Focus to telekinetically deflect incoming attacks with the Force.
Effect is determined by Action used.
Bonus Grants Caster a +2 bonus to their AC.
Action Grants Caster and adjacent Creatures a +2 bonus to their AC.
Reaction Whenever a Creature which is granted an AC bonus by this Power suffers Damage, grant Damage Reduction equal to ([Character Level + Wisdom Modifier] x 2) against the Triggering effect. Using the Power in this way makes it Spent.
(Sustain: Action) Catch yourself or someone else with the Force, interrupting an uncontrolled fall and making sure the landing happens safely.
Target Creature within Range. Creature descends at a Speed of 30 ft per Round for Duration, or until they land on a stable surface.
Trigger Creature is falling or about to take Fall Damage.
(Sustain: Action) Telekinetically take a hold of a creature to restrict them and inflict damage.
Action Target Creature within Range. Target makes Fortitude Save. On failure, Target takes 3d6 Damage. Additionally the Target becomes Grappled and Slowed for the Duration.
Move When Target fails their Save, you may use your Move to forcefully move the Target 10 ft.
When Sustaining, the Target makes a new Fortitude Save and suffers the effects on a Failure. Whenever the Target succeeds on their Save the Power ends.
Telekinetically throw one or more objects to cause damage.
Choose one unattended Object within Range. Object travels up to 60 ft in a straight Line at Target. Target makes Reflex Save. On Failure, Target takes Damage. On Success, the Object keeps traveling until it hits another Creature or Object, or has traveled a total of 60 ft. You may also hurl a Weapon which you are wielding, which returns to your hand afterwards.
Size of Object, Number of Targets and Damage are determined by Action used.
Bonus Up to Small size Object, Target 1 Creature and deal 1d8 Damage.
Action Up to Medium size Object, Target 2 Adjacent Creatures and deal 2d8 Damage.
Full Up to Large size Object, Target Creatures in a 10 ft Radius and deal 3d8 Damage.
(Sustain: Bonus) Telekinetically move a small object a short distance.
Target an Object of up to Tiny Size within Range and move it up to 10 ft to another point within Range. Target falls to the ground at the end of your next Turn, unless you Sustain.
When Sustaining, Caster can Move Target up to 10 ft within Range.
Telekinetically yank at an enemy to disrupt their defense or offense.
Target Creature of up to Large Size within Range.
Effect is determined by Action used.
BonusTarget makes Reflex Save. On failure, Target is pulled Adjacent to Caster.
Action Target makes Fortitude Save. On failure, Target drops 1 held Object. Caster may choose to pull Object to their hand.
Telekinetically shove an enemy to unbalance them.
Target within Range makes Reflex Save.
Effect is determined by Action used.
Bonus On failure, Target is pushed up to 15 ft away from Caster.
Action On failure, Target falls Prone in their Space.
(Sustain: Bonus) Restrict the movements of a creature by applying a constant counterforce to their efforts.
Target makes Fortitude Save. On failure, Target becomes Slowed. On a Critical Failure, Target Becomes Stunned. Target makes a new Save at the end of their Turn to end the effect.
Number of Targets is determined by Action used.
Action Target 1 Creature.
Full Target all Creatures in 10 ft Radius.
(Sustain: Action) Allow light to curve around you as you diminish your presence in the Force, making you almost imperceptible to the untrained eye.
When using this Power, the Caster becomes Concealed for until the end of their next Turn.
Agitate the materia of an object, or the molecules in the air, to make it violently explode and hurt those in its vicinity.
Choose point within Range. Target Creatures within Radius. Targets make Reflex Save. On a Failure, Target suffers 6d6 Energy Damage.
Special Caster may Target an Unattended Object of Medium size or smaller within Range with this Power. If they do, the Object is destroyed and all Creatures who Fail their Save take an extra 2d6 Kinetic Damage.
(Sustain: Action) Make the environment, be it natural or artificial, come to slithering life and restrain your foes with vines, cables, curtains or some other debris.
Target Creature within Radius makes Fortitude Save. On Failure, they become Grappled until the end of the Caster's next Turn. While Grappled by this Power, the Target is also Restrained and Slowed. The effect ends on Target if they succeeds on an Athletics Check against the Caster's Force DC.
The Radius becomes Difficult Terrain indefinitely.
When Sustaining, Caster may choose to reapply the effect within the original Radius.
Move Deal 2d8 Kinetic Damage to Creatures Grappled by this Power. If the Power is used in this way it gains the Dark Trait.
(Sustain: Action) Use the Force to make your body lighter, and perform unfathomable feats of physical prowess, and even defy gravity.
For the Duration of this Power, the Caster may Jump as far as their Walking Speed, and can move along vertical surfaces. If they stop on a vertical surface, they fall down at the end of their Turn.
Mastering the ebb and flow of life, you can chase impending death away, and sometimes even go so far as to reverse that which has been ordained and act against the will of the Force.
Target Living Creature within Range which has gained the Dead Condition within the last minute. Target loses the Dead Condition and has their HP set to 1. Target suffers a -5 penalty to all checks until they finish a Long Rest.
Special As above, but target Living Creature who has died within the last week. When used in this way, the Power gains the Dark Trait.
Ritual When cast as a Ritual, this Power takes 7 days to cast, requires the Target to be present for the whole Casting, requires an Esoterica Check, and there's no limit to when the Target must have died . When used in this way, the Power gains the Dark Trait.
Your mastery of the mind makes it as malleable as matter, allowing you to remove memories from others, or implant them with new ones.
Target Living Creature within Range. Target makes Will save. On Failure, the Target forgets the last 1 minute. On a Critical Failure, Caster can choose to have the Target forget the last 10 minutes.
Ritual When cast as a Ritual, this Power takes 1 hour to cast, requires the Target to be within Range for the whole Casting and requires an Esoterica Check. On a Failure, the Target forgets up to 1 day. The Caster chooses the exact frame of time for the memory loss, can choose specific memories to forget or retain, and can supplant their removed memories with fake ones which they create.
Your mastery of the currents of life allow you to slow the metabolism of other beings, making them sluggish and even putting them in a trance.
Target Living Creature within Range makes Fortitude Save. On Success, Target becomes Slowed for 1 minute. On Failure, Target becomes Stunned for 1 minute. On a Critical Failure, Target becomes Incapacitated indefinitely.
The Incapacitated Condition gained by this Power can only be removed if the Caster uses an Action to end the effects of this power, or if another Creature uses a Full Round Action to make a successful Esoterica Check against the Caster's Force DC.
Ritual When cast as a Ritual, this Power takes 10 minutes to cast and requires a willing Target to be within Range for the whole Casting. The Target becomes Incapacitated and recovers HP from natural healing twice as fast. They lose the Incapacitated Condition when they are fully recovered, suffer Damage, or an Adjacent Creature uses an Action to remove it.
(Sustain: Action) Your volatile emotional outbursts manifest as a raging thunderstorm high above, striking down at your beck and call.
Choose point within Range. All Creatures within a 10 ft Radius make a Reflex Save. On Failure, they take 5d10 Energy Damage. When Sustaining, you may repeat the effect.
Caster also chooses one of the following effects.
Arctic Winds Creatures make Fortitude Save. On Failure, they become Hindered.
Haunting Whispers Creatures make Will Save. On Failure, they become Frightened.
Torrentuous Rainfall Creatures make Reflex Save. On Failure, they become Prone.
Ritual This Power takes 1 hour to Cast, has a Range of 1 mile and has a Duration of 8 hours. When Cast in this way, the Power automatically and randomly Targets a Creature within Range every 10 rounds, and does not require Sustaining
(Sustain: Bonus) Your masterful insight into the natural state of the Force makes you able to block others from accessing the Force, and to make them more susceptible to your powers.
Living Creature within Range makes Fortitude, Reflex and Will Saves. On Failure on Fortitude, Target becomes Weakened, but only against Force Powers. On Failure on Reflex, Target suffers a -5 penalty on Saves against Force Powers. On Failure on Will, Target can’t activate Force Powers with the Dark Trait. The effects last until the end of the Caster's next Turn.
Ritual When cast as a Ritual, this Power takes 1 hour to cast, requires the Target to be within Range for the whole Casting and requires an Esoterica Check. If Successful, the Duration of the effects become Indefinite
This Power only works on Force Sensitive Creatures.
The Force allows your conscience to travel to faraway places and create an apparition of yourself, through which you can act as if you where there.
Caster chooses any place with which they are familiar. An illusory Replica of the Caster appears at the chosen place. For the Duration of this Power, the Caster acts as if they were at the place of their Replica. Any Action that requires physical interaction automatically Fails, such as Powers with Range: Touch.
The Duration ends if the Caster's body suffers Damage, or if they dismiss the Power as a Full. When the Power ends, the Caster becomes Sickened 5 until they finish a Long Rest.
A Creature who physically interacts with the Replica, or succeeds at an Esoterica Check against the Caster Force DC, realizes that the Replica is not the Caster.
Ritual When cast as a Ritual, this Power takes 10 minutes to cast and has a Duration of 8 hours. After using the Power in this way, the Caster becomes Dying 1 in addition to Sickened 5.
Your psychic prowess makes you capable of overloading the minds of others, damaging them beyond repair.
All Living Creatures within Range make Will Saves. On Failure, Target suffers Damage. On a Critical Failure, Target also becomes Stunned and Weakened until the end of their next Turn.
Damage is determined by Action used.
Bonus This Power deals 3d12 True Damage.
Action This Power deals 6d12 True Damage.
Full This Power deals 12d12 True Damage.
Special A Creature killed by this Power cannot be revived.
Your presence is powerful enough to manifest in the material world in ways that affect others, even changing the physical fabric of reality.
Target Place or Object within Range. Radius originates from Target and moves with it if it moves.
When Casting this Power, Caster chooses to affect one of the following categories of Creatures: Creatures with the Light Trait, Creatures with the Dark Trait, or all Creatures.
Caster chooses one of the following Conditions to affect chosen type of Creatures within Radius: Frightened. Hindered. Slowed. Weakened. Concealed. Hastened. Stable.
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Caster also chooses one of the following environmental effects to apply within Radius.
Arduous Movement cost double within Radius.
Cacophony Creatures cannot perform checks or Abilities that take 1 minute or longer.
Darkness All Creatures become Concealed within Area. Light sources only light up spaces Adjacent to them.
Illuminated Creatures cannot become Hidden, Invisible or Concealed within area.
Silence Communication and Abilities that rely on sound and hearing cannot be used, such as Force Powers with Verbal Components.
Ritual When cast as a Ritual, this Power takes 24 hours to cast, requires the Target to be within Range for the whole Casting and requires an Esoterica Check. If Successful, the Duration of both effects become Indefinite.
(Sustain: Bonus) Exert complete dominance over another being, directing their thoughts and actions as you please.
Target within Range makes Will Save. On Failure, Caster chooses a course of action that the Target must perform to the best of their ability. When they have fulfilled their command, they remain still until they receive new instructions.
Target can reattempt their Save when they suffer Damage.
Action Caster may choose a new course of action for the Target.
(Sustain: Bonus) Conjure an illusory construct from thin air, potentially using it to cause distress.
Caster chooses a Creature or Object of up to Large size with which they are familiar. Caster creates an illusion which tricks both organic and electronic perception. Creatures within 15 ft of the ilusion make a Will Save. On Failure, they become Demoralized, Distracted or Frightened until the end of the Caster's next Turn.
A Creature who doubts the illusion can make a Perception Check against the Caster's Force DC, seeing through the illusion on a Success.
When Sustaining, Caster can move the replica to any other point within Range.
Action Creatures within 15 ft of the illusion make a Will Save. On Failure, they become Demoralized, Distracted or Frightened until the end of the Caster's next Turn.
Deftly maneuver a weapon at a distance with the Force, being able to strike from safety to support your offense.
Target 1 Melee Weapon which Caster is wielding and make a Melee Attack against a Creature within Range with the Weapon. The Weapon remains in a space adjacent to Target until moved, and is considered Wielded for Duration. This Attack uses Caster's Wisdom Modifier for Attack and Damage rolls.
The weapon falls to the ground at the end of the Caster's next Turn, unless they Sustain.
When Sustaining, Caster may move the Weapon 30 ft within Range and make one Melee Attack with it.
Reaction When the Power ends, Caster may recall the Weapon to their hand.
Temporarily move at an extraordinary speed by drawing on the Force to give your body a surge of energy.
Caster can move their Speed without provoking Attacks of Opportunity.
(Sustain: Bonus) Lessen your imprint in the Force to make you harder to become aware of.
For the Duration, you cannot become Observed and do not need to break Line of Sight to become Hidden.
Raise the temperature of your body to cause burns.
Target makes Fortitude Save. On failure, Target takes 1d12 damage and becomes Dazed until the start of their next turn. If the Target is Grappled by you or or vice versa, the Damage is increased by one Die.
Number of Targets is determined by Action used.
Action Single Target within Range.
Full All Targets within Range.
Strengthen your physical body to prevent taking heavy damage.
Effect is determined by Action used.
Action Reduce Damage by half from next source of damage before end of Duration.
Reaction Reduce Damage from Triggering effect by half. Using the Power in this way makes it Spent.
Siphon the life energy from another being.
Target 1 Living Creature within Range. Target makes Fortitude Save. On failure, Target takes 4d8 damage, and caster gains half that amount as Temporary HP.
Sacrifice some of your life energy and transfer that to another.
Target 1 Living Creature within Range.
Effect is determined by which Action is used.
Action Target recovers 4d8 HP and Caster takes True Damage equal to half the recovered amount.
Full As Action, but Target also removes one of the following Conditions: Bleed, Dazed, Poisoned, Slowed, Stunned or Weakened.
Focus your body's electromagnetic field into a burst of energy that destroys and disables droids and other electronics.
Targets make Fortitude Save. On failure, Target takes 3d12 Energy Damage and are Slowed until the end of their Next turn. On a Critical Failure, they are Stunned instead of Slowed.
Area of Effect and number of Targets vary depending on Action used.
Action Single Target.
Full 10 ft Radius.
(Sustain: Action) Channel your negative emotions into a bolt of lightning that burns the flesh of your foes.
Target makes Fortitude Save. On failure, Target takes 3d12 Damage.
Number of Targets is determined by Action used.
Action Single Creature within Range.
Full All Creatures in a Line.
When Sustaining, Caster may Target one previously affected Creature. They make a Fortitude Save or take 3d12 Damage.
You channel your fury into your blows, decimating those who stand in your way.
For the Duration, the Caster gains a +2 bonus to their Damage rolls with Weapon Attacks. Additionally, whenever they make a successful Melee Attack, their Target must make a Fortitude Save. On a Failure, the Target becomes Prone.
You disperse or redirect a Force Power used by another being, making it harmless to you.
Trigger Caster is Targeted by a Force Power.
Caster may chose to either have the triggering Force Power have no effect, or to make the original Caster suffer the effects of it. If a Rebuked Power Targets the original Caster, and is Rebuked by them, both Casters suffer the effects.
Harmonize your life energy with another's to prevent them from bleeding out and dying.
Choose Target within Range that has the Dying Condition. Remove the Dying Condition from them and give them the Stable Condition.
Bond your life energy with another, protecting each other in turn by enduring your suffering and hardships together through the Force.
Target Willing Creature within Range. Target and Caster reduce all suffered Damage by half, but when one of them suffers Damage then the other one suffers the same amount of Damage.
This effect ends when either the Target or Caster is reduced to 0 HP, or when either of them uses an Action to end the effect early.
Ritual As a Ritual, this Power takes 1 hour to Cast, requires the Target to be present throughout the Casting and requires an Esoterica Check. When Cast as a Ritual, this Power has a Duration of 8 Hours.
You open up your body's flow of energy to harmful energy fields, and convert them into power for yourself.
When using this Power, the Caster chooses one of the following effects:
Gain 2d6 Temporary HP for Duration, or
Deal +2d6 on next Damage Roll made before Duration ends, or
Immediately Cast a Force Power with a Casting Time of Bonus or Action.
Mechanics are determined by Action used.
Action Target Object of up to Small Size that has a power source. If Object is wielded, Caster must succeed on an opposed Grapple Check against the one wielding it.
Reaction Reduce suffered Energy Damage by half.
Trigger Caster takes Energy Damage.
Make your presence into a black hole in the Force, siphoning the life energy from beings in your vicinity.
Target makes Fortitude Save. On Failure, Target takes 4d8 damage and Caster heals half the amount of Damage inflicted.
Action Target 1 Creature within Radius.
Full Target any number of Creatures within Radius.
(Sustain: Action) Focus your and your allies presence into a point within you, and diffuse it into the currents of the Force, making all of you harder to discover.
When using this Power, the Caster and all Creatures within Radius cannot become Observed and have a +5 bonus to their Stealth Checks for Duration.
Discern the faults in your foes, spotting where to strike to hurt them the most and how to bypass their defenses.
Target Creature within Range. Next Attack Caster makes against Target is an automatic Critical Hit. The Attack ignores any Damage Reduction, as well as any defensive Abilities or Powers.
Offer up your life energy as a repository of healing for other beings in your vicinity.
Living Creature within Range recovers 4d8 HP. Caster takes True Damage equal to half the amount of recovered HP.
Action Target 1 Creature within Range.
Full Target any number of Creatures within Range.
Aid or supplant your combat prowess with your prescient abilities.
For the Duration, you may make Attack Rolls using your Wisdom Modifier in place of the regular Ability Modifier. If you are allowed to add the Ability Modifier to the Damage Roll of a successful Attack, you may then add your Wisdom Modifier instead.
(Sustain: Action) By connecting your mind to those fighting close to you, you project feelings of victory or defeat, to guide the battle in your direction.
Effect is determined by which Action is used.
Action Choose one of the following effects:
All Creatures you choose within Range become Strengthened 2, or
All Creatures you choose within Range make a Will Save. On a Failure they become Demoralized 1, and on a Critical Failure they become Demoralized 2.
Full As Action, but gain the benefit of both effects.
(Sustain: Bonus) Manifest a sensory stimuli in a foes mind to make them less aware of their surroundings.
Target makes Will Save. On failure, Target becomes Distracted for Duration.
(Sustain: Action) You connect to the energy of all living things in your vicinity, and through them can perceive across space.
Choose a Target place within Range and make a Wisdom Check. On Success, perceive as if you are located at the Target.
The DC is set by your familiarity with the Target place.
DC 10: You have visited the place previously.
DC 15: You have had the place described to you by someone who is familiar with it.
DC 20: You have knowledge of the place from rumors, media or some other source.
(Sustain: Bonus, Automatic) Invoke terror in the mind of others, either by projecting your overwhelming psychic presence, or by projecting your own fear.
Target makes Will Save. On failure, Target becomes Demoralized 1 and Frightened until the end of your next Turn. On a Critical Failure, they instead become Demoralized 2 and Fleeing.
Number of Targets and Area of Effect are determined by which Action is used.
Bonus Single Target within Range
Action All Targets in 15 ft Cone
Full All Targets in 15 ft Radius
Open yourself up to the currents of the Living Force, and perceive though the Force.
When using this Power, you can perform a Perception Check within Range using your Force Modifier. Ignore Cover for this check.
In addition, you can also sense if a Creature, Object or place within Range is strong in the Force, or is under the effects of Vergence.
(Sustain: Bonus) Subtly affect the emotional state of another being.
Target Living Creature within Range. Target makes Will Save. On failure, Caster has a +2 bonus on Charisma checks against the Target for Duration, and cannot Critically Fail a Charisma Check against the Target.
Enter another's mind with your senses to gain knowledge you would otherwise not be privy to.
Mechanics are determined by Action used.
Action Choose Target within 30 ft. You learn their Attitude towards you and other nearby Creatures, as well as any surface thoughts they have.
Full Somatic Component. Choose Target within Touch Range. Target makes Will Save. On failure, learn one piece of information that they would be unwilling to give up. On a Critical Failure, choose one Skill that the Target is Trained in and become Trained in that Skill. This benefit lasts until you gain another Skill using this Power, or finish a Long Rest. When used in this manner the Power gains the Dark Trait.
(Sustain: Bonus, Automatic) Plant an idea in another's mind as though it were their own, and have them follow up on it.
Target within Range makes Will Save. On failure, Caster chooses an activity that the Target must perform to the best of their ability. This activity cannot be harmful to the Target nor to another Creature. The effect ends if the Target is Damaged, or Targeted by the Caster or their allies.
Duration and Failure Condition are determined by which Action is used.
Action Target follows the command given for 1 round. On a Critical Failure, they follow the Command for 1 minute.
Full As Action, but if the Target Fails their save then they automatically Critically Fail.
Reach out with your mind to deliver a quick message or sensation.
Target Living Creature within Range. When using this Power, you can communicate one word or feeling to the Target.
The Range of this Power can be extended with a Wisdom Ability Check. The Target must be a Creature with whom you are familiar. Using the Power in this manner makes it Spent.
DC 15: Same Planet.
DC 20: Same Solar system
DC 25: Same Sector
DC 30: Same Galaxy
Speak directly to the mind of another being, clearly communicating a short message of your choice.
Choose a Target within Range. Target must be a Living Creature with whom you are familiar. Caster can send them a message of a maximum of 25 words. The Target can immediately respond with one word or feeling.
Read residual imprints on objects and places, discerning their auras and who has interacted with them.
Target one Object or Location within Range. You learn the following about the Target: If the Target is attuned to the Dark or Light side of the Force, any events in its past that have left a strong emotional imprint, and which people have been in contact with the Target in the last 24 hours. If the Target is an Object, you also you get a sense of how to use it.
Ritual As a Ritual, this Power takes 1 hour to Cast, requires the Target to be present throughout the Casting and requires an Esoterica Check. When Cast as a Ritual, you can search for specific imprints of events or people on the Target for up to 100 years in the past.
(Sustain: Bonus) Overload a being's mind to temporarily incapacitate them.
Target makes Will Save. On failure, Target becomes Dazed and Hindered until the end of your next Turn. On a Critical Failure, they become Stunned instead. Target may repeat the Save at the end of their Turn.
Number of Targets is determined by which Action is used.
Action Single Target within Range.
Full All Targets in 10 ft Radius within Range.
(Sustain: Action) Localize another being through their ripples in the Force, and gain knowledge of their present situation.
Choose a Target Creature within Range and perceive as if you are Adjacent to them. You can only perceive in a 30 ft Radius. The Target must then be a Creature with whom you are familiar.
The Range of this Power can be extended with a Force Check.
DC 15: Same Planet.
DC 20: Same Solar system
DC 25: Same Sector
DC 30: Same Galaxy