Dathomir Force Skills
Witches Learn Alteration, Evocation, Mind, Sense, and Ward skills before they learn the usual Jedi Force Skills. In fact, most of the Force Skills are spells in the Witches' typical repertoire. If you don't see a Force Skill listed as a spell, then it can't be replicated. A witch would have to learn Jedi Force Skills from a Jedi, following Jedi training regime. (Make the character again, but as a jedi?)
Alteration-Magic involving change, making it something else.
Evocation-The path that allows the mage to take the manna energy and shove it at something or someone to knock the P.Mortal stuffings out of them. This is mostly for offensive type spells and is countered by the Wards path.
Mind-Spells or magic that affects the mind of either the Witch or her victims.
Sense-Spells that enhance the senses of the Witch that uses them.
Wards-Defensive spells that protect the Witch or others from harm.
Trial of Fire -Learning a spell on the fly, with some harm.
Dathomir Witch Spells
Spell |
Skill |
Definition |
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Force Clutch |
Evocation |
Used to cling to walls, rock faces, etc.; Can be used to crush blasters, bones, etc...; Can hold any part of another's body. Skill roll + Strength Roll = Strength of hold or if climbing, add Skill roll to Climbing skill. |
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Force Jump | Evocation | Uses the Force to augment their natural leaping ability. A basic ability, adept users perform record-smashing vertical/horizontal leaps with impunity. Examples include Obi-Wan killing Darth Maul and Luke leaping out of the carbonization chamber in Cloud City. Force jump is standard for lightsaber battles. Mechanics: Roll Skill or Manipulation roll.
*Note: For every additional 10 meters (or part thereof) add 5 to the difficulty of the jump. The speed at which the jump occurs is double the Jedi’s movement rate. |
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Force of Will |
Evocation |
By casting Force of Will, the caster uses her own willpower to fight the effects of hostile spells or Force powers. If faced with a telekinetic or mind-based spell, the Witches willpower can help her fight against it. If this spell fails, then the casters willpower is considered "battered" and is not upto its usual strength. It takes one full day to recover from "battering of the will". Moderate to activate, add Skill dice to Will power roll to resist spells or powers. |
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Force Lightning | Evocation | First portrayed by Palpatine in Return of the Jedi, force lightning is an energy manifestation of the Dark Side. The lightning bolts exit the Force user’s body through his fingertips and may be executed with one or both hands. Greater aptitude increases the bolt’s power and makes them fork more sharply, allowing for strikes against multiple foes. Force lightning is often used as torture for the severe agony and physical damage it inflicts. A single blast may be sufficient for instant death. Depending on intensity, force lightning can be grounded out on an ignited lightsaber, as seen in Attack of the Clones. Nevertheless, with enough power, force lightning can blast through a lightsaber as when Darth Sidious blows Jedi Master Yoda's lightsaber right out of his hand during their duel in the Senate chamber. Force lightning can also be absorbed and redirected. Yoda demonstrated this ability by both reflecting and absorbing it during a fight with Count Dooku in Attack of the Clones. Prolonged use drains the user physically and leads to severe deformations. After both generating and being hit with redirecting force lightning in Revenge of the Sith, Darth Sidious grew wan and hideous. If you have no hands, like Darth Vader, you can’t use Force Lightning. Mechanics: Skill or Manipulation difficulty: Moderate, modified by proximity, limited to line of sight. Dexterity + Force Potential to hit target, Dodge Roll to avoid getting hit. Damage is determined by Skill Roll without Force Potential bonus. Force Balance Rating: Dark 1 or higher |
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Forcing Minds |
Evocation |
Controlling of someone else's actions, thoughts, and emotions by invading that person's mind. Target’s Willpower vs. Skill roll, if successful, target can try to roll off again next turn. Until then the Witch has control of target’s body or emotions or influence thoughts. When controlling another’s body, cannot access their skills. Must use own skills. |
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Hibernation Trance | Evocation | A fully-trained Force user can stay in a deep hibernation state, which slows metabolism and brings breathing to a standstill, for up to either a week or a month depending on conditions. If assisted, then possibly longer. Mechanics: Skill-A Difficult Roll. When invoked, the Jedi falls unconscious in a deep trance. All body functions slow to the point of apparent death. The character must first declare the specific circumstances (time or stimuli) which will awaken them. No Jedi powers may be invoked in Hibernation Trance although natural healing does occur. Hibernation trance serves two purposes, the appearance of death and survival. It improves survival when food or air supplies are low. A character in hibernation uses a tenth as much air as someone who is sleeping - he can hibernate for a week in a dry climate of for up to a month in a wet climate before dying from lack of water. An intravenous sugar solution drip extends this period to one year. Anyone encountering hibernating Jedi assumes they are dead unless they make a point of testing. The Empathy power will detect the living Force within the "dead" body and break the deception but not the hibernation. |
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Projected Fighting |
Evocation |
Projected fighting allows a Witch to strike at an opponent and inflict damage without physically touching the target. Moderate to activate. Skill dice = range of power. 1D = 3m. Attack as normal, simply can do so at range. |
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Spell of Lightning |
Evocation |
Successful casting of this spell causes bolts of energy to spring from the caster's fingertips. Usually, this power is used by the Nightsisters as an attack, however, there are practitioners of Allyan magic who know and use this spell for other uses, like lighting a campfire and so on. Moderate to activate, Damage = to Skill Dice. |
Spell |
Skill |
Definition |
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Battle Meditation | Mind | Battle Meditation serves as a group application of ‘Mind Trick.’ This power boosts allies’ moral and saps enemies’ resolve. Nomi Sunrider and Bastila Shan were the most prominent masters of this ability. Emperor Palpatine manipulated his fleet during the Battle of Endor with the power, and his sudden death threw his forces into shock and chaos, allowing the Rebel fleet to defeat them. The Jedi Clone Joruus C’baoth is believed to possess a similar ability. Light and Dark Jedi can equally access this ability, as shown by Bastila in Knight of the Old Republic.
Mechanics: 1-2 opponents, Very Easy; 3-20, Easy; 21-100, Moderate; 101-1000, Difficult; 1001-10,000, Very Difficult, 10,000+, Heroic. With a successful roll, the enemy forces suffer -1D to all rolls for every 4D in Battle Meditation skill. Allies receive +1D to all rolls for every 4D in Battle Meditation skill. The user may only meditate while using this power and is considered defenseless. If undisrupted, all allied forces suffer a -1D to all rolls for every 4D in Battle Meditation skill. |
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Calm | Mind | When at peace and calm, a Jedi strengthens his connection to the Force and the Light Side. One example from the movies: Qui-Gon-Jinn, when fighting Darth Maul, sits during a pause in the combat and seems to meditate and gather strength. Mechanics: Skill or Manipulation Difficulty: Easy if relaxed, Moderate if otherwise. Time to Use: One round Force Balance Rating: Light 1 or higher Effect: This power calms the Jedi, giving him an enhanced defense against the Dark Side. The Jedi receives a bonus of +3D to all rolls for the next two rounds and an extra bonus of +3D to resist the effects of powers called upon by Dark Side servants. At 5D or more in the skill, the Jedi can use this power to calm others for the same effects. |
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Concentration |
Mind |
The Witch must already be performing a task and concentrate on that task. Chanting the words to invoke the spell, she finds her success at the task much easier. Easy if the Witch is relaxed and at peace; Difficult if the Witch is filed with aggression, fear or other negative emotions; Very Difficult if the Witch is acting on those negative emotions. With success, gain +3D to the skill for the task. |
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Courage | Mind | The user increases his and his allies’ physical and mental attributes for a brief period with this potent ability. Expertise increases the effect’s strength. Yoda is often considered to be the most skilled user of this power. Mechanics: Skill or Manipulation Difficulty: Moderate, as modified by proximity and upon the number of people affected by the power. 1-10 – Very Easy11-100 – Easy 101-500 – Moderate 501-5,000 – Difficult 5,001-50,000 – Very Difficult 50,001-500,000 – Heroic (31+) Effects: The Jedi connects a group at the subconscious level to inspire and focus certain tasks more efficiently. The Jedi chooses three skills (the entire group affected must have the same three skills). Each member of the group receives a 1D bonus for every 3D they have in those skills. The power may be kept up, but, if new allies join the battle, the Jedi must make a new roll. Force Balance Rating: Light 1 or higher |
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Empathy | Mind | With this skill, Force users read the surface thoughts and emotions of others. This skill also allows users to project thoughts, images, and check for signs of life. The Jedi Council often tests Jedi initiates and potential candidates with Empathy. Darth Vader senses Luke’s feelings for his sister despite his resistance. The Skywalkers seems to have Empathy as its Family Heritage as shown through Anakin, Leia, Luke, and Shimi. Shimi tells Qui-Gon that Anakin was meant to help him. Luke, Leia, and Vader sense each other and send impressions at various times in Empire Strikes Back and Return of the Jedi.
Mechanics: Difficulty is set by the Relationship Chart 1.1 and Proximity Chart 1.2, along with the following charts:
*This will only tell you how much FP the character has, not skills or ect. |
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Haste |
Mind |
Haste allows the user to make twice as many actions as normal within the time frame of one round (i.e. 2 full attacks, 4 attacks with 1D knocked off each attack, etc.). Whether or not the Skill power is successful, the Witch will move at -1D from all actions the next round after Haste is used. Difficulty: Easy if relaxed, Moderate if otherwise. |
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Mind Weave |
Mind |
This skill will allow two persons to interweave their thoughts so they can share experiences and emotions that cannot be communicated in words or actions. This skill is often shared most between those mated and strengthens the bonds of intimacy. Moderate if willing, Willpower + Moderate diff if unwilling target. |
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Mind Trick | Mind | This powerful ability influences what others perceive or believe. Difficulty is derived from the mis-information being conveyed and the willpower of the target. Toydarians and Hutts are known to be immune due to their alien thinking processes. Examples: Obi-Wan describes the Force in A New Hope as having a powerful effect on the weak-minded just after convincing a stormtrooper that these "are not the droids you are looking for." The Horn family has a heritage of strength in Mind Trick. Corran Horn affected several Jedi candidates into seeing a floating boulder in I, Jedi. Mechanics: Skill or Manipulation Difficulty: Very Easy: Slight perceptions, momentary misperceptions, minor changes to distant memories, or if the desired conclusion is unimportant to the target. Easy: Memories, brief and visible phenomena, memories less than a year old or if the desired conclusion holds some importance to the target. Moderate: Complete incorrect conclusions, short hallucinations, memories less than a day old, or if the desired conclusion’s results are somewhat negative for the target. Difficult: Slight disguises to facial features, hallucinations touching two senses, memories less than a minute old, or if the desired conclusion is personally important to the target. Very Difficult: Five sense hallucinations, major memories changes, or if the desired conclusion is dangerous, illogical, or virtually impossible. The consequences of the desired conclusion are overriding factor in establishing the Mind Trick’s difficulty level and trump how the actual misinformation is being conveyed. Example: The Mind Trick difficulty of implanting a complete, incorrect conclusion is Very Difficult provided the target knows it will lead to his serious harm. This power is modified by proximity; see the Proximity Chart. Willpower, Force skill, or Force Manipulation dice may be rolled to resist this power. The GM must decide if unethical usage of this power leads to the Dark Side of the Force. |
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Spell of Creature Understanding |
Mind |
The Spell of Understanding allows a Witch to understand a beast-language as well as speak it. As creatures seldom have "true" languages, the Witch is actually imparting and reading emotional differences within grunts and growls. Easy if the animal is domesticated / friendly (such as a bantha); Moderate to Difficult if the animal is wild, but non-predatory (such as an undomesticated tauntaun); Very Difficult to Heroic if the animal is ferocious / predatory (such as a wild vornskr or rancor). This power may be kept "up". |
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Spell of Interpretation |
Mind |
This spell allows the Witch to translate a language and speak it in kind. In order for the spell to function, the caster must hear the target speak or see the words in written form (such as ancient text or document). This spell, though similar to telepathy, has many advantages. First, it takes only one application of the spell to understand the language. As long as they all speak the same language and the spell is kept active, the Witch does not need to cast the spell again for each individual. Also, because they speak using forms of communication, droids may be understood using this spell. Moderate for humans or aliens, Difficult for high-density languages used by droids. If the target is being purposely cryptic, add +5 to the difficulty, +20 if the language is written down. |
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Spell of Magic Touch |
Mind |
A witch uses this spell to tap into the magic she will need and harmonize within herself on a magical and physical level. With this spell, she can control bodily functions - such as slowing down her heart rate before slipping into a meditative trance. This is also a good spell for initial practice into other spells to be able to tap into the magic and keep a witch's hold on the energy as she creates her spell. Easy if relaxed without a Dark Balance. Increase difficulty one level for every Dark Balance the character has. |
Spell |
Skill |
Definition |
Farseeing | Sense | Users may see events over great distances, both physical and temporal. One application is seeing danger in the immediate future. Yoda and Darth Sidious are both accomplished with this power.
Mechanics: With a minute’s preparation, the user sees the person or place desired in the present. A Very Easy roll, modified by proximity of the subject to be seen. Add +5 to +20 to the difficulty if the character wishes to see something in the past. Add +10 to +30 for the future. The GM chooses the accuracy of the vision and any additional details given. To detect danger: A successful moderate Skill roll gives a Jedi a one round warning against attacks. If any characters choose to attack while this power is up, then they must give a one round notice. Another Force sensitive can roll their Manipulation to oppose this power. To keep this power up, roll a concentration check each minute versus the previous difficulty roll. |
Ground Communications |
Sense |
This is used to sense when nutrients are too low to accommodate certain crops and when to plant. Users also learn to use this communion to infuse a portion of their own life force into the ground to encourage the growth of crops. Modified by proximity • Easy Feeling of Tranquility • Moderate Grass Grows • Difficult Flowers Grow / Animals Attracted • Very Diff. Trees Grow, Fresh Water Springs • Heroic Terra Form (GM sets Difficulty) Difficulties are based on an open plain. Modify for climate, temp, etc: • Desert +20 • Dark Side Imprint +20 • Tundra +15 • Ocean Bank +15 • Vacuum +170 This power may be kept "up". |
Mountain Sense |
Sense |
The ability to sense veins of unmined ore and gemstones within the rock of mountains. Moderate Difficulty to activate, Proximity and amount of ore modifies difficulty. Range is 1D of skill = 3m |
Psychometry | Sense | The mental technique of picking up impressions, trace information, and events surrounding a touched object. Among the Kiffu, already strong in his power, Quinlan Vos is considered especially skilled. Mechanics: Easy, less than two hours into the past Moderate, two hours to a week Difficult, week to six months Very Difficult, six months to a year Heroic, year to two years +10 for each additional year into the past. Time to use: Five minutes, +10 to difficulty for each minute cut. Minimum time is one minute. The Jedi senses the past events in a given place or sense the Force imprints left by living beings who handled the specific object. Meeting the difficulty number gives the Jedi dulled sensory impressions from the past. Achieving twice the difficulty allows the Jedi to watch the past as though it were a hologram with more detailed sensory input. Beating three times the difficulty number lets the Jedi to witness events from the object’s perspective. |
Seeking Spell |
Sense |
The caster can sense the presence and identity of a specific individual for whom she searches. The caster can sense how badly wounded, diseased, or otherwise physically disturbed the target is. A target may attempt to hide their identity from the Witch casting the Seeking Spell if they choose to Moderate Difficulty modified by Relationship and Proximity. |
Spell of Detection |
Sense |
Detects the presence of other beings, including hidden ones. Moderate Difficulty modified by Relationship and Proximity. Spell of Deception to resist or Willpower to resist. |
Spell of Discovery |
Sense |
The Spell of Discovery allows a Witch to detect sentient beings who might otherwise remain hidden from their normal senses. When the spell is cast, the Witch knows the location of all sentients within 10 meters - if the spell is kept active, the Witch may know whenever a sentient approaches within 10 meters of them or vice versa. Very Easy if the subject has Force skills or is Force-sensitive; Moderate if not. Modified by relationship. When a Witch approaches or is approached by sentient creatures, make a Sense roll for the Witch and each creature makes an opposed Skill or Perception roll to avoid detection. Both rolls are free actions and don't count as a power use. If the Witch ties or rolls higher, she senses the creature in question. If the Witch beats the target's roll by 10 or more points, the Witch is aware if this person has Force skills (yes or no), is Force sensitive (yes or no) or if they have met the person before (yes or no), and if yes, what their identity is. |
Weather Sense |
Sense |
This skill allows the individual to sense coming weather patterns; storms, ect. This skill does not allow him/her to make swift and sure predicitions of coming weather patterns. The better the individual knows the area, the easier he/she will be able to sense the coming weather changes. Easy if the Witch has lived in the area for more than a year. Moderate if the Witch has lived in the area between six and twelve months. Difficult if the Witch has lived in the area between one and six months. Very Difficult if the Witch has lived in the area less than one month. Heroic if the Witch has just arrived. Modified for proximity and local meteorological conditions. |
Spell |
Skill |
Definition |
Greater Spell of Protection |
Wards |
The Witch creates a protective shield around her body. This power is used like starship shields. Skill is used to "aim" the shield (just like starship shields) and the Skill dictates the dice added to a strength roll to resist damage. This power works equally well against both physical and energy attacks. The difficulty to aim the shields depends upon how many fire arcs are being covered: One fire arc: Easy (6-10) Two fire arcs: Moderate (11-15) Three fire arcs: Difficult (16-20) Four fire arcs: Very Difficult (21-30) |
Lesser Spell of Protection |
Wards |
This power allows the Witch to surround her body with a Force-generated shield. The shield can be used to repel energy and physical matter away from the Witch's body, down to the molecular level. The shield acts as STR+1D armor to all energy and physical attacks made against the Witch, including non-directional attacks such as gas clouds and grenade blasts. The shield is not particularly strong, but can sometimes be just enough to protect the Witch from serious injury. Moderate to activate. |
Warding Spell/Deflection |
Wards |
Simple hand gestures to deflect incoming objects (such as a blaster bolt, a person, or incoming attacks / spells). Moderate to activate, Skill roll vs. Attack roll. Success indicates that the attack was blocked. Twice the attack roll bounces the attack back to the attacker. Three times the attack roll allows the bounced attack to hit another target. Use original attack roll to hit new target. |
Trial of Fire
While completely against any version of the Book of Law among the Witch Clans, Gethzerion has discovered a way to speed up the learning curve. However, like the Jedi Way, quick and easy power comes with its own inherent dangers. Though primarily only Nightsisters will elect to teach a student in this fashion, some of the Witches abiding by the Allyan school of magic will be willing to to allow an initiate to learn a spell this way in case of an extreme emergency. People wishing to learn a spell quickly may elect to learn a spell in one hour. The decision to learn this quickly is final, and may not be reversed by any means. The first five times an Initiate attempts to cast a spell learned in an hour is referred to as the "Trial of Fire". The use of the new spell is extremely dangerous, possibly even fatal if the Initiate is not fortunate. Each time the Witch attempts the Trial of Fire, the danger goes down slightly, and it is less likely to backfire on them. It is also possible that, as well as the spell backfiring, the Witch is also drawn into the dark side for attempting to gain such power so quickly. After the Trial of Fire has been attempted five times, the Witch has no difficulty casting the spell.
Game Mechanics for Trial of Fire:
Each time the new spell is rolled, roll a special Trial of Fire die. Depending on the attempt number, add the appropriate bonus. Then check the chart and apply any damages or force balance shifts. After the fifth use of the new spell, the player can use the spell without danger. Each time the spell is used, the danger lessens.
Attempt Number |
Bonus to Roll of Fire Dice |
1 |
+0 |
2 |
+1 |
3 |
+2 |
4 |
+3 |
5 |
+4 |
Roll of Fire Dice |
Effect |
1 |
Character disfigures, and has -1 to Force balance |
2 |
Roll twice more, gonna hurt in the morning…! |
3 |
Look twice as old, hair greys, -2D to Force rolls |
4 |
Minor disfigurement or -1D to force rolls |
5 |
-3 to initiative or wounded once |
6 |
No effect |
*Damage, disfigurement, and balance effects are cumulative.