About this mod

Survive to the "unusual" FEV infection and become a psyker, bring doom to your enemies with 20 unique super powers for your playable character in fallout 4. Defend yourself with energy barriers, heal, jump higher, teleport from one target to another using psyker charge or carbonize opponents with elemental powers, the possibilities are many.

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Survive the FEV infection and unlock godlike powers.
In this mod for Fallout 4, your character becomes a psyker—someone with mental powers. Burn, blast, crush, and confuse your enemies using 20 powerful abilities, from energy shields to teleportation, healing, lightning, explosions, and more.

Want to freeze a group of raiders solid? Done.
Jump across the battlefield like a maniac? Absolutely.
Roast your enemies with fire powers? Oh yes.

The idea is simple: you're no longer just some wastelander with a gun—you’re a living weapon.


Built Fresh, From Scratch


This is a modern, improved version of my old psyker mod. Everything was rebuilt from the ground up.
The powers work better and feel more responsive.
They're less buggy and have cooler effects.
Each power has its own custom sound, replacing the normal grenade sound (but only when using powers—normal grenades still sound normal).

Some powers are inspired by Mass Effect and Warhammer 40K, but I also took ideas from games, anime, and all kinds of fiction. (Fun fact: the Psyker Lance is shaped like the Spear of Longinus.)


Two types of powers
Weapons (9 total): These act like throwables (you’ll find them in the Weapons tab).
AID powers (11 total): These work like potions or buffs (you’ll find them in the AID tab).

Some powers blast enemies, others boost your speed or defense, and some just make you straight-up terrifying.

How to acquire this super powers
You have two options:

  • Play a short quest that starts automatically the next time you load your save. It’ll send you to a lab in the Institute (connected to Virgil’s quest even though you don't have to do it).

  • Use the “Psyker Powers: Cheat” chem (craftable at any chem station) to skip the quest and unlock everything instantly.

After unlocking, you’ll get an ability called “Psyker: Meditate”. Use it to open a container with all the powers inside. Take the ones you want, leave the rest, and come back later to swap them out. This is also the only way to remove the weapon powers from your inventory because they replace themselves automatically.


How do them work?
Weapon powers cost 15 AP and add a throwable weapon to your inventory.
AID powers get consumed on use, but they come back after the effect ends.

If you spam powers without enough AP, you’ll disrupt your active powers and take damage.
Keep doing it and you might even get a permanent illness that cannot be cured.

Tip: Favorite the powers you use most—trust me, it helps a lot.


Keep an Eye on Your AP
Your powers feed off your Action Points (AP), so use them wisely. If you try to use an AID power without enough AP, it’ll fizzle—and not just fail, but also disrupt all your active powers and hurt you in the process. Keep pushing it, and there’s even a tiny chance you’ll end up with a rare, incurable illness. So yeah, don’t spam powers like a maniac. Pace yourself and keep an eye on that AP bar unless you enjoy pain.


Two Main Playstyles

This mod was designed with two main styles in mind: the spellcaster and the melee bruiser.

As a ranged spellcaster, you rain destruction from a distance and support yourself with buffs. Throw down lightning bolts to fry enemies or make them flee in fear. Use powers like Precognition to spot threats ahead of time, then wipe them out before they even know what hit them. It’s all about control, distance, and devastating attacks.

If you're more into getting your hands dirty, the melee bruiser build is for you. These powers supercharge your body—giving you the strength to smash enemies into the dirt, tank bullets with energy shields, and heal on the spot to keep fighting. Jump across the battlefield with Psyker Charge, knock people out with energy waves, and punch through raiders like you’ve got power armor made of pure force.


Play your game how you want

Sure, those are the “main builds,” but honestly? You do you.
Want to be a psychic vampire who drains health from across the battlefield with Psyker Lance and then regenerates himself when things get rough? Totally possible.
Prefer a stealthy approach with invisibility and fear powers? Go for it. These are just tools—I’m giving you the sandbox, the toys, and the rules. How you use them is entirely up to you.


The powers:

Passive perk:

Psyker: As a psyker you're very intelligent and perceptive so you gain extra [10%] experience. You also have incredible powers.

Weapon super powers:

Spontaneous Combustion: Focus your raw anger and incinerate the target area [10 AP cost].

Cryo Blast: Breathe in and out, calm and focus. Freeze everyone in target area [10 AP cost].

Smite: A lethal bolt of bio lightning that tears enemies apart [10 AP cost].

Singularity: Create a singularity on aimed area, it lasts 4 seconds and deals 15 points of energy damage per second  and pulls opponents to it. When singularity ends explodes pushing targets and dealing 80 points of energy damage [10 AP cost].

Psyker Lance: Concentrate your psychic powers in the form of a lance of pure energy. The lance absorbs 50 points of health from the living or deals damage to robots [10 AP cost].

Psyker Nova: Release a violent psychic shockwave that sends targets flying and makes 60 points of energy damage, if you have barrier activated dispel it to deal extra 100 damage [10 AP cost].

Psyker Push: Distort gravity releasing a diversion that damages and knocks down opponents [10 AP cost].

Psyker Charge: Use your powers to augment your speed and strength and charge across the battlefield culminating in a powerful collision that knocks down enemies and deals 30 points of damage [10 AP cost].

Force Fists: Focus your superior strength and create a powerful force field around your fist which deal physical and energy damage. Each hit has a 20% chance to stagger opponents. Update1.3: You can now improve Force fists in any weapon rack as a normal weapon to increase its damage.


AID super powers:

Blood Boil: For 60s by reaching a weaker enemy you can activate him to rapidly accelerate his pulse and blood pressure to lethal levels with the end result being the victim's heart and brain exploding [20 AP cost] and [10 AP cost each activation]

Fear me weakling: For 1 minute, sheer terror overcomes feeble foes around you. They will flee from your overwhelming presence [20 AP cost].

Invisibility: Become invisible for 30 seconds [20 AP cost].

Precognition: Focus your senses detecting potential foes around you. [This ability is toggeable]

Psyker Barrier: Cover yourself with a protective force field increasing your resistances for 60 seconds. The barrier deflects bullets and pushes opponents away when running [30 AP cost].

Psyker Reconstitution: Concentrate fiercely in your blood cells miraculously restoring your limb conditions, clearing radiation and healing your wounds [20 AP cost].

Might of the Titan: Enhance your remarkable strength to unimaginable heights, run faster and jump higher and cancel fall damage for 30 seconds [30 AP cost].

Warp Time: Warp the physics of the world around you slowing time to a crawl and ignoring gravity for 20 seconds. (40 AP cost)


ELEMENTAL FORMS

Bolt form: Become the very aspect of lightning, increasing tremendously your electric resistance, targets near you are damaged by lightning bolts. You can acivate a target to elecrtocute them. [This ability is toggeable]

Fiery Form: Become the very aspect of fire, increasing tremendously your fire resistance, targets near you are damaged by your high temperatures. You can activate a target to ignite him for extra fire damage. [This ability is toggeable]

Chilling Form: Become the very aspect of cold, increasing tremendously your frost resistance, targets near you are damaged by your chilling aura. You can activate a target to freeze him. [This ability is toggeable]


Perks:

You can now craft perks in any chem station under the category "Drugs", they're very easy to craft. 4 perks will improve your SPECIAL stats the other 4 increase psyker powers magnitude, this means that powers that deal damage will deal more damage or stagger more and aid powers will increase its potency.


Strain perks scale damage:
Strain 51: The strain 51 makes your psyker powers 25% stronger.
Strain 52: The strain 52 makes your psyker powers 50% stronger.
Strain 53: The strain 53 makes your psyker powers 75% stronger.
Strain 54: The strain 54 makes your psyker powers twice stronger and cost 25% less AP to cast.
Strain 55: The strain 54 makes your psyker powers 150% stronger and cost 50% less AP to cast.


SPECIAL:
Intelligence: You have developed an incredible intelligence [+3 Intelligence].
Charisma: Your overwhelming presence frightens and charms the living [+2 Charisma].
Endurance: You're sturdier than most humans [+2 Endurance].
Perception: You have a sixth sense that grants extra perception [+2 Perception].
Strength: You manipulate reality things supposed to be heavy are light as a feather for you [+2 Strength].




If you enjoy my work, please consider buying me a delicious coffee by clicking in the image below I would greatly appreciate it.
And don't forget to ENDORSE if you like the mod





Lore & Roleplay – Yes, this is Lore-Friendly (Seriously)


Before anyone yells “not lore-friendly!”—hear me out. Psykers absolutely exist in Fallout lore. Superpowers aren’t even that rare. This mod actually gives you one of the most believable, lore-respecting ways to gain super powers in the Fallout universe.

Need proof? Just look at characters like Lorenzo Cabot or Mama Murphy. The Commonwealth already has people with strange mental abilities—this mod just expands on that idea in a fun and gameplay-friendly way.

At the end of the day, this is a tool for roleplay. Want to be a rogue scientist who unlocked the secrets of the mass effect? Do it. A mutant with elemental powers? Go wild. A lone wanderer gifted (or cursed) with terrifying lovecraftian magics? That works too.

The story is yours to tell. I’m just giving you the powers to make it awesome. So get out there, have fun, and let your imagination run wild.

Even though if you don't believe read this wiki page: 
https://fallout.fandom.com/wiki/Psyker
Or watch FudgeMuppet's video: