Rite of Sundering -- does this absolutely blow up EVERYTHING or just the psyker?

By Deinos, in Black Crusade Rules Questions

Anyone ever look closely at Rite of Sundering? It talks about what happens if you spend "hours" in the area (corruption and fatigue), but it triggers Psychic Phenomena... every round, for 1d5 hours.

Do these Psychic Phenomena affect the psyker as if he had triggered them (which in a way he did), or just affect the whole area, or what? Because it looks like this either unleashes absolute destruction and daemonpocalypses for hundreds of km around, or just absolutely guarantees the psyker's death.

If the psyker somehow escapes the area before a psychic phenomena blows him up, should he still be affected once he leaves? If not, how should Grand Possession results (for example) be interpreted as functioning?

Is there ANYONE on the forum who knows what this rite is supposed to do?

Thanks for your time.

its helpful to throw in a book and page reference

Psychich Phenomena have to be targeted on a person, so I'd argue that it's only the user.

The book states that for every round that the rite remains in effect, the GM rolls on the table of phenomenon. There are examples where a psychic phenomenon can apply but does not need to be a specific target and affects all nearby. Given the nature of the rite is to invoke the very essence of the warp across a wide area then it would be safe to assume that all subjects within the area of effect are subject to the resulting phenomenon. This is supported in that all characters in the area gain corruption (unless exempt for whatever reason) and if they are within range to be corrupted then they are within range to suffer phenomenon.

Tl;dr: "Yes, IMO apply phenomenon to all parties within range"

As these are generally rather low level this is not a massive issue to have everyone short of breath, haunted by ghosts or forgetting trivial details and the odds of it going wrong are 1/4 however if we go into the perils table...then we are looking at some problems. Same again though, if you are foolish enough to try to sunder the veil then you must risk the untamed energies of the warp and so again, target any peril result at ALL characters in the AoE. Harsh but this is what you get when you play with warp fire. If therefore you do go into Grand Possession then yep, get rolling those willpower saves en masse! As a GM though (I'm assuming you are that is) you do have creative licence to ignore that and rather than have everyone risk possession and have loads of greater daemons you can choose to say elect a single random figure such as the one closest to the eye of the storm to be the vessel for a greater daemon and have lessers spawn around them or in some way make it less of a TPK.

With regards to the caster death/leaving, this is irrelevant. Every round the powers center moves around. As the psyker doesn't move with it, it stands to reason that while the starting point is centered on the psyker, the actual focus point after some time is irrelevant and can move about of its own accord as the nature of the warp twists and manipulates reality. This seems very much a "fire and forget" ritual and so if the psyker moves or dies or in some way ceases to be inside that area then the effect should continue going for the duration. Once you start the thing off you'll need to wait for the laws of reality (or unreality) to reassert themselves and close off when applicable.

Thanks Calgor, that's about what I expected.

For others interested in examining it, its p63 of the Book of Fate.