The world of 40k doesn’t work under the same requirement that Warhammer the Old World/Fantasy or AoS
- The Winds of Magic don’t exist
- You can learn a wide array of spell/technique from different school/wind
- Spell are created under the psychic aid of the council (Either the Astra Telepatica or a Space Marine Librarian)
But it has similarity
- It’s difficult and dangerous
- Using the power can result in demonic incursion or in the Psyker exploding
- The Psyker/Wizard are not trusted too much
So if we take all the “Human” capacity we have different groups depending on the “school” they went too
Interesting advantage of 40k is the characterisation of the the technique that were created:
- The Carcharodons have spell that take the appearance of Sharks (A bit like the TW Warhammer Lore of the Deep lore of Magic)
- The Imperial Fist can call the might of their Primarch and get various buff
- The Salamander can call flame from their home planet
- The Space Corgy can call Icy storm and other Ice and Wolf based spell (Like the Lore of Ice in Praag)
In the Human (Normal) register we have the Inquisition (Hereticus and Malleus) and the Imperial Guards (SoB have a different type of power)
- Malleus have the regular banishement, sanctuary but they can also call flame or have hand that are so hard that they can become weapon
- Hereticus has a few spell from the Malleus but their spell center around Psyker and the ability to make Heretic feel shame (basically)
- Imperial Guard have a few spell centred around protection (against the enemy Psyker) and a few offensive one too
Then Dark Heresy introduced a few spell for the Role play game under Discipline to have an easier time for the GM
Off the previous game centred around 40K we had Space Hulk and Inquisitor where you could play as a Psyker