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

Alteration Spells

Spell

Skill

Definition / Rules

Absorb/Alter

Alteration

Absorbs energy from living things; Absorbs energy of stun or blaster bolt; Alters flow of energy, fire, water, and other materials around spellcaster.

How to use:

Vs. Stun or blaster bolt, use same rules as Absorb dissipate.

To absorb energy from living things: If sentient and unwilling, then roll Willpower vs. Skill roll. Amount of success = amount of points received. Energy taken from a willing person = Donor’s Strength Roll. For energy absorbed from creatures use the following chart as a guideline. Killing creatures in self defense is okay, but just killing outright for no reason earns Dark Balance. Drawing energy from a unwilling sentient earns Dark Balance.

Call Fire Alteration

With this ability, Witches create friction on a molecular level, generating heat or igniting a fire. The size and intensity depend on the difficulty beaten and the target’s combustibility. Failure means either no result, an out of control fire, or the wrong target ignites (GM’s choice). A lesser usage would be generating small amounts of light and heat from manipulating air molecules. The difficulty ranges from 10 for a closet-sized area to over 30 for for a large area like the Houston Astrodome.

Mechanics: Skill or Force Manipulation Difficulty: Proximity+ combustibility+ 5

Combustibility Modifiers:

+5 paper, kindling, really dry wood

+10 typical wall, clothing, plastic

+15 plants, glass, people (people are dark-side only)

+20 brick, concrete, rock

+25 reinforced bulkhead, like a nuclear reactor

+30 something flame-proof and REALLY hard to burn like a twinky

Call Frost/Snow

Alteration

Calls forth a frost or snow when the season goes too long. There is only used in dire circumstances to give the planets and ground time to rest inbetween seasons so it will be fertile and not worn out for the next planting.

Seasonal Difficulties:

Call Mist

Alteration

Calls forth a mist/fog to conceal oneself or oneself and peers from predators and enemies.

Moderate to activate, modified by amount of area to cover. Skill roll vs. perception rolls.

Call Rain

Alteration

Calls forth rain when the season is too dry. This is used only in dire circumstances and the crops will wither and die without intervention.

Seasonal Difficulties:

Drain Life Alteration

Same as Heal, except that the user drains the target's Force reserve and/or health to fuel the regenerative process, or to replenish their own strength in the Force. Greater aptitude allows exceptional execution speed and the ability to drain multiple target at once. Very few (such as Exar Kun and Darth Nihilus) have taken this ability to such heights that they can feed on entire worlds at a time; Kun was also able through this power to entrench his soul in the Massassi temple on Yavin IV. Nihilus' entrenchment in the power was so deep that he required constant feeding simply to stay alive. Darth Sidious/Emperor Palpatine fed off the inhabitants of his retreat world of Byss collectively with his dark side adepts.

Mecanics: Roll an Easy Force Manipulation or Skill roll to initiate, to target PC’s, Roll Manipulation Dice vs. Opponent's Manipulation Dice or Skill or Willpower or Strength, if successful, the number above the difficulty becomes number of pips to Force Roll or towards healing rolls. The target takes the effects as damage, so check the damage chart for effects. To target NPC’s, use the following chart:

# of Victims:

Diff Modifier

1 – 5

+5

6 – 50

+10

51 – 1000

+15

1001 - 50,000

+20

50,001 - 1 million

+25

1 - 10 million

+30

When draining NPC’s the user gains the number above the difficulty as pips added to either force skills or healing rolls. Darkside effects, and other negative effects or damage may be passed onto Characters or NPC’s , it requires a Easy roll + Damage to be passed. If the roll is higher than the difficulty, then they can channel those as pips as well.

For Long Term Drainage use the following:

For people who have been drained for up to 1 week or less than one month it gives the user:
1-5: One Action Die per week
6-50: One Action Die per 5 days
51-1000: One Action Die per 3 days
1001-50,000: One Action Die per 2 days
50,001-1 million: One Action Die per day
1 million-10 million: Once Action Die per 12 hours

For individuals who have been drained longer than one month it gives the user:
1-5: One Action Die per 5 days and +1D to all Force skills
6-50: One Action Die per 3 days and +2D to all Force skills
51-1000: One Action Die per 2 days and +3D to all Force skills
1000-50,000: One Action Die per day and +3D+2 to all Force skills
50,001-1 million: One Action Die per 12 hours and +4D to all Force skills
1 million- 10 million: One Action Die per 6 hours and +4D+2 to all Force skills

If another Force user tries to drain the Darkside energy from the darksider, they then become corrupt as well, gaining half the pips and 2 notches to the dark balance.

When achieving more than 10D in this skill, you must drain the living to keep on living. There is no benefit of draining this individual’s life, except you can continue ‘living’. 1 person of 3D strength or more will enable you to survive for 24 std hours. Creatures or persons of lesser strength can be combined, until the total is 3D strength or more. The person must be drained until the damage result is Dead, and the user must be touching the target. Relationship is inversely used for difficulty added to strength or willpower or Manipulation for resistance. Draining someone you know in the fashion is more difficult than someone you don’t know. Draining more than 3D Strength a day grants no benefits.

This power can be "kept up".
Time to Use: One round or more
Force Balance: 3 Darkside

Example: Darth Plagueris is fighting Gin-Gin, he activates Drain and begins to siphon from Gin-Gin. To resist, Gin-Gin rolls Force Manipulation, getting a 5. Plagueris rolls Drain, getting 13. Gin-Gin is now considered Wounded and has to deal with those effects. Plagueris now has 8 pips to add to Force Powers or another healing roll. He chooses to add it to his TK to lift a speeder on top of poor Gin-Gin.

Feed on Dark Side- This ability allows the Sith to feed on the fear, hatred, and other negative emotions of others to increase his own power. The Dark Side doesn’t care what inspires the darkness- the emotions alone suffice.

Mechaincs: Skill or Manipulation difficulty: Moderate to activate; Very Easy for each round thereafter. +5 to difficulty per person targeted.

This power may be maintained.

Force Balance Rating: Dark 2 or higher

(this I like. It should be one of the very first things they learn to do)

Effect: In game terms, the activating Sith gains an Action Die and 1/4 of the target’s FP in the form of pips added to Force Skills, from the Force Sensitive target(s) if any of the following happens:

The target gives into a power seduction, experiences extreme anguish, responds violently to taunts, begins attacking others, or gives into anger, fear, jealousy, or does any action which moves their Force Balance to the Dark Side.

The effect does stack for multiple targets, allowing the Sith to gain multiple Action Dice in a single round.

GM Note:

Dark Jedi grow in strength in proportion to the anger and hatred they generate in their foes. For player characters who only think with their dice, a foe using this power may unstoppable. The only two ways to stop this power are to either resist the Dark Side or put up Force Unity. Of course, nothing stops the Dark Jedi from doing everything imaginable to generate the darkness, such as deception, butchering innocents, insults, threats against the character’s friends/families/home planet, or any atrocity which may drive them to call on the Dark Side.

Players dependent upon brute force against the Dark Jedi may be annihilated with his power. Avoid overuse of this power as it can severely disrupt game balance.

Enhance Ability Alteration This ability boosts the Force user's physical attributes, such as strength, dexterity, ect. Yoda overcomes age-related infirmities with this ability, mandatory for a practitioner of Form IV lightsaber combat. Astrogation, piloting, acrobatics, lightsaber, and repair skills, for example, may all be enhanced with this Force ability.

Mechanics: Choose an attribute or skill to enhance, and consult the chart below. Note that Attributes are increased by a set amount of dice where skills get a percentage of Manipulation dice. NOTE: When enhancing an attribute, it will only affect the attribute not the skills under it.

When Enhancing an Attribute:

Difficulty Skill Bonus Lasts for:
0-13 +1D 3 rounds
14-25 +2D 2 rounds
26+ +3D 1 round

When Enhancing a Skill:

Difficulty Amount of Dice Given Lasts For:
0-5 1/2 of Manipulation Dice 5 Rounds
7-15 3/4 of Manipulation Dice 4 Rounds
16+ All of the Manipulation Dice 3 Rounds

Examples:

Luke escapes Hoth and prepares to enter hyperspace to find Yoda on Dagobah. He instinctively uses Enhance Ability to enhance his Astrogation skill. He rolls his Manipulation roll and gets a 17, so he can add all of his Manipulation dice to his Astrogation skill. He easily guides his X-wing to dagobah.

While going through Naboo’s core in a bongo it stalls and begins to sink. Obi-wan uses Enhance Ability to raise his Repair Vehicle skill and quickly repairs the bongo.

Qui-Gon Jinn searches for an assassin before his next strike so he uses Enhance Ability to improve his Investigation skill.

Obi-wan uses Enhance Ability to increase his Acrobatics roll to tumble away from Darth Maul’s lightsaber.

Force Lights

Alteration

This power is typically used by Witch to light darkened areas, but it has it's uses as an offensive power and a heat source as well. When activated unfocused, the Witch glows with the desired intensity so long as it is achieved. Heat and light radiate outward from all points on the Witch's body.

Skill Difficulty:

• Unfocused Very Easy

• Thick Beam (flashlight) Moderate

• Thin Beam (Blaster bolts) Difficult

• Focused Beam (surgical laser) Heroic

Multiple Beams +4 each

Skill Difficulty:

• "Candle" Intensity Very Easy

• "Daylight" Intensity Easy

• "Fluorescent" Intensity Moderate

• "Searchlight" Intensity Difficult

• "Engine Glow" Intensity Very Difficult

• "Star" Intensity Heroic

At any intensity greater than "Fluorescent", the Witch and others around him receive damage:

Note: When used unfocused, the Witch can attempt to Absorb / Dissipate the energy that she is receiving, with an appropriate roll based on the above Skill difficulties. : When used unfocused, the Witch can attempt to Absorb / Dissipate the energy that she is receiving, with an appropriate roll based on the above Skill difficulties.

When activated as a thick beam:

• "Candle" - "Daylight" Bright - Brighter Light

• "Fluorescent" Blinding Light (Duration +1 round)

• "Searchlight" Heated Light (2D damage, blinded +2)

• "Engine Glow" Burning Light (6D damage, blinded +5)

• "Star" Searing Light (14D damage, blind)

When activated as a thin beam:

• "Candle" Bright Light

• "Daylight" Blinding Light

• "Fluorescent" Heated Light

• "Searchlight" Burning Light

• "Engine Glow" Searing Light

• "Star" Blazing Light (20D damage, blind)

When activated as a focused beam:

• "Candle" Blinding Light

• "Daylight" Heated Light

• "Fluorescent" Burning Light

• "Searchlight" Searing Light

• "Engine Glow" Blazing Light

• "Star" Supernova Light (30D damage, blind)

This power may be kept "up" (for as long as the Witch can stand it). When aiming a beam, the Witch uses her Skill dice. While using any beam, the Witch receives 1/3 damage, rounded to the nearest whole dice, never to drop below 1D.

Force Weapon

Alteration

Effect: A Witch with this spell can temporarily imbue a non-powered melee weapon (such as a club, knife, staff, etc.) with the Force. This power can only be used on the Witch’s personal weapon, and only while he uses the weapon himself. The power lasts for five rounds, after which time it must be activated again. The amount by which the Skill skill roll exceeds the difficulty determines how much extra damage the weapon inflicts on a successful hit. Note that this damage will allow a weapon to exceed its listed maximum damage (if any).

Moderate to activate, Warning: A character who uses this

power in order to injure or kill a helpless being

immediately gains a Dark one.

Skill Roll > Damage

Force Whirlwind

Alteration

Effect: The Witch may call upon the Force to surround a target in a swirling vortex of Force energy. The whirlwind will lift the target approximately one meter into the air and buffet them with Force energy. In game terms, the target will be lifted into the air, and incapable of movement for the rest of the round. However, the Force user may attempt to extend the whirlwind by spending one action die per round. When the whirlwind dissipates, the target falls prone. It counts as an action for the target to get back up again. The Force user has the option of additionally doing damage equal to one third of her Skill roll. If the character does so, then he or she gains an immediate Dark 1.

Moderate or target’s Strength roll

(whichever is higher).

Force Storm Alteration

The powerful Sith ability, Darth Sidious/Emperor Palpatine could generate and control, to a limited degree, limited-duration, self-sustaining storms of warped spacetime. These storms ranged from freighter-sized to huge maws capable of obliterating star fleets. Smaller storms appear easier to control and easier to generate at distance.

Mechanics: Skill or Manipulation roll difficulty: Heroic, modified by proximity, modified by size of storm desired, see below:

+5 for a base of 100 meters or less

+10 for a base of 101 meters to 1 km

+15 for a base of 1 km

+2 for every kilometer diameter in size

+5 per 1D of damage

The Dark Jedi using this power must make Heroic rolls each successive round to control the storm. To dissipate the storm, the Dark Jedi must make a Very Difficult roll to dissipate the storm. Force Storms are immensely destructive and violate the laws of nature.

Force Balance Rating: Dark 4 or higher

Effects: This is the most destructive Force power known. By twisting the space-time continuum, the Dark Jedi creates vast force storms which can swallow fleets or raze the surfaces of worlds..

Use of this power requires the focusing of hate and anger to an almost palpable degree and there is considerable danger involved. Some cannot harness what they have created, often resulting in their own destruction. The death of the user dissipates the storm within minutes.

Before attempting, the Dark Jedi must determine the diameter and the amount of damage (the damage dice are capital scale). If any rolls fail, the summoned storm attempts to consume the Dark Jedi. The summoner can attempt unusual maneuvers with the storm, such as to create a vortex to draw unwary victims to a specified point, at a +10 difficulty.

Imbue Alteration You may imbue an object or place with either the Light or Dark Side. Examples would include the Tree on Dagobah, Sith Swords, and Holocrons.

Mechanics: The Force user must first choose the force aspect being imbued and any other desired effects. For Holocrons, the Jedi must decide the amount of knowledge being contained. The maximum amount is 3D of information on the chosen subject. ( Use the datafile rules in Cracken Rebel Field Guide)

Imbue Chart:

Size

Added Difficulty

Time Taken

One object that can be held in up to 2 hands

+2

1 hour

one object (larger than can be held in two hands but still a single object

+5

4 hours

Area 1-99 meters

+5

4 hours

Area 100 meters to 10km

+7

8 hours

Area 11-1,000 km

+10

24 hours

Area (planet sized)

+15

48 hours or more

Quality:

Added Difficulty

 

A place that shows the inner self

+10

 

Extra Damage

+15

 

Drains or Enhances Light or Dark sides

+20

 

Holocron Info Level:

   

1D

+15

 

2D

+20

 

3D

+35

 
 

Psychic Manifestation

Alteration

Ability to create physical weapons of mental energy. These weapons are usually of the melee type. The power cannot create complex forms. How it works: Roll an Moderate concentration skill to bring 'up'. Then use either the Power Die for damage rolls, on bladed weapons, or the normal damage for whichever non-bladed weapon created. Use Melee combat for the 'to hit' roll. Duration: Instant or kept up. No penalty. Range: Self

Rage Alteration

For a short time, Rage augments speed, strength, and fierceness at the expense of physical health.

Mechanics: Skill or Manipulation roll difficulty: Easy if angered, Moderate if otherwise;
Effects: On a successful roll, the Dark Jedi receives a +3D bonus to Dex, Mech, and Str Rolls. However receives a -3D to Know, Tech, and Perception rolls. This effect lasts until character is stunned or number of rounds equal to Rage Skill dice or Force Manipulation dice, whichever higher.

Force Balance Rating: Darkside 1 or higher

Speed of Movement Alteration

Allows the Jedi to sprint (even when moving backwards) for as long as the effect lasts. The Jedi perceives the world slowing down around him, as shown in Jedi Knight II: Jedi Outcast. Greater aptitude grants greater speed and/or greater duration. The ability first appeared in the book "Shadows Of The Empire" during a fight between Luke Skywalker and Guri, and later in the game Jedi Knight: Dark Forces II. Obi-wan and Qui-Gonn show this power at the beginning of The Phantom Menace when Qui-Gonn attempts to burn through the blast door.

Mechanics: Easy: May move at double speed.

Difficult: May move at triple speed.

Heroic: May move at quadruple speed.

When used with Force Jump, the power enhances the speed of the jump. Duration is instant.

Song of Power Healing

Alteration

A witch who uses this song successfully is able to heal wounds at half the time it would take normally.

Wounded =Moderate

Wounded Twice =Difficult

Incapacitated = Very Difficult

Mortally Wounded = Heroic

Spell of Comfort

Alteration

A wounded Witch who casts the Spell of Comfort can act as if she has not been injured at all, starting right after the spell is cast. The wound is not healed, the caster is simply using Dathomir magic to ignore the pain and feel more comfortable.

Very Easy for wounded or stunned characters; Easy for incapacitated characters; Difficult for mortally wounded characters.

The power can be kept up, so the character can ignore the pain of his injuries for a long period of time. However, whenever the character is injured again, the Witch must make a new Skill roll, with the difficulty being the new level of injury.

Spell of Deception

Alteration

Altering the perceptions of another person; Counterspell to Spell of Discovery.

How it works: Roll an Easy concentration skill to bring 'up'. Then roll Power Die vs. How realistic the Illusion, about one difficulty level per sense you want to fool. Characters can try to see through the illusion with a perception roll vs. the Power Die. Duration: Instant or kept up, if kept up, -2D to all other actions. Range: Either self or x10 Power Die in meters, length or radius.

Spell of Mimicry

Alteration

When the Spell of Mimicry is cast, the Witch may change her appearance to anything she desires. This spell may be used to duplicate another person provided the Witch has seen the target in person. The spell may be kept active provided the Witch is not harmed or otherwise distracted.

Spell of Ordering

Alteration

This skill allows the individual to make sense of apparent chaos. The individual can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints.The individual studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible - coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. The individual must study the random elements for one round. If the items studied are truly random, no information is gained, but if they were once part of a whole something can be gleaned from them. After the individual has visualized the pattern, he can attempt to reassemble the parts into their original form. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the individual can make only a reasonable copy of the item. He can use this skill to restore works of art, but they will be worth only a small percentage of their original value.

Spell of Structure

Alteration

When a Witch successfully casts this spell, she is able to mold and shape the ground to her own design. This spell can produce miniature buildings, complete with moving people, and so on. (Moderate)

Other uses include erecting a wall of earth to protect the Witch from attack. (Easy to Moderate)


Witches must be wary of the possible uses (and abuses) of this spell. The Witch should take into account the possible damage to the ecosystem that her spell may cause.

Telekinesis Alteration

Lift objects, including themselves and enemies, in a desired direction with this power. While training Luke Skywalker on Dagobah, Yoda tells him that the size/weight of an object is only relevant in the mind of the practitioner, and that, once the mental distinction about an object's size can be dispelled, objects of any size can be moved. Yoda demonstrates this by lifting Luke's X-wing starfighter out of the swamp.

Mechanics: Roll Skill or Force Manipulation to levitate and move objects.

Difficulty

Weight

Very Easy

1kg or less

Easy

1kg to 10kg

Moderate

11kg to 100kg

Difficult

101kg to 1 metric ton

Very Difficult

1,001kg to 10 metric tons

Heroic

10,001kg to 100 metric tons

Object may be moved at 10 meters per round, add a +5 per additional 10 meters per round. The target must be in sight of the user. Increased difficulty if the object isn’t moving in a simple straight forward movement:

+1 to +5 for gentle turns

+6 to +10 for easy maneuvers

+11 to +25 or more for complex maneuvers, such as a levitated lightsaber used to attack.

Modified by Proximity
Can be kept Up.
NOTE: -5 to the difficulty if using gestures.

Some other uses this power has are:

Levitating Objects

A Jedi can levitate several objects simultaneously (including people and himself), but each additional object requires +3 modifier to the difficulty of the lifting roll.

Throwing Objects as Weapons

Levitated objects can be thrown as an attack. Such objects do 1D damage if under a kilogram, 3D if one to ten kilos, 5D if 11 to 100 kilos, 9D damage if 101 kilos to one metric ton, 15D damage if one to ten tons and 20D damage if 11 to 100 metric tons.

Such attacks require the Jedi to roll his skill again as a to-hit throw which is opposed by the target’s dodge. These attacks have the same range as a blaster pistol (50 meters).

If the user controls multiple objects and wishes to throw them as an attack, they must make a to-hit roll for each unique target. If there is only one target, use the total weight dice of the objects for damage and difficulty.

Tempest

Alteration

The spell caster who successfully uses the tempest, manipulate the elements in the atmosphere. The extent of control the caster has over the weather is entirely dependant on the caster's mastery of the spell. Many Initiates are able to summon breezes of varying temperatures, while true masters of the spell have been able to wreak havoc with typhoons.

Evocation Spells

Spell

Skill

Definition

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.

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.

Very Easy 1 - 5 meters
Easy 6 - 10 meters
Moderate 11 - 15 meters
Difficult 16 - 20 meters
Very Difficult 21 - 30 meters
Heroic 31 - 40 meters

*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.

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.

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

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.

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.

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.

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.
When used as a weapon, lightning courses over the target, inflicting great amounts of pain and damage, eventually killing them.

Moderate to activate, Damage = to Skill Dice.


Mind Spells

Spell

Skill

Definition

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.

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.

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.

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 Easy
11-100 – 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
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:

Attempting to sense:

Difficulty:

See a object that the target sees

0

Sense random information

5

Sense surface thoughts

10

Detailed information

15

Deep Personal information

20+

Attempting to send:

Difficulty:

Emotions, Non-Verbal

0

A few words

5

Detailed Information

15

Resistance to Sending

Varies by resistance roll

To Sense:

Difficulty:

Signs of life, level of damage

5+proximity+Relationship

Force Potential*

10+proximity+Relationship

Force Balance

15+proximity+Relationship

*This will only tell you how much FP the character has, not skills or ect.

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.

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.

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.

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".

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.
Note that the Witch does not actually know the language in question. If the spell is ended, the Witch will no longer be able to translate the language.

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.

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.

Sense Spells

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.

Ward Spells

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.