp, turning its supernatural hunger upon his unfortunate enemies.
    • Fury of the Gods: The psyker pours his hate and spite into a shimmering sphere of darkness, hurling it forth to shred groups of enemy troops to nothingness.
    • Warp Fate: The psyker rips aside the veil of time and space, wrenching apart the strands of fate and rearranging them into new configurations.
    • Warp Lure: Specifically designed to take care of similarly magical or psychic foes, the psyker tears away his target's supernatural defenses and illuminates their presence in the Warp, causing their very essence to be obliterated in a feeding frenzy of daemonic beasts.
    Heretech Powers
    • Boon of the Iron Beast: Using dark sigils, the psyker summons a tide of gibbering cacodaemons, imbuing a friendly vehicle with unnatural vitality and power.
    • Corrupt Machine: The psyker's mind invades an enemy vehicle just as a virus enters a living being's blood stream, turning the war engine against its former master.
    • Dark Invigoration: The psyker pours vast quantities of raw Warp energy into a damaged vehicle, causing its broken weapons to suddenly repair and otherwise fatal damage to completely disappear.
    • Electromortis: The psyker hurls forth crackling tendrils of Warp energy, snuffing out the hearts of enemy machines with contemptuous ease.
    • Flayerstorm: A violent tempest is called forth from the Warp, the shapeless storm tearing apart the hulls of enemy vehicles while simultaneously slaughtering enemy soldiers with splintered metal.
    • Fleshmetal Hide: A tide of biomechanical ooze pours from The psyker's hands, covering an ally, be they biological or mechanical, and hardening into a foul crust that augments their natural defenses.
    • Scrapcode Curse: The psyker vomits out a screaming barrage of metaphysical scrapcode that completely corrupts and destroys any machinery in its path.
    Ectomancy Powers
    • Coruscating Blaze: The psyker releases a searing blast of Warp energy that burns the bodies of its victims and leaps from soul to soul seeking out new targets.
    • Daemonshriek: Letting loose a hyprsonic banshee howl, the psyker overloads generators and shorts out weapon systems, causing nearby technology to erupt in fountains of blood-red sparks.
    • Empyric Shield: Swirling Warp energy forms a shield around the psyker's body that repels attacks on a molecular level.
    • Ghost Storm: The psyker summons a whirling mass of ectophantasmic gargoyles who pluck his allies from the battlefield and transport them with impossible speed.
    • Infernal Claws: The psyker sheathes his arms in dark lightning. Upon striking his foes, foul energy bursts from their bodies, tearing through their hapless comrades.
    • Soulswitch: Disregarding the laws of realspace, the psyker switches the position of multiple souls within the Warp, causing both friend and foe's physical bodies to follow suit as they are reunited with their incorporeal ghosts.
    • Warpshock: With a mere gesture, the psyker sends forth the raw power of the Warp, obliterating foes with explosive force.
    Geomortis Powers
    • Earthly Anathema: The psyker taints his entire being with monstrous energies, causing the world itself to recoil in terror rather than endure his loathsome touch.
    • Ley Leach: Like some foul parasite, the psyker sucks the world on which he fights dry of its vital energies, enhancing the strength of his allies with the stolen geo-animus.
    • Profane Ruination: The psyker utters the seven forbidden truths of the last ruination, causing even the most indestructible fortifications and defenses to crumble into lifeless dust.
    • Rockmaw: With a ground-shaking curse, the psyker twists the surface of the world into a giant, stone-fanged maw that swallows up his enemies from below.
    • Rupture: The psyker focuses his power upon a single point on the battlefield, causing a build up of unnatural energies until the land bursts like a vast boil, obliterating any unlucky enough to be nearby in a spewing tide of tainted lava and screaming steam.
    • Torturer of Worlds: The psyker sinks his psychic barbs deep into the world, causing the tormented ground upon which his foes stand to buckle and churn with wordless agony.
    • Worldwrithe: The psyker rips madly at the ground beneath his enemies' feet with vast psychic claws. Entire mountains, forests, and fortifications are flung skyward before crashing down upon the psyker's foes as he reshapes the world around him to a thing of monstrous beauty.
    Discipline of Change Powers
    • Pink Fire of Tzeentch: The psyker unleashes a torrent of Warp fire upon his foes.
    • Psychic Duel: Reaching with his mind across the battlefield, the psyker seeks to undermine the concentration of enemy psykers, making it harder for them to utilize their own psychic powers.
    • Reckoning of Tzeentch: The psyker receives the blessings of Tzeentch, reading the strands of fate as they unravel before him.
    • Weaver of Fates: The followers of Tzeentch gain his blessings while planning their attack.
    • Withering Gaze: The psyker's eyes burn with a small portion of Tzeentch's own baleful gaze, causing his enemies to avert their own eyes as they attempt to engage him.
    • Tzeentch's Firestorm: The psyker conjures a storm of pink and blue fire that mutates his foes, leaving capering Daemons that claw and bite in its wake.
    • Boon of Mutation: The psyker channels the warping power of Chaos into a warrior marked for glory, transforming the champion until his flesh wrenches and flows.
    • Glamour of Tzeentch: The psyker twists and obscures the percetion of his foes to the point that his allies become all but invisible.
    • Doombolt: The psyker hurls a bolt of roiling energy that blasts its targets into terrifying new shapes.
    • Temporal Manipulation: By creating a pocket of dilated time around an injured ally, the psyker drastically accelerates the rate at which wounds heal and muscles regrow.
    • Baleful Devolution: Transmogrifying energies erupt from the psyker's eyes, playing across the enemy's ranks and reducing their proud warriors to mewling beasts.
    • Cacodaemonic Curse: With dark invocations, the psyker summons cackling daemon imps to infest the enemy's weapons.
    • Pyric Flux: The psyker makes themselves into a bounteous font of unholy warpflame.
    • Perplex: With perspective-warping illusions the psyker obfuscates his enemies' vision, rendering their targets fluid and indistinct.
    Discipline of Vengeance Powers
    • Gaze of Hate: Pure roiling hatred surges through the psyker, becoming first dark fire in their veins then leaping from their eyes in searing columns of annihilating energy. Those struck by them risk being scoured from existence entirely.
    • Twist of Fate: One with sufficient willpower and disregard for their own soul can glean forbidden lore by looking upon the fettering tides of the warp, plucking silvery skeins of fate from amongst the deadly morass and spinning from them into nooses for their luckless foes.
    • Dark Blessing: Offering bloody sacrifice to the Dark Gods, the psyker calls down their unbridled gnerosity upon his foe. Their bodies are wracked by hideous mutations, their sanity collapsing as their mortal forms become a heaving, thrashing mass of horror.
    • Presage: The psyker reads signs and omens in the ebb and flow of battle, the whirling patterns of smoke, the spatter of blood as blades bite home. These gleaned warnings as he passes on to his warriors, the better for them to predict and thus strike down their enemies.
    • Swelled by the Warp: The psyker opens a ragged channel to the roiling energies of the Warp and funnels them recklessly into a chosen target. That warrior's form expands with iron-hard muscle, lashing extra limbs, gnashing fangs, and vicious talons that allow them to tear a bloody path towards the foe.
    • Temporal Surge: With a wrench of mind, body, and soul the psyker tears ropey strands of temporal energy through the veil from beyond and hurls them out to wind about his allies. Those so blessed are sped into battle all the faster as their garland of stolen time burns swiftly away.
    • Empyric Guidance: The psyker conjures a whirling flock of daemonic imps that bear his comrades' shells and energy blasts across the battlefield on flickering winds of unholy flame.
    • Psychic Stalk: Astrally projecting a portion of his soul into the warp, the psyker circles the flickering witchfires of his victim's souls. Should their mental defenses drop for even a moment, he strikes with predatory swiftness.
    • Desecration of Worlds: The psyker pours their rage and contempt into the bedrock of the battlefield, tainting it with their warpcraft even as they shatter apart.

    Gallery

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    References

    1. Codex: Space Marines (9th Edition); pg 111
    2. Descent of Angels; Chapter Sixteen
    3. Dark Imperium: Plague War; Chapter Fourteen
    4. 4.0 4.1 4.2 A Thousand Sons; Chapter Eight; pg 67
    5. Magnus the Red: Master of Prospero; Chapter Five
    6. 6.0 6.1 Codex: Thousand Sons (8th Edition); pg 8
    7. False Gods Chapter Ten
    8. Night Lords: The Omnibus
    9. Dark Heresy 1st Edition Core Rulebook; pg 170
    10. 10.0 10.1 Space Marine Codex: 5th Edition; pg 10
    11. Dark Heresy 2nd Edition Core Rulebook; pg 212
    12. Space Marine Codex: 5th Edition; pg 11
    13. Codex: Space Marines (5th Edition); pg 57
    14. Codex: Space Marines (9th Edition); pg 110
    15. Fury of Magnus; Chapter Eleven; pg 181
    16. Codex: Space Marines (5th Edition); pg 52
    17. 17.0 17.1 A Thousand Sons; Chapter Thirty One; pg 259
    18. Warhammer 40,000: 5th Edition Rulebook; pg 124
    19. Codex: Imperial Guard (5th Edition); pg 47
    20. A Thousand Sons; Chapter Three; pg 24
    21. A Thousand Sons; Chapter Eleven; pg 94-95
    22. Betrayer; Chapter One
    23. Battle of the Fang
    24. Codex: Space Marines (9th Edition); pg 111
    25. A Thousand Sons; Chapter Fifteen; pg 123
    26. Codex: Grey Knights (5th Edition); pg 25
    27. A Thousand Sons; Chapter Twenty Six; pg 220
    28. A Thousand Sons; Chapter Eleven; pg 90
    29. A Thousand Sons; Chapter Nine; pg 75
    30. A Thousand Sons; Chapter Eight; pg 69
    31. Deathwatch: Honour the Chapter; pg 96
    32. Codex: Thousand Sons (8th Edition); pg 38
    33. A Thousand Sons; Chapter Five; pg 45
    34. A Thousand Sons; Chapter Ten; pg 85
    35. Ravenor Omnibus
    36. Codex: Eldar (9th Edition); pg 123
    37. Codex: Eldar (9th Edition); pg 143
    38. 38.0 38.1 38.2 A Thousand Sons; Chapter Thirty One; pg 257
    39. A Thousand Sons; Chapter Six; pg 52
    40. Codex: Thousand Sons (8th Edition); pg 28
    41. Gathering Storm - Rise of the Primarch; pg 77
    42. Inquisitor Rulebook; pg 53
    43. Codex Supplement: Blood Angels (9th Edition); pg 51
    44. A Thousand Sons; Chapter Nineteen; pg 156
    45. A Thousand Sons; Chapter Twenty Five; pg 208
    46. Dark Heresy 2nd Edition Core Rulebook; pg 195
    47. Gathering Storm - Rise of the Primarch; pg 80
    48. 48.0 48.1 48.2 Codex: Chaos Daemons (8th Edition); pg 7
    49. Codex: Chaos Daemons (8th Edition); pg 7
    50. White Dwarf 144
    51. Codex: Chaos Daemons (5th Edition); pg 15
    52. Codex: Chaos Daemons (5th Edition); pg 16
    53. Codex: Thousand Sons (9th Edition); pg 58
    54. Codex: Thousand Sons (9th Edition); pg 59
    55. Watchers of the Throne: The Emperor's Legion
    56. 56.0 56.1 56.2 56.3 56.4 56.5 Codex: Chaos Daemons (8th Edition); pg 6
    57. Demons of Chaos Armybook: 8th Edition
    58. Path of the Renegade; Chapter Ten
    59. 59.0 59.1 Realm of Sorcery, Warhammer Fantasy Roleplay 2nd Edition
    60. The Realm of Chaos: Lost and the Damned
    61. The Last Council
    62. Codex: Astra Militarum (8th Edition); pg 69
    63. Codex: Thousand Sons (8th Edition); pg 34
    64. A Thousand Sons; Chapter Twenty Five; pg 214
    65. Gathering Storm - Rise of the Primarch; pg 76
    66. 66.0 66.1 Eye of Terror
    67. A Thousand Sons; Chapter Twenty Five; pg 207
    68. A Thousand Sons; Chapter Ten
    69. The Path of Heaven; Chapter Twelve
    70. Dark Imperium; Chapter Three
    71. The Master of Mankind; Chapter Ten
    72. Fulgrim: The Palatine Phoenix; Chapter Four
    73. Codex: Orks (4th Edition); pg 29
    74. The Talon of Horus; Chapter Eighteen
    75. Fury of Magnus; Chapter Five
    76. Baneblade; Chapter Twenty Six
    77. Titandeath; Chapter Seven
    78. Echoes of Eternity; Chapter Twenty Seven
    79. Echoes of Eternity; Chapter Thirty Four
    80. Betrayer; Chapter Twenty One
    81. The Bleeding Chalice

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