Warp Shaping has a Warp Charge value of 5. If manifested select a Tide of the Warp (pg. 46) that is not dominent. The currently dominent Tide of the Warp is changed to the selected Tide of the Warp.
Armoured Resilience has a Warp Charge value of 6. If manifested, select one friendly Grey Knights Infantry unit within 12'' of this psyker. Until the start of your next Psychic Phase, when resolving an attack that targets that unit, substract 1 from the wound roll.
Ethereal Manipulation has a Warp Charge value of 7. If manifested, select one friendly Grey Knights unit within 6'' of this psyker. Until the start of your next Psychic Phase, when resolving an attack made by a model in that unit in the Shooting Phase against a unit that is within half range, you can re-roll the hit roll.
Edict Imperator has a Warp Charge value of 7. If manifested, select one friendly Grey Knights unit within 12'' of this psyker. That unit can shoot as if it were your Shooting Phase, and then make a move as if it were your Movement Phase (It cannot Advance as part of this move). That unit cannot shoot again this turn or charge this turn.
Empyrean Domination has a Warp Charge value of 7. If manifested, you gain 1 Command Point.
Inner Fire has a Warp Charge value of 5. If manifested, select one Enemy unit within 1'' of this psyker and roll a number D6 equal to the result of the Psychic test. For each roll of 1 the Psyker suffers 1 mortal wound, and for each roll of 3+ that enemy unit suffers 1 mortal wound.
If this Litany is inspiring, then when a model in a friendly Grey Knight unit within 6'' of this model would lose a wound as a result of a mortal wound, roll one D6, on a 5+ that wound is not lost. This is not commulative with any similar rule.