Star Wars Knights of the Old Republic II: The Sith Lords/Force powers

Force points
Force point costs of light side powers and dark side powers adjust depending on the alignment of the user:

These adjustments decrease costs the closer character and Force power alignment are, and increase costs the more opposed character and Force power alignment are:

However, a character's modifier (CHA) can decrease the cost of Force powers of opposing alignment, as each CHA +1 reduces the adjustment by 5%:

For example, is a light side power that normally costs 52 Force points for a dark side character with no Charisma modifier who has achieved mastery, since its base cost (30) is subject to an adjustment increasing it by 75% (+22). However, if that character has 20 Charisma (CHA +5), the adjustment is reduced by 25% (5*5%) to 50%, resulting in 45 (30+15) cost per use.

Battle Precognition
Restricted by (Jedi) Armor

This power allows the to sense the flows of the Force and increases the Jedi's reaction time in combat. The Jedi adds their modifier to their.

A male main player character can be granted this power by after asking her to teach you some fighting moves in the Cargo Hold of the Ebon Hawk and beating her a second time.

Force Aura
Restricted by Armor

When this power is activated, the is temporarily granted a bonus to Defense and all saving throws. The effect lasts for 20 seconds.

Force Barrier
This power shields the in the Force, absorbing the first points of damage from slashing, bludgeoning and piercing attacks. Damage over and above the first points is suffered as normal.

Force Enlightenment
Restricted by Armor

This power allows the to use the light side of the Force to enhance the Jedi's powers. The best of the Jedi's Speed, Armor and Valor powers are instantly activated at a reduced cost. This power is useful to quickly become ready for difficult battles.

This power is granted to a light side main player character after finding all four Lost Jedi.

Force Valor
Restricted by Armor

This power affects the Jedi and all party members. The effect lasts for 20 seconds.

Heal
This power heals all party members within a 15 meter radius. This power does not affect droids.

Inspire Followers
Restricted by Armor

This power increases the morale and effectiveness of the Jedi Master's allies in battle. This effect lasts for 45 seconds and does not affect droids (it does affect the Jedi Master, though).

If the player chooses to walk the path of the dark side (../Alignment/ < 60), this power will no longer function.

Revitalize
Restricted by Armor

This power allows the to rekindle the life energies of any non-droid fallen ally.

Stun
A successful Fortitude save means the target is slowed for the duration instead of stunned. This power does not affect droids.

Stun Droid
This power renders droids immobile for 12 seconds. The droid also takes damage. A successful Fortitude save by the target negates the stun and reduces damage by half.

This power can also be used to trigger Minor, Average and Strong (but not Deadly or Devastating) mines.

Affect Mind
Affect and Dominate Mind enable persuasive use of the Force. Once a Jedi has this power, extra options will appear in conversations as appropriate. Success is not guaranteed for extreme commands or if the target is strong willed. Dominate Mind is more powerful than Affect Mind, and very few beings can resist its effects. This power does not affect droids. Only the main player character can select this power during level-up.

Battle Meditation
Restricted by Armor

This power also increases the vitality point regeneration rate of the party (doubling it, although this doesn't include Regeneration item bonuses, which are simply added afterward). This effect lasts for 20 seconds and will not affect any droids in the party.

Breath Control
Some  are able to slow their metabolism in such a way that they can actually stop breathing for a much longer period of time than they would otherwise. This power provides immunity from for 240 seconds.

This power is granted to a main player character by upon entering the Jekk'Jekk Tarr on Nar Shaddaa.

Beast Trick
Beast Trick distracts a creature or beast making it easier to sneak by them. If the target fails a Will save of DC 5 + the attacking character's level, and  modifiers then they are distracted for 30 seconds. Distracted targets won't notice the player unless the player gets too close or interacts with them.

This power is granted to a main player character by in the Jungle of Dxun.

Burst of Speed
Restricted by Armor

For the duration of the effect (36 seconds), movement speed is doubled.

Energy Resistance
This power absorbs the first points of damage from energy, sonic, fire, cold and electrical attacks. Damage over and above the first points is suffered as normal. This effect lasts for 120 seconds.

Force Body
This power enables the character to use their own health to fuel Force powers. This effect lasts for 30 seconds.

Force Camouflage
These powers enable the Jedi character to use their Stealth skill without a. The power lasts until the character deactivates it.

Force Deflection
This power gives the the ability to deflect any ranged attacks without a lightsaber. This power is always in effect.

Force Push
An opponent targeted by Force Push is pushed back 5 meters, thrown to the ground stunned, and suffers damage. A successful Reflex save means the target is not stunned, but still suffers half damage.

Force Whirlwind encircles the target victim in a small maelstrom of air and dust, inflicting damage and rendering them unable to take any action. A successful Reflex save negates the damage and immobilizing effects altogether. This power does not affect droids equipped with energy shield hardware.

Force Wave creates a telekinetic explosion around the Jedi. All enemies within 15 meters are thrown 5 meters, fall to the ground and are incapacitated, and take damage. A successful Reflex save means an enemy is not stunned, but still suffers half damage.

Force Resistance
Restricted by Armor

This power offers some protection from direct Force power attacks of opponents, possibly negating their effects. The attacking Jedi makes an opposed roll versus the defender. If the attacker's result is greater, the attack succeeds. If the defender's total is greater, the attack has no effect. This effect lasts for 60 seconds.

Force Sight
Prerequisites: Character Level 3

This power allows a to see using the Force. Some obstacles can be seen through and sentients glow with an inner light. This effect lasts for 20 seconds.

This power is granted to a main player character by after speaking and gaining influence with her.

Force Suppression
Restricted by Armor

This ability will cancel Force powers active on the target. These powers are instantly cancelled, but the target can reactivate them if are available.

Mind Trick
Mind Trick distracts a non-droid target making it easier to sneak by them. If the target fails a Will save, then they are distracted for 30 seconds. Distracted targets won't notice the player unless the player gets too close or interacts with them.

Force Confusion is a more powerful version of Mind Trick that can actually cause an opponent to fight for you. If the target fails a Will save, then they will fight your opponents for 30 seconds. Only one opponent can be affected by Force Confusion at a time. This power only works on sentients; beasts and droids are immune.

Precognition
Precognition warns the whenever they are about to enter extreme danger. These warnings are quite rare.

This power is granted to a main player character by on Peragus.

Throw Lightsaber
Requires lightsaber

The target must be at least 5 meters away, and any additional targets must be within 5 meters of the previous. This attack always hits. Once the lightsaber is thrown, it will automatically return to the Jedi's hand at the end of the round.

Crush Opposition
Restricted by Armor

This power saps the will of every enemy within a 15-meter radius of a target enemy. Enemies can resist this effect with a Will save against a DC of 5 + the attacking character's level + attacking character's and  modifiers. This effect lasts for 45 seconds.

If the player chooses to walk the path of the light side (../Alignment/ > 40), this power will no longer function.

Drain Force
Restricted by Armor

This power allows the Jedi to draw raw Force energy from opponents to him or herself. The targeted opponent loses half that amount if they make a Will save. A Jedi can't draw more Force Points from an opponent than they have total.

Drain Life
Restricted by Armor

This power allows the to drain the life of others to heal him or herself. A successful Fortitude save reduces damage by half. The character is healed the equivalent of the most damage dealt to any single enemy. This power does not affect droids.

Fear
This power causes enemies to cower in fear of the attacking Jedi unless they make a Will save. It does not affect droids.

Force Crush
Restricted by Armor

The uses the dark side of the Force to telekinetically crush an opponent. The victim suffers 1-10 points of damage to per each of the attacking character's levels. This damage bypasses most defenses. A successful Fortitude save by the target at a DC of 5 + the attacking character's level + attacking character's and  modifiers reduces damage by half.

This power is granted to a dark side main player character after finding all four Lost Jedi.

Force Scream
This power creates a wave of sound that does sonic damage and reduces attributes for 30 seconds. A successful Will save reduces damage by half and negates the attribute penalties.

Fury
This power allows the Sith Marauder to enter a furious rage. In this state they are Immune to Paralysis and Stasis effects. Every creature they kill fuels their Fury more, adding to the damage they do in combat up to maximum bonus of +6.

Extra attacks per round do not stack with those of Knight Speed and Master Speed, although the increased movement speed and defense bonuses of those powers still apply.

Shock
Restricted by Armor

This power unleashes an electrical attack. Force Storm also inflicts the same damage on. A successful Will save by the target reduces damage by half.

Slow
Slow clouds the mind, making a target's actions unusually sluggish. Affliction causes a target to suffer as though poisoned. Plague causes a target to suffer as though deathly ill from poison. The target is also slowed for the duration. A successful save negates these effects. This power does not affect droids.

Wound
Wound triggers spasms in the victim's lungs, causing great pain and inflicting 2/3 attacker level in damage every 2 seconds for the duration (6 seconds). A successful Fortitude save results in no effect.

Choke constricts the throat of a target at range, stunning and inflicting 2/3 attacker level in damage every 2 seconds for the duration (6 seconds). The target also suffers a temporary (24 second) -4 penalty to, and. A successful Fortitude save results in no effect.

Kill causes the target to choke for 6 seconds and inflicts damage close to half the target's maximum points. If the target makes a Fortitude save they are not choked, but instead suffer damage equal to attacker level.

This power does not affect droids.