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8/12/2019 Complete Force Powers
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1
om plete F orce P ow ersThis book compiles Force Powers from all Star Wars RPG books published by Wizards of the
Coastup to December 2008. (Last published book: The Force Unleashed Campaign Guide)
Most of the powers presented here are original from the Saga System, though there are also
powers adapted from older books and non-RPG sources such as the Knights of the Old Republic
game.
The images were gathered from several Star Wars sources.
If you have any comments or suggestions, please, contact me.
Complete Force Powers2nd
Revan Juliani
edition - January 2009
Cover by CaJu
mailto:[email protected]:[email protected]:[email protected]:[email protected]8/12/2019 Complete Force Powers
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Force Powers Summary
Universal Powers .................................................................................................................................................................. 6Battlemind ......................................................................................................................................................................... 6
Battle Strike ....................................................................................................................................................................... 7
Empathy ............................................................................................................................................................................ 8
Energy Resistance ............................................................................................................................................................. 9
Enhance Ability ............................................................................................................................................................... 10
Enhance Senses ................................................................................................................................................................. 11
Farseeing ......................................................................................................................................................................... 12
Force Bellow .................................................................................................................................................................... 13
Force Blast ....................................................................................................................................................................... 15
Force Confusion ............................................................................................................................................................... 16
Force Defense ................................................................................................................................................................... 17
Force Deflection ............................................................................................................................................................... 18
Force Disarm ................................................................................................................................................................... 19
Force Flight ...................................................................................................................................................................... 21
Force Grip ........................................................................................................................................................................ 22
Force Jump ...................................................................................................................................................................... 24
Force Mind ....................................................................................................................................................................... 26
Force Pull ......................................................................................................................................................................... 27
Force Push ........................................................................................................................................................................ 28
Force Redirection ............................................................................................................................................................ 30
Force Shield [Telekinetic] ................................................................................................................................................ 31
Force Sight ....................................................................................................................................................................... 32
Force Slam ....................................................................................................................................................................... 33
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Force Stealth .................................................................................................................................................................... 34
Force Stun ........................................................................................................................................................................ 35
Force Thrust ..................................................................................................................................................................... 36Force Wave ...................................................................................................................................................................... 37
Force Whirlwind [Telekinetic] ........................................................................................................................................ 39
Friendship ........................................................................................................................................................................ 42
Ionize ................................................................................................................................................................................ 43
Kinetic Combat [Telekinetic] ........................................................................................................................................... 44
Mind Trick ....................................................................................................................................................................... 46
Move Object ..................................................................................................................................................................... 48
Negate Energy ................................................................................................................................................................. 51
Resist Force ...................................................................................................................................................................... 52
Rebuke .............................................................................................................................................................................. 53
Repulse [Telekinetic] ....................................................................................................................................................... 55
Slow [Telekinetic] ............................................................................................................................................................ 57
Surge ................................................................................................................................................................................ 59
Up the Walls ..................................................................................................................................................................... 61
Light Side Powers ................................................................................................................................................................ 62
Battle Influence ................................................................................................................................................................ 62
Cure Disease .................................................................................................................................................................... 64
Cure Poison ...................................................................................................................................................................... 65
Force Armor .................................................................................................................................................................... 66
Force Aura ....................................................................................................................................................................... 67
Force Enlightenment ....................................................................................................................................................... 68
Force Light ....................................................................................................................................................................... 69
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Heal .................................................................................................................................................................................. 71
Improved Heal ................................................................................................................................................................. 73
Inspire .............................................................................................................................................................................. 75Malacia ............................................................................................................................................................................ 76
Master Heal ..................................................................................................................................................................... 77
Morichro .......................................................................................................................................................................... 79
Plant Surge ..................................................................................................................................................................... 80
Revitalize ......................................................................................................................................................................... 82
Sever Force ...................................................................................................................................................................... 84
Stasis ................................................................................................................................................................................ 86
Stasis Field ...................................................................................................................................................................... 88
Valor ................................................................................................................................................................................ 90
Vital Transfer .................................................................................................................................................................. 91
Dark Side Powers ................................................................................................................................................................ 93
Affliction ........................................................................................................................................................................... 93
Alchemy ........................................................................................................................................................................... 94
Control Mind .................................................................................................................................................................... 97
Corruption ..................................................................................................................................................................... 100
Crush Opposition ........................................................................................................................................................... 102
Dark Rage ...................................................................................................................................................................... 103
Death Field ..................................................................................................................................................................... 105
Drain Energy ................................................................................................................................................................. 107
Drain Knowledge .......................................................................................................................................................... 108
Drain Force .................................................................................................................................................................... 110
Drain Life ........................................................................................................................................................................ 111
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Fear [Mind Affecting] ..................................................................................................................................................... 112
Force Choke .................................................................................................................................................................... 113
Force Crush ..................................................................................................................................................................... 115Force Lightning .............................................................................................................................................................. 117
Force Lightning Storm ................................................................................................................................................... 119
Force Scream .................................................................................................................................................................. 121
Force Storm [Telekinetic] .............................................................................................................................................. 123
Hatred ............................................................................................................................................................................ 125
Horror ............................................................................................................................................................................ 126
Insanity .......................................................................................................................................................................... 127
Plague ............................................................................................................................................................................ 128
Summon Storm .............................................................................................................................................................. 129
Transfer Essence ............................................................................................................................................................ 131
Wound ............................................................................................................................................................................ 133
Sources ............................................................................................................................................................................... 134
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Universal Powers
Battlemind
You can increase your prowess in com-bat, using the Force to enhance your
concentration and commitment in bat-
tle.
Requisites:Battle Strike. Time:Move Action. Target: You. Make a Use the Force check. You
receive a Force bonus to your attack.
The bonus lasts for a number of rounds
equal to your Force-user level. The re-
sult of the check determines the effect, ifany:
DC Force Bonus10 +115 +220 +3
25 +430 +5
Special: You can spend a Force Pointto increase the powers Force bonus by
+2.
Source:Revised Core Rulebook.
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Battle Strike
You use the Force to enhance your battleprowess.
Time:Swift action. Target:You. Make a Use the Force check.The re-
sult of the check determines the effect, if
any:
DC Attack Bonus Damage Bonus15 +1 +1d620 +1 +2d625 +1 +3d6
Special: You can spend a Force Pointto deal an additional 2d6 points of
damage on your next attack.
Source:Saga Edition Core Rulebook.
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8
Empathy
You can reach into the Force to read atargets surface emotions, getting a
sense of the targets state of mind.
Time:Standard Action Target:One target within line of sight. Make a Use the Force check.If the
result equals or passes the targets WillDefense, you can tell ifs general mood,
attitude and emotional state. You can
tell if the target is happy or sad, angry
or indifferent.
Determining the targets mood grants a
Force bonus on the next skill check you
make against the target within the next
10 rounds (1 minute) using Deception
and Persuasion skills. The result of the
check determines the effect, if any:
DC Bonus
15 +120 +225 +330 +435 +5
Special: You cant use Empathy on thesame target again until after 24 hours
have passed.
Source:Revised Core Rulebook.
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9
Energy Resistance
You use the Force to protect you fromdamage caused by energy, sonic, fire,
cold and electrical sources.
Time:Standard action; Target:You; Make a Use the Force check. You
gain a Damage Reduction against ener-gy until the beginning of your next turn.
The result of the check determines the
effect, if any:
DC DR20 5
25 1030 1535 20
Special: You can spend a Force Pointto use this power as a swift action.
You can maintain energy resistance
from round to round, extending the
normal duration. Maintaining the ener-
gy resistance power is a swift action. If
you take damage while maintaining
energy resistance, you must succeed on
a Use the Force check (DC = 15 + dam-
age taken) to continue maintaining the
power.
Source: Knights of the Old RepublicCampaign Guide.
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Enhance Ability
You can call on the Force to enhanceyour Strength or Dexterity for a short
period of time.
Time:Standard action; Target:You; Make a Use the Force check. You
receive a Force Bonus to your chosenability for a number of rounds equal to
your Force-user level. The result of the
check determines the effect, if any:
DC Bonus15 +1
20 +225 +430 +635 +8
Special: You can spend a Force Pointto increase the powers Force bonus by
2.
Source:Revised Core Rulebook
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Enhance Senses
You can use the Force to enhance yournormal sensory capabilities.
Time:Standard action; Effect:You; Make a Use the Force check. You
receive a Force bonus to your percep-
tion for a number of minutes equal toyou Force-user level. The result of the
check determines the bonus to percep-
tion, if any:
DC Bonus20 +2
25 +430 +635 +8
Special: You can spend a Force Pointto increase the powers Force bonus by
2.
Source:Revised Core Rulebook.
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Farseeing
You gain a vague, momentary impres-sion of events happening around a par-ticular being in some distant place.
Time:Full-round action. Target: One creature you know or
have met before.
Make a Use the Force check.If yourcheck result is less than the targets Will
Defense, you gain no information (in-
cluding whether the target is alive or
dead) and cannot use this Force power
against the same target for 24 hours. If
your check result equals or exceeds the
targets Will Defense, you can sense
whether the target is alive or dead and
gain a vague sense of its immediate sur-
roundings, what its currently doing,
and any strong emotions it is presently
feeling. A dead target has a Will Defense
of 30 for purposes of this Force power.
Special: If you successfully use thisForce power, you can spend a ForcePoint to gain a clear mental image of
the targets surroundings, as well as
other creatures and objects within 6
squares of it.
Source:Saga Edition Core Rulebook.
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Force Bellow
You can amplify your voice through theForce.
Time:Swift Action. Target:Self. Make a Use the Force check. The
amplification of your voice allows it to
be heard from great distance and
grants you a Force bonus in a Persua-
sion check made on the same turn to in-
timidate one or more targets. The result
of the check determines the effect, if
any:
DC Radius Bonus on Intimidation
15 x 1.5 +120 x 2 +225 x 3 +330 x 4 +535 x 5 +10
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Special: You can spend a Force Pointto double the distance of your voice
propagation. You can also spend a Des-
tiny Point get a radius 10 times greater
and an additional +10 bonus on intimi-
dating a target.
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Force Blast
You use the Force to create a ball ofcompressed air and debris that you can
hurl at enemy targets.
Time:Standard Action. Target: One target within 12 squares
and within line of sight.
Make a Use the Force check.Com-pare the result of your Use the Force
check to the Reflex Defense of the target;
if you exceed the targets Reflex Defense,
you deal damage with the Force blast.The result of the Use the Force check de-
termines the effect, if any:
DC Damage15 2d620 3d625 4d6
30 5d6
Special: You can spend a Force Pointto add one-half your heroic level as a
damage bonus on a Force blast just as
you would with a normal weapon.
Source: The Force Unleashed Cam-paign Guide.
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Force Confusion
Force Confusion is an improvement ofMind Trick that can actually cause anopponent to fight for you.
Requisites:Mind Trick. Time:Standard action Target: Character within 6-squares
and within line of sight.
Make a Use the Force check.If theresult equals or exceeds the targets Will
Defense, the target will fight your oppo-
nents for a number of rounds up to your
Force-user level.
Special:Only one opponent can be af-fected by Force Confusion at a time. Theeffect of the power ceases if you or one
of your allies attacks the target. This
power only works on sentient; beasts
and droids are immune.
Source:KotOR.
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Force Defense
You can use the Force to improve yourresistance to Force-based attacks,
wrapping yourself in the Forces pro-
tective embrace.
Time:Full-round Action. Target:You. Make a Use the Force check.You
receive a Force bonus to any defense
made against a Force-based attack.
The Force bonus lasts for a number of
rounds equal to your Force-user level.
The result of the check determines the
effect, if any:
DC Bonus15 +220 +425 +630 +835 +10
Special:You can spend a Force Pointto increase the powers Force bonus by
2.
Source:Revised Core Rulebook.
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Force Deflection
You can deflect any ranged attack with-out a lightsaber.
Time:Reaction. Target: Ranged attack made against
you that deals energy damage.
Make a Use the Force check.If yourresult equals or exceeds the attack roll
you wish to negate, you deflect it with
the Force.
Special: You can use this power to def-lect some of the barrage of shots fired
from a ranged weapon set on autofire.
If you succeed on the Use the Force
check, you take half damage if the auto-
fire hits and no damage if the autofire
attack misses.
This power cannot be used to negate at-
tacks made by Colossal (frigate) or
large-size vehicles unless the attack is
made with a point-defense weapon.
Source:KotOR.
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Force Disarm
You disarm an opponent by using theForce to pull the weapon from his grasp.
Time:Standard action.
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Target:One creature within 6 squaresand within line of sight.
Make a Use the Force check. Usethis check in place of your attack roll
when attempting to disarm the target
(see Disarm, page 152). If your disarm
attack succeeds, you may choose to let
the item drop to the ground in the tar-
gets fighting space or have the item fly
into your hand (in which case you musthave a free hand to catch it).
Special:Feats that improve disarm at-tacks do not apply to Force disarm. You
can spend a Force Point to damage or
destroy the target weapon instead. If
your disarm attack succeeds, the wea-
pon takes damage equal to your Use the
Force check result. You must declare
that you are using this option before
making your disarm attack.
Source:Saga Edition Core Rulebook.
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Force Flight
You can wrap yourself in the Force andmove toward a specific destination.
Requisites:Move Objects. Time:Standard Action. Target: You. Make a Use the Force check. You
gain the ability to control the Force to a
greater degree and can use it to move
yourself from one spot to another. The
result of the check determines the effect,
if any:
DC Distance20 6 squares25 10 squares30 14 squares
Special: You can spend a Force Pointand increase your flight speed by an
additional 2 squares.
Source:Revised Core Rulebook.
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Force Grip
You use the Force to choke or crush yourenemy.
Time:Standard action.
Target:One target within 6 squares orwithin line of sight.
Make a Use the Force check.If yourUse the Force check equals or exceeds
the targets damage threshold, the tar-
get takes damage and can only take a
single swift action on his next turn. Oth-
erwise, the target takes half damage
and may act normally, and you may not
maintain the power. The result of the
check determines the effect, if any:
DC Damage15 2d620 4d625 6d6
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Special: You may maintain your con-centration on the targeted creature to
continue damaging it from round to
round. Maintaining the Force grip pow-
er is a standard action, and you must
make a new Use the Force check each
round. If you suffer damage while
maintaining a Force grip, you must suc-
ceed on a Use the Force check (DC = 15 +
damage taken) to continue concentrat-ing. You can spend a Force Point to deal
an additional 2d6 points of damage
with your Force grip.
Source: Saga Edition Core Rulebook.
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Force Jump
The Force grants you momentum, en-hancing a very powerful attack.
Requisites:Battle Strike; Surge; Wea-pon Proficiency (Lightsabers); Weapon
Focus (Lightsabers); Weapon Speciali-
zation (Lightsabers).
Time:Full-Round Action. Target: One target in line of sight and
more than 6 squares away from you.
Make a Use the Force check. Youreceive Force bonus on rolls during the
same turn. The result of the check de-termines the effect, if any:
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DC JumpBonus
AttackBonus
DamageBonus
20 +10 +1 +1d6
25 +15 +2 +2d630 +20 +3 +3d635 +25 +4 +4d640 +30 +5 +5d6
If the attack misses, you suffer an attack of
opportunity.
Special: You can spend a Force point todeal an addition +2d6 points of damage
on your attack.
Source: KotOR.
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Force Mind
You can grant a Force bonus to a sin-gle ability score of your allies.
Time:Full-Round Action. Targets:Allies within 6 squares from
you and within line of sight. You may
not be affected by your use of the
power.
Make a Use the Force Check. Yourallies gain a Force bonus to a single
same ability score of your choice. The
bonus lasts for a number of rounds
equal to your Force-user level. The re-
sult of the check determines the effect,
if any:
DC Bonus15 +120 +225 +430 +6
35 +8
Special:You can spend a Force Pointto increase the powers Force bonus by+2. Additionally, you can spend a
Destiny Point to grant a bonus to all
ability scores.
Source:Revised Core Rulebook.
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Force Pull
You pull an opponent toward you, dis-arming him.
Requisites:Force Disarm, Force Slam. Time:Standard action. Target:One creature within 6 squares
and within line of sight.
Make a Use the Force check.Usethis check in place of your attack roll
when attempting to disarm the target
(see Disarm, page 152). If your disarm
attack succeeds, you may choose to let
the item drop to the ground in the tar-
gets fighting space or have the item
fly into your hand (in which case youmust have a free hand to catch it).
Additionally, the target makes a
Strength check. If you beat the targets
Strength check, you pull it for 1 square
plus an additional square for every 5
points by which you exceed the tar-gets check result. The target falls
prone near you. The target adds its
size modifier to its Strength check:
Size Bonus to Strength
Colossal +20
Gar antuan +15
Hu e +10
Lar e +5
Medium +0
Small -5
Tin-10
Diminutive -15
Fine -20
In addition, it gets a +5 stability bonus
if it has more than two legs or is other-
wise exceptionally stable.
Special:Feats that improve disarm at-tacks do not apply to Force disarm. You
can spend a Force Point to damage or
destroy the target weapon instead. If
your disarm attack succeeds, the wea-
pon takes damage equal to your Use the
Force check result. You must declarethat you are using this option before
making your disarm attack.
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Force Push
You pound and push away one or morecreatures with the Force.
Requisites:Force Slam; Force Thrust.
Time:Standard action. Targets: All targets within a 6-square
cone and within line of sight.
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Make a Use the Force check: Thetargets make a Strength check. If you
beat the targets Strength check, you
push it back 1 square plus an additional
square for every 5 points by which you
exceed the targets check result. The tar-
gets adds its size modifier to its Strength
check:
Size Bonus to StrengthColossal +20
Gar antuan +15
Hu e +10
Lar e +5
Medium +0
Small -5
Tin -10Diminutive -15
Fine -20
In addition, it gets a +5 stability bonus
if it has more than two legs or is other-
wise exceptionally stable.
If your check equals or exceeds a tar-
gets damage threshold, it takes 4d6
points of Force damage and is knocked
prone. If the result is less than the tar-
gets damage threshold, it takes half
damage and is not knocked prone. This
is an area effect.
Special:When you use this power, youcan spend a Force Point to deal addi-
tional 2d6 points of damage to the tar-gets in the area.
Source:Revised Core Rulebook,KotOR.
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Force Redirection
You can redirect a deflected blaster boltwithout a lightsaber along a specific
trajectory so that it damages another
creature or object in its path.
Requisites:Force Deflection. Time:Reaction. Target: Ranged attack made against
you that deals energy damage.
Make a Use the Force check.If yousucceed in a Force Redirection, you can
make an immediate ranged attack
against another target with which you
have line of sight. Apply the normal
range penalties to the attack roll, notcounting the distance the bolt traveled
to reach you. If the attack succeeds, it
deals normal weapon damage to the
target.
Special: Only single blaster bolts canbe redirected in this manner. Barrages
from autofire weapons and other types
of projectiles cant be redirected.
Source:KotOR.
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Force Shield [Telekinetic]
You use the Force to create a bubble oftelekinetic energy around yourself, pro-
tecting you from harm.
Time:Reaction. Target: You. Make a Use the Force check. You
gain a shield rating (SR) until the be-ginning of your next turn. Unlike other
shields, this shield is made of pure tele-
kinetic energy and cannot be recharged
by any means. The result of your check
determines the effect, if any:
DC SR15 520 1025 1530 20
Special: You can spend a Force Pointwhen activate this power to increase the
powers SR by 5. You can maintain your
concentration on a Force shield to con-
tinue to gain the benefit of the powers
SR from round to round, extending the
normal duration. Maintaining a Force
shield power is a standard action. If the
powers SR is ever reduced to 0, the
powers effect ends.
Source: The Force Unleashed Cam-paign Guide.
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Force Sight
You can see using the Force. Some ob-stacles can be seen through and sen-
tients glow with an inner light.
Requisites:Farseeing. Time:Full-round action. Target: You. Make a Use the Force check.If your
check equals or exceeds a targets Will
Defense, you know its alignment. The
powers effect lasts for a number of
rounds equal to your Force-user level.
Special: You can spend a Force Pointto determine how deep a target is im-
mersed in its alignment if your check
exceeds its Will Defense by 10 or more.
Source:KotOR.
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Force Slam
You pound one or more creatures withthe Force.
Time:Standard action. Targets: All targets within a 6-square
cone and within line of sight.
Make a Use the Force Check.Makeone roll and compare the result to each
targets damage threshold. If the result
equals or exceeds a targets damage
threshold, it takes 4d6 points of Force
damage and is knocked prone. If the re-
sult is less than the targets damage
threshold, it takes half damage and is
not knocked prone. This is an area ef-fect.
Special:When you use this power, youcan spend a Force Point to deal an addi-
tional 2d6 points of damage to targets
in the area.
Source:Saga Edition Core Rulebook.
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Force Stealth
You can lose yourself in the Force andmask your alignment.
Time:Full-round action. Target:You. Make a Use the Force check. Your
Will Defense against Sense Force checks
is replaced by your check, if it is greater.
Special: The effect lasts for a numberof hours equal to your Force-user level.
Source:Revised Core Rulebook.
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Force Stun
You call upon the Force to overload anenemys senses, potentially stunning it.
Time:Standard action. Target:One creature within 6 squares
or within your line of sight.
Make a Use the Force check.Com-pare the result to the targets damage
threshold. If the check result equals or
exceeds the targets damage threshold,
the target moves 1 step along the con-
dition track (see Conditions, page 148).
For every 5 points by which you exceed
the targets damage threshold, the tar-
get moves an additional 1 step alongthe condition track.
Special:When you use this power, youcan spend a Force Point to move the
target an additional -1 step along the
condition track.
Source:Saga Edition Core Rulebook.
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Force Thrust
You use the Force to push a targetaway from you.
Time:Standard action. Target:One object or character with-
in 12 squares and in line of sight.
Make a Use the Force check.Thetarget makes a Strength check. If you
beat the targets Strength check, you
push it back 1 square plus an addi-
tional square for every 5 points by
which you exceed the targets check
result. If you push the target into a
larger object, the target takes 1d6
points of damage. The target adds itssize modifier to its Strength check:
Size Bonus to Strength
Colossal +20
Gar antuan +15
Hu e +10
Lar e +5
Medium +0
Small -5
Tin -10
Diminutive -15
Fine -20
In addition, it gets a +5 stability bo-
nus if it has more than two legs or is
otherwise exceptionally stable.
Special:You can spend a Force Pointto apply a 5 penalty to the targets
Strength check to resist your Force
thrust. Additionally, if you successful-
ly push the target into a larger object,
you deal an additional 2d6 points of
damage from the extreme force of the
thrust.
Source:Saga Edition Core Rulebook.
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Force Wave
You create a telekinetic explosionaround you, pounding and pushing
away from you one or more creatures
with the Force.
Requisites:Force Slam; Force Thrust;Force Push.
Time:Standard Action. Target: All targets within 6 squares
and within line of sight.
Make a Use the Force check. Thetargets make a Strength check. If you
beat the targets Strength check, you
push it back 1 square plus an additional
square for every 5 points by which you
exceed the targets check result. The tar-gets adds its size modifier to its Strength
check:
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Size Bonus to Strength
Colossal +20
Gar antuan +15
Hu e +10Lar e +5
Medium +0
Small -5
Tin -10
Diminutive -15
Fine -20
In addition, it gets a +5 stability bonus
if it has more than two legs or is other-
wise exceptionally stable.
Additionally, if your check equals or ex-
ceeds a targets damage threshold, it
takes 4d6 points of Force damage and is
knocked prone. If the result is less than
the targets damage threshold, it takes
half damage and is not knocked prone.
This is an area effect.
Special: When you use this power,you can spend a Force Point to deal
additional 2d6 points of damage to
the targets in the area.
Source:KotOR.
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Force Whirlwind [Telekinetic]
You call upon the Force to surroundan enemy in a swirling vortex of Force
energy. The whirlwind lifts them
about a half a meter off of the ground,
spinning them in the air and buffeting
them with Force energy.
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Time:Standard Action; Targets:One creature or droid with-
in 12 squares and within line of sight.;
Make a Use the Force check. Theresult of the check determines the ef-
fect, if any.
Compare the result to the targets For-
titude Defense. If the check result
equals or exceeds the targets Forti-
tude Defense, the target is capturedwithin the whirlwind and immobilized
until the beginning of you next turn.
Any attack rolls or skill checks the
target attempts while within the
whirlwind are at a -5 penalty. The
target falls prone when the effect
ends. The target also sustains damage
at the end of your turn as determinedby the results of your Use the Force
check.
DC Force Damage15 1d620 2d625 3d630 4d6
The target adds a size modifier to its
Fortitude Defense:
Size Bonus to Fortitude DefenseColossal +50
Gar antuan +20
Hu e +10
Lar e +5
Medium and Smaller +0
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Special:You can spend a Force Pointto increase the penalty to the targets
attack rolls and skill checks from -5 to
-10.You can maintain Force Whirlwind
from round to round. If you take
damage while maintaining a Force
Whirlwind, you must succeed on a Use
the Force check (DC = 15 + damage
taken) to continue maintaining thepower. If a target within a Force
Whirlwind is attacked or otherwise
damaged or moved down the condi-
tion track by one of your allies, the ef-
fects of the Force Whirlwind end im-
mediately.
Source: Knights of the Old RepublicCampaign Guide.
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Friendship
You can use the Force to calm a hostileor unfriendly person or animal.
Time:Full-round action. Target: One target within line of sight. Make a Use the Force check. The
friendship power alters the attitude of a
hostile or unfriendly target, changing it
to something more amiable. You dontneed to be able to communicate with the
target. Instead of using words, you em-
ploy calming emotions. The result of the
check determines the effect, if any:
Current Attitude (DC)New Attitude Hostile Unfriendly
Unfriendly 15 -Indifferent 20 10Friendly 25 15Helpful 35 25
If the checks fail, the targets attitude
becomes worse, with unfriendly targets
turning hostile and hostile targets turn-
ing combative. If the check succeeds, the
target maintains the new attitude to-
ward the Force-user until a situation
occurs to alter that state or the Force-
user leaves the target. Special: You can only make one suc-
cessful check involving a specific target
per hour. If the check fails, you cant use
Friendship on this target until 24 hours
have passed.
Source:Revised Core Rulebook.
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I i
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Ionize
You call upon the Force to overloadelectronic systems and droids, da-
maging or even destroying the unit.
Time:Standard action. Target: One target within 6 squares
from you and within line of sight.
Make a Use the Force check.Compare the result to the targets Ref-lex Defense. If the check result equals
or exceeds the targets Reflex Defense,
the target takes damage as deter-
mined by the results of your Use the
Force check:
DC Ion Damage20 4d625 5d630 6d6
Special:You can spend a Force Pointto increase the ion damage dealt by
this Force Power by 2d6.
Source: Knights of the Old RepublicCampaign Guide.
44
Kinetic Combat [Telekinetic]
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Kinetic Combat [Telekinetic]
You use the Force to manipulate yourchosen weapon, allowing it to operate
independent of your grasp.
Time:Standard action. Target:You. Make a Use the Force check. If
you succeed on a DC 20 check, you
can telekinetically move a one-handed
melee weapon you hold up to 12
squares and make an attack with it.
The weapon is considered held by you,
even if it is hovering nearby and not
in your hands. The attack uses your
base attack bonus modified by your
Charisma modifier as the attack
bonus for the attack. A successful at-
tack deals normal melee weapon
damage, adding one-half your heroic
level to damage as normal and substi-
tuting your Charisma modifier for
your Strength modifier for damage.
Talents and feats that would normally
enhance a weapons use do not do so
while you are using kinetic combat to
wield the weapon (for example, youcannot use Mighty Swing or Power
Attack while wielding the weapon.)
The weapon threatens all squares ad-
jacent to it, and it can be used to make
an attack of opportunity if a target
provokes one from the weapon. Any
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attacks of opportunity made by the
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attacks of opportunity made by the
weapon count as though they were
made by you.
Special: You can maintain kineticcombat from round to round, extend-
ing the normal duration. Maintaining
the kinetic combat power is a swift ac-
tion, and as a standard action each
round you maintain it you can direct
the weapon to move up to 6 squaresand make a single attack against a
target adjacent to the weapon, though
the weapon must remain within 12
squares of you or the powers effect
ends. If you suffer damage while
maintaining kinetic combat, you must
succeed on a Use the Force check (DC
= 15 + damage taken) to continue
maintaining the power.
You can spend a Force Point to gain a
+1 bonus on attack rolls with a wea-
pon wielded using kinetic combat.
Source: Knights of the Old RepublicCampaign Guide, The Force Un-
leashed Campaign Guide.
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Mind Trick
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Mind Trick
You use the Force to alter a targetsperceptions or plant a suggestion in
its mind. Time:Standard action. Target: One Intelligence 3 or higher
creature in line of sight and within 12
squares of you.
Make a Use the Force check. Ifyou equal or exceed the targets WillDefense, you may choose one of the
following effects:
You create a fleeting hallucina-tion that distracts the target
and enables you to use the
Stealth skill even if the target is
aware of you.
You perform a feint so that thenext attack you make againstthe target ignores its Dexterity
bonus to Reflex Defense (if
any).
You make an otherwise unpa-latable suggestion seem com-
pletely reasonable to the target.
You must be able to communi-
cate with the target, and the
suggestion cant obviously
threaten the targets life. The
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target wont realize later that Special: If you are making a sugges-
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target won t realize later that
what he did is unacceptable.
You fill the target with terror,causing it to flee from you attop speed for 1 minute. The af-
fected creature stops fleeing if it
is wounded. The effect is ne-
gated if the targets level is
equal to or higher than your
character level. This is a feareffect.
Special:If you are making a sugges-tion, you may spend a Force Point to
improve the targets attitude by one
step, plus one additional step forevery 5 points by which your Use the
Force check exceeds the targets Will
Defense.
Source:Saga Edition Core Rulebook.
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Move Object
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j
You telekinetically move a target up to6 squares in any direction using the
Force.
Time:Standard action. Target:One character or object with-
in 6 squares or within your line of
sight.
Make a Use the Force check.Theresult of the check determines the
maximum size of the target you can
lift (see below). If the target is a crea-
ture that resists your attempt, your
Use the Force check must also exceed
the targets Will Defense. You can hurl
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the target at (or drop it on) another
If you deal damage with the move ob-
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g ( p )
target in range if your Use the Force
check exceeds the second targets Ref-
lex Defense. Both targets take damagedetermined by your Use the Force
check result:
DC Object Size Damage15 Medium 2d620 Large 4d6
25 Huge 6d630 Gargantuan 8d635 Colossal 10d6
Special: You may maintain yourconcentration on the targeted object
to continue to move it from round to
round. Maintaining the move object
power is a standard action, and you
must make a new Use the Force check
each round. If you suffer damage
while maintaining move object, you
must succeed on a Use the Force check
(DC = 15 + damage taken) to continueconcentrating.
f y g
ject power, you cease to be able to
maintain it. If you use move object
against a hovering or flying target(such as a speeder or starship), the
target can oppose your Use the Force
check with a grapple check as a reac-
tion. If the target wins the opposed
check, you are unable to move the
target.
You may spend a Force Point to in-
crease the maximum size of the object
by one category and deal an addi-
tional 2d6 points of damage (maxi-
mum size Colossal [frigate], 12d6
damage).
Alternatively, you may spend a Desti-ny Point (see page 112) to increase the
maximum size of the object by three
categories and deal an additional 6d6
points of damage (maximum size Co-
lossal [station], 16d6 damage).
Source:Saga Edition Core Rulebook.
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Negate Energy
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You spontaneously negate a single at-tack that deals energy weapon dam-age, such as a lightsaber or blaster.
Time:Reaction. Target:One attack made against you
that deals energy weapon damage.
Make a Use the Force check.If theresult of the check equals or exceedsthe damage dealt by the energy wea-
pon, the attack is negated and you
take no damage. If your check result is
less than the amount of damage dealt,
you fail to negate the attack and take
damage as normal.
Special:You must be aware of the at-tack (and not flat-footed) to negate it.
If you are successful, you can spend a
Force Point to regain hit points equal
to the damage of the negated attack,
up to a maximum of your full normal
hit points.
Source:Saga Edition Core Rulebook.
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Resist Force
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You use the Force to protect yourselffrom an enemys Force powers.
Time:Standard action. Target:You. Make a Use the Force check.You
gain a bonus to the Defense score of
your choice against Force power used
against you until the beginning ofyour next turn. The result of the check
determines the effect, if any:
DC Bonus to Defense15 +120 +2
25 +5
Special:You can a Force Point to ap-ply the bonus provided by this powerto any two Defense scores of your
choice.
You can maintain resist Power from
round to round, extending the normal
duration. Maintaining the resist Force
power is a swift action. If you sufferdamage while maintaining resist
Force, you must succeed on a Use the
Force check (DC = 15 + damage taken)
to continue maintaining the power.
You may have multiple instances of
resist Force active at once, but main-
taining each one requires a swift ac-
tion each round, and each one must be
activated by a separate use of resist
Force.
Source: Knights of the Old RepublicCampaign Guide.
53
Rebuke
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You harmlessly absorb or deflect oneForce power used against you, per-
haps even turning it against its crea-
tor.
Time:Reaction. Target:One Force power directed at
you.
Make a Use the Force check. Ifyour result equals or exceeds the check
result of the power directed at you,
you harmlessly redirect it and suffer
no ill effects. If your result exceeds the
check result of the power directed at
you by 5 or more, you may choose to
turn the Force power against its crea-
tor, who suffers the effect.
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Special: If you successfully reflect ab k i i i h
Source:Saga Edition Core Rulebook.
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Force power back at its originator, the
originator may attempt to rebuke the
power as well. If he reflects it backagain, both you and the originator are
affected by the Force power. You can
spend a Force Point as a reaction to
suffer no ill effects from a Force power
that has been rebuked twiceonce by
you and once by the powers origina-
tor.
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Repulse [Telekinetic]
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You can use the Force to clear andarea around yourself.
Time:Standard action. Target:All adjacent targets. Make a Use the Force check. The
targets make Strength checks, adding
their base attack bonus. If you beat a
targets Strength check, you push itback 1 square plus 1 additional square
for every 5 points by which you ex-
ceeded the targets check result. If you
push the target into a larger object,
the target takes 1d6 points of damage.
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The target adds its size modifier to its Strength check:
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Size Bonus to Fortitude Defense
Colossal +20Gargantuan +15
Huge +10
Large +5
Medium +0
Small -5
Tiny -10
Diminutive -15
Fine -20
Special:You can spend a Force Pointto apply a -5 penalty to the targets
Strength check to resist your repulse.
Additionally, after spending a ForcePoint, if you successfully push the tar-
get into a larger object, you deal an
extra 2d6 points of damage from the
extreme force of the thrust.
Source: The Force Unleashed Cam-paign Guide.
57
Slow [Telekinetic]
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The Force enables you to slow yourtargets as if they were encumbered byan extremely heavy load, making it
difficult for them to move.
Time:Standard action. Target:One creature or droid within
12 squares and within line of sight.
Make a Use the Force check. Ifyour result equals or exceeds yourtargets Fortitude Defense and the DC
15, the targets speed is reduced until
the beginning of your next turn. The
target is also encumbered, as though
carrying a heavy load, taking a -10
penalty on Acrobatics, Climb, Endur-ance, Initiative, Jump, Stealth, and
Swim checks. The result of your check
determines the effect, if any:
DC Speed Reduction15 1 square
20 2 squares25 3 squares30 4 squares
The target adds a size modifier to its Forti-
tude Defense:
Size Bonus to Fortitude Defense
Colossal +50
Gargantuan +20
Huge +10
Large +5
Medium and +0
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Special: You can spend a Force Point Source: Knights of the Old Republic
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Special: You can spend a Force Pointto impose a -5 penalty to your targets
Fortitude Defense against the use ofthis power.
Source: Knights of the Old RepublicCampaign Guide.
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Surge
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The Force enables you to jump greatheights and distances as well as move
quickly.
Time:Free action. Target:You.
Make a Use the Force check.Yougain a Force bonus on Jump checks
and your speed increases until the
start of your next turn. The Force bo-
nus on Jump checks includes the ad-
justment for increased speed. The re-
sult of the check determines the effect,
if any:
DC Jump Bonus Speed Increase10 +10 +2 squares15 +20 +4 squares20 +30 +6 squares
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Special: You can spend a Force Pointto increase the powers Force bonus
Source:Saga Edition Core Rulebook.
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p
on Jump checks by 10 and increase
your speed by an additional 2squares. Using the surge power
counts as a running start for deter-
mining a Jump DC. You may spend a
Destiny Point (see page 112) to gain
an additional 4 squares of movement;
when you do so, you may also use any
and all movement for the round as a
part of a jump (no Jump check re-
quired).
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Up the Walls
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You can run on walls for brief dis-tances.
Requisites:Surge. Time:Free Action. Target:You. Make a Use the Force check.You
gain a Force bonus on Climb checks
and can move on vertical surfaces (DC30) until the start of your next turn.
The result of the check determines the
effect, if any:
DC Climb Bonus Speed Change10 +10 -2 squares15 +20 +0 squares20 +30 +2 squares
Special:You can spend a Force Pointto increase the powers Force bonuson Climb checks by 10. Using the Up
the Walls power counts as a running
start for determining a Jump DC. You
may spend a Destiny Point (see page
112) to gain an additional 2 squares of
movement; when you do so, you mayalso use any and all movement for the
round as a part of a climb (no Climb
check required).
Source:Heros Guide.
62
Light Side Powers
B ttl I fl
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Battle Influence
You can envision a specific outcome of acombat and help make it reality through
the Force. After you have influenced the
outcome of a fight, enemies miss their
targets. If they fall prey to their own
anger and hatred, they may turn on one
another.
Requisites:Battle Meditation.
63
Time:Standard action. Targets: All your enemies within 6
attacks one of the targets of this ability,
its effects on the target ends immediate-
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squares.
Make a Use the Force check.If yourcheck equals or exceeds a targets Will
Defense, it takes a -4 penalty on attack
rolls against the Force-user or his allies.
If your check exceeds the targets Will
Defense by 10 or more, he attacks his
own allies instead, though he still takes
a -4 penalty on his attack rolls. If your
check exceeds the targets Will Defense
by 20 or more, he attacks his own allies,
and does not take the -4 penalty.
If enemies within this area leave the
area, they are still affected; if new ene-
mies arrive, they are not affected. If youor one of your allies visibly or clearly
ly. You receive a +5 bonus if all enemies
are hostile toward one another; and a -5 penalty if they are all friendly toward
one another.
The effect lasts for a number of rounds
equal to you Force-user level.
Special:You do not need to be able tocommunicate with your enemies to use
this skill against them.
Once you attempt to affect a battle, you
cannot alter the outcome you have envi-
sioned. Even if the effects end during the
battle, you cannot use this power again
to influence the same battle.
Source:Power of the Jedi.
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Cure Disease
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You can use the light side of the Force todestroy a disease currently afflictingone character.
Time: 1 hour. Target: You or one creature touched. Make a Use the Force check.If your
check equals or exceeds the affliction DC
+10, you destroy the disease, preventingit from doing any further damage;
though any damage already done re-
mains.
Source:Power of the Jedi.
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Cure Poison
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You can use the light side of the Force todestroy a poison afflicting a character.
Time: 1 hour. Target:You or one creature touched. Make a Use the Force check. You
have the power to completely detoxify
poisons affecting a living being. If you
check equals or exceeds the poisonsDC+10, you render it harmless, prevent-
ing it from doing any further damage to
the target, though any damage already
done remains.
Source:Power of the Jedi.
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Force Armor
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You call upon the Force to enhance yourdefenses.
Requisites:Force Aura. Time:Standard action. Target:You. Make a Use the Force check. You
receive a Force Bonus to all of your de-
fenses. The result of your check deter-mines the effect, if any:
DC Bonus15 +120 +225 +3
30 +435 +540 +6
Special: You can spend a Force Pointto receive an additional +1 Force bonus
on your defenses.
Source:KotOR
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Force Aura
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You call upon the Force to enhance yourdefenses.
Time:Standard action. Target:You. Make a Use the Force check. You
receive a Force Bonus to one of your de-
fenses. The result of your check deter-
mines the effect, if any:
DC Bonus15 +120 +225 +330 +4
35 +540 +6
Special: You can spend a Force Pointto receive an additional +1 Force bonuson your chosen defense.
Additionally, you can spend a Destiny
Point to apply the Force bonus to all
your defenses.
Source:KotOR.
68
Force Enlightenment
Y h li h id f h F S i l Y d F P i
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You can use the light side of the Force toenhance your powers, quickly becomingready for difficult battles.
Requisites: Battlemind; Valor; En-hance Ability; Force Mind; Force Aura;
Force Armor.
Time:Full-round action.
Target: You. Make a Use the Force check. All
your physical attributes and defenses
receive a Force Bonus. The effect lasts
for a number of rounds up to your
Force-user level. The result of the
check determines the effect, if any:
Special: You can spend a Force Pointto receive additional +1 Force bonuses.
Additionally, you may spend a Destiny
Point to extend the effect until the end of
the encounter.
Source:KotOR.
DC Bonus to Attributes Bonus to Attack Rolls Bonus to Defenses20 +1 +1 +125 +2 +2 +230 +4 +3 +335 +6 +4 +440 +8 +5 +5
69
Force Light
Y h l th F i t ith
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You can channel the Force into wither-ing blasts of light that can destroy darkside spirits or purge the taint from dark
side locations.
Time:Standard action. Target: 6-squares area around you. Make a Use the Force check.A wave
of light side energy emanates from youin all directions. The result of the check
determines the effects, if any:
Check Re-sult
Damage to Character/Creature
Effect on Dark SideSpirit
Effect on Dark SideSite
0 15 5 1d8 No effect16 25 10 2d8 No effect
26 40 15 3d8 No effect41+ 20 4d8 Reduce site power byone step
70
When used against a Dark Side Spirit,
Force Light deals damage to the spirit
by weakening its connection to the dark
Source:Power of the Jedi.
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by wea e g s co ec o o e da
side of the Force. When a dark side spi-
rit is reduced to 0 hit points, it is per-
manently destroyed.
When Force Light is successfully use
against a dark side site, the site loses
some of its taint, reducing its site power
by one step (from extreme to major, ma-
jor to minor, or minor to not tainted).When using Force Light against a dark
side site, the Force-user must be at the
heart of the site (where the dark side is
most powerful). He suffers any ill the
site generates. This includes penalties on
skill checks, which can make completelypurging the taint from a site extremely
difficult.
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Heal
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You use the Force to heal another liv-ing creature, using yourself as a con-
duit.
Requisites: Vital Transfer. Time:Standard action.
Target:One creature touched.
Make a Use the Force check.Thetarget heals hit points proportional to
your Force-user level. The result of the
check determines the effect, if any:
DC Healing Rate15 x 220 x 325 x 430 x 5
72
Special: You may spend a ForcePoint to heal a creature from a dis-
tance up to 6 squares away.
Source:KotOR.
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p q y
You may spend a Destiny Point (seepage 112) to move the target +5 steps
on the condition track in addition to
healing it normally.
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Improved Heal
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74
You use the Force to heal another liv-ing creature, using yourself as a con-
duit.
Special: You may spend a ForcePoint to cease poison effects for a
number of rounds up to your Force-
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Requisites: Vital Transfer, Heal.
Time:Standard action. Target: One creature within 6
squares.
Make a Use the Force check.Thetarget heals hit points proportional to
your Force-user level. The result of the
check determines the effect, if any:
DC Healing Rate15 x 220 x 325 x 430 x 535 x 6
user level. You dont destroy the poi-
son, its effects are just delayed.
You may spend a Destiny Point (see
page 112) to move the target +5 steps
on the condition track in addition to
healing it normally.
Source:KotOR.
75
Inspire
You can fill allies with the conviction
Special: You can attempt another
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that they are going to succeed at theirendeavors, despite any odds. Your
allies become more dedicated and less
likely to give up. With a higher degree
of ability, you can inspire more indi-
viduals at a much greater range.
Requisites:Battle Meditation. Time:Full-Round Action. Targets: Any allies within your line
of sight.
Make a Use the Force check.Yourallies gains a competence bonus on at-
tack rolls, defenses and skill checks
equal to one-fourth your Force-user
level (rounded down; minimum of +1)
for as long as you continue to concen-
trate. The result of the check deter-
mines the number of affected allies, if
any:
DC Targets15 1020 10025 1,00030 10,000
Special: You can attempt anothercheck, but the effects of multiple suc-cesses are not cumulative.
You may maintain your concentration
to continue affecting your allies.
Maintaining the inspire power is a
move action, and you must make a
new Use the Force check each round.
If you suffer damage while maintain-
ing inspire, you must succeed on a Use
the Force check (DC = 15 + damage
taken) to continue concentrating.
By sending a Force Point, you can af-
fect any allies on the same planet. By
spending a Destiny Point you can af-fect any allies on the same star sys-
tem.
If you have the Distant Power Force
Secret, you can spend a Force Point to
affect any allies on the same Star sys-
tem, and a Destiny Point to expandyour influence to the entire sector.
Source:Power of the Jedi.
76
Malacia
The Jedi turns an opponents equili- Make a Use the Force check.If your
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brium against him, causing extremedizziness and nausea without any last-
ing effects. Malacia can be powerful
when employed properly.
Requisites:Force Mind. Time:
Target within 6 squares: Stan-dard action.
Target more the 6 squares away:Full-round action.
Target: A creature or character withinline of sight.
check equals or exceeds the targets For-titude Defense, it is stunned for 2d6
rounds.
Special:You can spend a Force point toextend the effect for additional 1d6
rounds.
Source:Power of the Jedi.
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Master Heal
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You use the Force to heal another liv-ing creature, using yourself as a con-
duit.
Requisites: Vital Transfer, Heal,Improved Heal, Revitalize.
Time:Standard action.
Target: One creature within 6squares.
78
Make a Use the Force check.Thetarget heals hit points proportional to
your Force-user level. If the hit points
you heal equals or exceeds the targets
Special: You may spend a ForcePoint to cease poison effects for a
number of rounds up to your Force-
user level You dont destroy the poi
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you heal equals or exceeds the target s
damage threshold, it moves +1 step
along the condition track, though you
cannot recover persistent conditions.
The result of the check determines the
effect, if any:
DC Healing Rate15 x 220 x 325 x 430 x 535 x 640 x 7
user level. You don t destroy the poi-
son, its effects are just delayed. Alter-
natively, you may spend a Force Point
to move the target an additional +1
step along the condition track, though
persistent conditions cannot be recov-
ered on this way.
You may spend a Destiny Point (seepage 112) to move the target +5 steps
on the condition track in addition to
healing it normally.
Source:KotOR.
79
Morichro
You can slow the life functions of anoth- The target should make a Constitution
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er being, placing it in a trancelike stateor possibly killing it. You can also turn
the powers effect inward to extend a
Force trance for months.
Requisites:Vital Transfer, Heal. Time:Full-round action. Target:One target within 6-squares. Make a Use the Force check.If your
check equals or exceeds the targets Will
Defense, Morichro renders the target
unconscious, as though it had entered a
Force trance. This state of unconscious-
ness lasts until the target takes damage
that equals or exceeds its Damage Thre-
shold or is targeted by a Force power.
The power has no other time limit. The
target could remain unconscious indefi-
nitely. If left untended, the target could
dir of dehydration or starvation. Should
the target die (for any reason) whileunder the effects of Morichro, the Force-
user who initiated the Morichro is
dragged toward the Dark Side.
check (DC 10), if it fails, the target pe-rishes immediately and the user is
dragged toward the Dark Side.
Special:A Force-user can turn Morich-ro upon herself to enter a kind of sus-
pended animation. This works exactly
like a Force trance, except that she can
go without food, water and even air for
an extended period. It does not allow the
user to survive the effects of vacuum.
The user can exist in this state for one
month per point of Wisdom before hun-
ger, thirst and lack of breathable at-
mosphere begin to affect her. Unlike itsability to place another being in a Force
trance, this application of Morichro al-
lows the Force-user to stipulate the du-
ration of the trance. She may even
choose a specific stimulus to rouse her
from the trance. If the user takes dam-
age that equals or exceeds her Damage
Threshold, or if a Force power targets
her, she awakens.
Source: Power of the Jedi, ForbiddenKnowledge.
80
Plant Surge
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81
You are capable of channeling life es-sence into plants through the Force,
causing them to grow suddenly. Al-
though this skill is common among Itho-
An entangled creature takes a -2 penal-
ty on attack rolls and a -4 penalty to ef-
fective Dexterity, and cant move. As a
full-round action, an entangled creature
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though this skill is common among Itho
rian ecology priests, few Jedi have mas-
tered it. With the Force, a Force-user
causes grasses, weeds, bushes and even
trees to wrap, twist and entwine about
creatures, entangling them.
Time:Standard action. Target:All targets in the affected area. Make a Use the Force check.If your
check equals or exceeds a targets Reflex
Defense, it is entangled. The result of the
check determines the affected area, if
any:
DC Affected Area20 1-square radius25 2-squares radius30 3-squares radius35 3-squares radius40 5-squares radius
f , g
can attempt to break free and move half
his normal speed; this requires a
Strength check or an Dexterity check
(DC 20). Creatures who are not entan-
gled move at half speed through the
area affected by Plant Surge. Flying
creatures, creatures of Tiny size orsmaller and creatures of Huge size or
larger may move normally.
Special: You can spend a Force Pointto increase the affected are by 1 square.
Source:Power of the Jedi.
82
Revitalize
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83
You use the Force to prevent a livingcreature from dying, improving its con-
dition.
Requisites: Vital Transfer; Heal.
Special: You can spend a Force Pointto move the target an additional +1 step
along the condition track.
Alternatively, you may spend a Destiny
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q f ;
Time:Standard action. Target:One creature touched. Make a Use the Force check. You
prevent the target from dying (DC 25),
moving it along the condition track. The
result of your check determines the ef-
fects, if any:
DC Steps along the condition track25 +030 +135 +240 +3
45 +450 +5
Persistent conditions cannot be recov-
ered with this power.
y y y p y
Point and move the target +5 steps
along the condition track.
Source:KotOR.
84
Sever Force
You can block another Force-users
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access to the Force, preventing himfrom spending Force Points and mak-
ing it difficult for him to use Force
powers.
Time:Standard action. Target: One Force-using creature
with a Dark Side alignment that is
within 12 squares and within line of
sight.
Make a Use the Force check. Ifyour Use the Force check equals or ex-
ceeds the targets Will Defense, the
target cannot spend Force Points for a
number of hours equal to its Dark Sideembracement, plus the target moves
1 step along the condition track (see
page 149) each time it uses a Force
power in the same timeframe. The ef-
fect is determined by your check re-
sult, if any:
DC Condition track penalty25 030 -135 -2
85
Special:This Force power has no ef-fect on targets with a Neutral or Light
Side alignment.
You can spend a Force Point to double
Source: Saga Edition Core Rulebook.
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the duration of the effect. Alternative-
ly, you can spend a Destiny Point (see
page 112) to increase the duration to a
number of days equal to the targets
Dark Side embracement.
86
Stasis
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You call upon the Force to overload anenemys senses, potentially stunning it.
Requisites:Force Stun. Time:Standard action. Target:One creature within 6 squares
and within your line of sight.
Make a Use the Force check.Com-pare the result to the targets damage
threshold. If the check result equals or
exceeds the targets damage threshold,
the target moves 1 step along the con-
dition track (see Conditions, page 148).
87
For every 5 points by which you exceed
the targets damage threshold, the tar-
get moves an additional 1 step along
the condition track. Additionally, the
t t l t k ift ti
Special:When you use this power, youcan spend a Force Point to move the
target an additional -1 step along the
condition track.
Y d D i P i d
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target can only take a swift action on
the next round.
You can spend a Destiny Point to render
the target in stasis for 1 minute.
Source:KotOR.
88
Stasis Field
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You call upon the Force to overload thesenses of a group of enemies, potentially
stunning them.
Requisites:Force Stun, Stasis.
Time:Standard action. Targets: Creatures within 6 squares
and within your line of sight.
89
Make a Use the Force check.Com-pare the result to the targets damage
threshold. If the check result equals or
exceeds a targets damage threshold, the
target moves 1 step along the condition
Special:When you use this power, youcan spend a Force Point to move the
targets an additional -1 step along the
condition track.
You can spend a Destiny Point to render
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target moves 1 step along the condition
track (see Conditions, page 148). For
every 5 points by which you exceed the
targets damage threshold, the target
moves an additional 1 step along the
condition track. Additionally, the target
can only take a swift action on the nextround. The result of your check deter-
mines the number of affected targets,
minimum 1:
DC Targets10 115 220 325 430 5
You can spend a Destiny Point to render
the targets in stasis for 1 minute. Alter-
natively, you can spend a Destiny Point
to affect all targets in a 12-square ra-
dius.
Source:KotOR.
90
Valor
You call upon the strength of theForce, reaching out to your ally and
h i t th ith th
Special:You can spend a Force Pointwhen you activate this power to have
th b l i t ll ff t th t
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sharing your strength with them.
Time:Standard action. Targets: One ally within 12 squares
and in line of sight.
Make a Use the Force Check.Thetarget gains a bonus to Will Defense
against mind-affecting and fear ef-
fects until the start of your next turn.
The result of the check determines the
effect, if any:
DC Bonus to Will Defense
15 +120 +225 +530 +10
the bonus apply against all effects that
target Will Defense (not just mind-
affecting and fear effects).
You can maintain Valor from round to
round, extending the normal dura-
tion. Maintaining the Valor power is a
swift action. If you suffer damagewhile maintaining valor, you must
succeed on a Use the Force check (DC
= 15 + damage taken) to continue
maintaining the power. You may have
multiple instances of valor active at
once (affecting different allies), butmaintaining each one requires a swift
action each round, and each one must
be activated by a separate use of Va-
lor.
Source: Knights of the Old RepublicCampaign Guide.
91
Vital Transfer
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You use your own life force to healanother living creature, using the
Force as a conduit.
Time:Standard action.
Target:One creature touched. Make a Use the Force check. The tar-
get heals hit points proportional to the
users level. Each time you use vital
transfer, you take half as much dam-
age as you heal (rounded down). The
result of the check determines the ef-
fect, if any:
DC Healing Rate15 x 220 x 325 x 4
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93
Dark Side Powers
Affliction
This power causes a target to suffer as Special: This power does not work on
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p g ffthough poisoned.
Requisites:Slow. Time:Standard action. Target:Creature within 6-squares and
line f sight.
Make a Use the Force check.If theresult of your check equals or exceeds
the targets Fortitude Defense, the target
suffers a -1 penalty on one ability of
your choice at each round the effect of
the power lasts. The result of your check
determines the duration of the effect, ifany:
DC Duration20 1 round25 2 rounds30 3 rounds
35 4 rounds40 5 rounds
p pdroids.
You can spend a Force Point to cause an
additional -1 penalty on the first round
the power affects the target.
Source:KotOR.
94
Alchemy
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You are trained in the dark sides alc-hemical arts. You may use ancient Sith
equipment, along with arcane formulae,
to alter the molecular composition of
living beings, creating mutants steeped
in the dark side and bound to your will.
You can also reshape inanimate matter,
making it sharper or stronger, as the
ancient Sith frequently did with theirweapons and armor (See Dark Side
Sourcebook Dark Side Equipment).
Requisites:Sith Sorcery. Time:1 minute.
Target:You, creature, character or ob-ject.
Make a Use the Force check.Alter-ing the physical appearance of a living
being (to a more horrific appearance)
requires no check. All changes wrought
by applications of dark side Alchemy re-
sult in horrific physical mutations. Any
task that alters a fundamental aspect ofthe subject requires a check. Note that
altering multiple aspects require mul-
tiple checks. The difficulties for muta-
tions is as follows:
95
DC Alteration15 Add claws (base damage 1d6) or fangs (base damage 1d4), uses choice15 Add horns; subject gains a gore attack (-2 to attack, base damage 2d4) in addition to nor-
mal attacks
20 Grants darkvision (12 squares)20 -2 penalty on Will Defense to resist your commands
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p y f y20 +1 square to speed (maximum speed equals twice base speed)20 Add +3 to Reflex Defense (as natural armor)*25 Increase or decrease size by one category*25 +1 STR / -1 DEX, INT and CHA25 +1 STR / -1 INT, WIS and CHA25 +1 DEX / -1 STR, CON and WIS
25 +1 DEX / -1 CON, INT and CHA25 +1 CON / -1 DEX, INT and WIS25 +1 CON / -1 DEX, WIS and CHA25 +1 INT / -1 STR or -1 CON25 +1 WIS / -1 STR or -1 CON25 +1 CHA/ -1 INT or -1 WIS
* Each additional alteration increases the DC by +5.
96
Special: You may retry any failedchecks, but the subject may perish as a
result of the mutation (see below).
Using Alchemy requires thousands of
credits worth of alchemical equipment
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and raw materials (in addition to a sub-
ject). The cost for using the power on a
particular subject is 10,000 credits;
each additional use of the power on the
same subject consumes an additional
500 credits worth of raw material.The metamorphosis is extremely physi-
cal taxing, perhaps even fatal. Each al-
teration deals 3d6 damage to the sub-
ject.
Source:Dark Side Sourcebook.
97
Control Mind
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You can guide the actions of individualswho have strong connec