Star Wars: Knights of the Old Republic/Force powers

Cure
Prerequisites: Character Level 6

This power heals all party members within a 15 meter radius. It heals 5 vitality points + 1 point for every Charisma modifier, Wisdom modifier, and level of the Force user. This power does not affect droids.

Heal
Prerequisites: Character Level 12

This power heals all party members in a 15 meter radius. Each party member gains 10 vitality points + 1 point for every Charisma modifier, Wisdom modifier, and level of the Force user. Poisons are neutralized by this effect. This power does not affect droids.


 * Poisons include the Dark Side powers Affliction and Plague.

Force Aura
Prerequisites: Jedi

Restricted By Armor

When this power is activated, the Jedi is temporarily granted a +2 bonus to Defense and all saving throws. The effect lasts for 20 seconds.

Force Shield
Prerequisites: Character Level 6

Restricted By Armor

When this power is activated, the Jedi is temporarily granted a +4 bonus to Defense and all saving throws. The effect lasts for 20 seconds.

Force Armor
Prerequisites: Character Level 12

Restricted By Armor

When this power is activated, the Jedi is temporarily granted a +6 bonus to Defense and all saving throws. The effect lasts for 20 seconds.

Force Valor
Prerequisites: Jedi

Restricted By Armor

This power increases the physical attributes and saving throws of the Jedi and all party members by 2 points. The effect lasts for 20 seconds.

Knight Valor
Prerequisites: Character Level 9

Restricted By Armor

This power increases the physical attributes and saving throws of the Jedi and all party members by 3 points, and also grants immunity to poison. The effect lasts for 20 seconds. Knight Valor replaces the bonus granted by Force Valor.


 * Poisons include the Dark Side powers Affliction and Plague.
 * Does not neutralize any poison active before it is activated.

Master Valor
Prerequisites: Character Level 15

Restricted By Armor

This power increases the physical attributes and saving throws of the Jedi and all party members by 5 points, and also grants immunity to poison. The effect lasts for 20 seconds. Master Valor replaces the bonus granted by Knight Valor and Force Valor.


 * Poisons include the Dark Side powers Affliction and Plague.
 * Does not neutralize any poison active before it is activated.

Stun
Prerequisites: Jedi

This power allows the Jedi to assault the mind of an opponent, effectively stunning them for 9 seconds. A successful Fortitude save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is slowed for the duration instead of stunned. This power does not affect droids.


 * Stun can also be negated by Jedi Sentinel feat Force Immunity: Stun, or Immunity: Mind-Affecting.

Stasis
Prerequisites: Character Level 9

An opponent targeted by this power is held in stasis, unable to move or take any action for 12 seconds. A successful Fortitude save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is slowed for the duration instead of stunned. This power does not affect droids.


 * Stasis can also be negated by Jedi Sentinel feat Force Immunity: Paralysis (but not Immunity: Mind-Affecting).

Stasis Field
Prerequisites: Character Level 15

Restricted by Armor

This power can lull the senses of a group, placing all hostile creatures within a 10-meter radius of a target enemy in a catatonic stasis. The victims remain in this state for 12 seconds, but a successful Fortitude save versus a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the targets are slowed instead of stunned. This power does not affect droids.


 * Stasis can also be negated by the Jedi Sentinel feat Force Immunity: Paralysis (but not Immunity: Mind-Affecting).

Stun Droid
Prerequisites: Jedi

This power can send a surge of energy through the processor of a droid, rendering them immobile for 12 seconds. The droid also takes damage equivalent to the attacking character's level. A successful Reflex save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates the stun and reduces damage by half.


 * Although according to the Description window a Fortitude save is required to negate stun and halve damage, according to the Messages - Feedback window it is a Reflex save that's required.
 * Damage is electrical.

Disable Droid
Prerequisites: Character Level 6

Disable Droid temporarily shuts down all droids within 5 meters of a target droid, inflicting damage equivalent to the attacking character's level. Affected droids remain disabled for 12 seconds. A Reflex save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers will negate the stun and reduce damage by half.


 * Although according to the Description window a Fortitude save is required to negate stun and halve damage, according to the Messages - Feedback window it is a Reflex save that's required.
 * Damage is electrical.

Destroy Droid
Prerequisites: Character Level 12

Destroy Droid affects all droids within 6 meters of a target droid, disabling them for 12 seconds and inflicting 1-6 damage per level of the attacking character. A successful Reflex save at a DC of 5 + the attacking character's Wisdom and Charisma modifiers results in half damage.


 * Although according to the Description window a Fortitude save is required to negate stun and halve damage, according to the Messages - Feedback window it is a Reflex save that's required.
 * Damage is electrical.

Burst of Speed
Prerequisites: Jedi

Restricted By Armor

This power allows a Jedi to move very swiftly, pressing his or her body to its physical limits. For the duration of this effect (36 seconds), movement speed is doubled and 2 Defense is gained.

Knight Speed
Prerequisites: Character Level 9

Restricted By Armor

This power allows a Jedi to move more swiftly than the physical limitations of his body should allow. For the duration of this effect (36 seconds) movement speed is doubled, Defense is increased by 4, and 1 attack per round is gained.


 * No attacks are gained when using Power Blast or Sniper Shot.

Master Speed
Prerequisites: Character Level 15

Restricted By Armor

This power allows a Jedi to move with such speed that, for the duration of the effect (36 seconds), movement speed is doubled, Defense is increased by 4, and 2 attacks per round are gained.


 * No attacks are gained when using Power Blast or Sniper Shot.

Force Resistance
Prerequisites: Character Level 9

Restricted By Armor

This power offers some protection from direct Force Power attacks of Jedi opponents, possibly negating their effects. The attacking Jedi makes an opposed roll using d20 + his level versus a DC of 10 + the defending character's level. If the attacker's result is greater, the attack succeeds. If the defender's total is greater, the attack has no effect. Force Resistance lasts for 60 seconds.

Force Immunity
Prerequisites: Character Level 15

Restricted By Armor

This power offers very good protection from direct Force Power attacks of Jedi opponents, possibly negating their effects. The attacking character makes an opposed roll using d20 + his level versus a DC of 15 + the defending character's level. If the attacker's result is greater, the attack succeeds. If the defender's total is greater, the attack has no effect. Force Immunity lasts for 60 seconds.

Energy Resistance
Prerequisites: Jedi

This power shields the Jedi in the Force, absorbing the first 15 points of damage from sonic, fire, cold and electrical attacks. Damage over and above the first 15 points is suffered as normal. This effect lasts for 120 seconds.


 * According to the Messages - Feedback window, the first 15 points of damage from energy are also absorbed.
 * Applied after any shield but before Damage Resistance items.

Improved Energy Resistance
Prerequisites: Character Level 9

This power allows the Jedi to shield the entire party in the Force, granting immunity to poisons and disease and absorbing the first 15 points of damage from sonic, fire, cold and electrical attacks directed at them. Damage over and above the first 15 points is suffered as normal. This effect lasts for 120 seconds.


 * According to the Messages - Feedback window, the first 15 points of damage from energy are also absorbed.
 * Applied after any shield but before Damage Resistance items.
 * Poisons include the Dark Side powers Affliction and Plague.
 * Does not neutralize any poison active before it is activated.

Affect Mind
Prerequisites: Jedi

Affect Mind enables 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. This power does not affect droids. Only the main player character can select this power during level-up.

Dominate Mind
Prerequisites: Character Level 6

Dominate Mind enables persuasive use of the Force. Once a Jedi has this power, extra options appear in conversations as appropriate. 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.

Force Push
Prerequisites: Jedi

An opponent targeted by this power is pushed back 5 meters, thrown to the ground and stunned for 3 seconds, and suffers damage equal to the attacking character's level. A successful Reflex save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is not stunned, but still suffers damage equal to half the Jedi's level.


 * Stun can also be negated by Jedi Sentinel feat Force Immunity: Stun, or Immunity: Mind-Affecting.
 * Damage is physical.

Force Whirlwind
Prerequisites: Character Level 9

This power encircles the target victim in a small maelstrom of air and dust, inflicting one third of the attacking character's level in damage every 2 seconds, and rendering them unable to take any action (12 seconds total). A successful Reflex save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates the damage and immobilizing effects altogether. This power does not affect droids equipped with energy shield hardware.


 * One of the few ways to debilitate a Jedi Sentinel or any character with Immunity: Mind-Affecting.
 * Damage is physical.

Force Wave
Prerequisites: Character Level 15

This power creates a telekinetic explosion around the Jedi. All enemies within 15 meters are thrown 5 meters, fall to the ground and are incapacitated for 6 seconds, and take damage equal to one and a half times the attacking character's level. A successful Reflex save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means an enemy is not stunned, but still suffers half damage.


 * Stun can also be negated by Jedi Sentinel feat Force Immunity: Stun, or Immunity: Mind-Affecting.
 * Damage is physical.

Force Suppression
Prerequisites: Character Level 9

Restricted By Armor

This ability will cancel first and second tier Force powers active on the target. The affected Force powers are Force Aura, Force Shield, Force Valor, Knight Valor, Burst of Speed, Knight Speed, Energy Resistance, and Force Resistance. These powers are instantly cancelled, but the target can reactivate them if Force Points are available.

Force Breach
Prerequisites: Character Level 15

Restricted By Armor

This ability will cancel Force powers active on the target. The affected Force powers are Force Aura, Force Shield, Force Armor, Force Valor, Knight Valor, Master Valor, Burst of Speed, Knight Speed, Master Speed, Energy Resistance, Improved Energy Resistance, Force Resistance and Force Immunity. These powers are immediately shut down, but the target can reactivate them if Force Points are available.

Throw Lightsaber
Prerequisites: Jedi

Requires Lightsaber

Throw Lightsaber allows the character to attack a target at range by throwing a lightsaber, guiding it with the Force. The target must be at least 5 meters away. This attack always hits. Damage is 1-6 for every two levels of the attacking character. NOTE: Once the lightsaber is thrown, it will automatically return to the Jedi's hand at the end of the round.


 * Damage is energy.

Advanced Throw Lightsaber
Prerequisites: Character Level 9

Requires Lightsaber

This power allows the character to attack up to three separate targets with a single lightsaber throw. The first target must be at least 5 meters away, and each additional target must be within 5 meters of the previous. This attack always hits. Damage is 1-6 for every two levels of the attacking character. NOTE: Once the lightsaber is thrown, it will automatically return to the Jedi's hand at the end of the round.


 * Damage is energy.

Wound
Prerequisites: Jedi

This power triggers spasms in the victim's lungs, causing great pain and inflicting 2/3rds of the attacking character's level in damage every 2 seconds for the duration (6 seconds). A successful Fortitude save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers results in no effect. This power does not affect droids.


 * One of the few ways to debilitate a Jedi Sentinel or any character with Immunity: Mind-Affecting.
 * Damage is physical.

Choke
Prerequisites: Character Level 9

This power constricts the throat of a target at range, stunning and inflicting 2/3rds of the attacking character's level in damage every 2 seconds for the duration (6 seconds). The target also suffers a temporary (24 second) -4 penalty to Constitution, Dexterity and Strength. A successful Fortitude save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers results in no effect. This power does not affect droids.


 * One of the few ways to debilitate a Jedi Sentinel or any character with Immunity: Mind-Affecting.
 * Damage is physical.

Kill
Prerequisites: Character Level 12

This power allows the Jedi to exterminate an enemy at range with a single thought, causing the target to choke for 6 seconds and inflicting damage equal to half the target's maximum Vitality points. If the target makes a Fortitude save versus DC 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers they are not choked, but instead suffer damage equal to the attacking character's level. This power does not affect droids.


 * One of the few ways to debilitate a Jedi Sentinel or any character with Immunity: Mind-Affecting.
 * Damage is physical.

Slow
Prerequisites: Jedi

This power clouds the mind, making the target's actions unusually sluggish. The victim suffers a -2 penalty to Defense, Reflex saves, and attack rolls. The effect lasts for 30 seconds unless a successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers is made. This power does not affect droids.

Affliction
Prerequisites: Character Level 6

Affliction causes a target to suffer as though poisoned, unless a Fortitude saving throw is made at a DC of 20. Failure causes the loss of seven points from each physical attribute (1 point every 3 seconds over 21 seconds), and the target is slowed for the duration. A successful save negates this effect. This power does not affect droids.


 * Does not apply poison effect if character has Immunity: Poison.
 * Poison can also be neutralized by Heal or Antidote Kit.

Plague
Prerequisites: Character Level 12

Restricted by Armor

Plague causes a target to suffer as though deathly ill from poison, losing 12 points from each physical attribute (1 point every second over 12 seconds). The target is also slowed for the duration. Plague has a DC of 100, making it impossible to save against its effects. This power does not affect droids.


 * Does not apply poison effect if character has Immunity: Poison.
 * Poison can also be neutralized by Heal or Antidote Kit.
 * Although it is impossible to save against its effects, Force Resistance or Force Immunity can negate them.

Fear
Prerequisites: Jedi

This power causes fear in a single creature, such that they cower in fear of the attacking Jedi for 6 seconds. A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates this effect. This power does not affect droids.


 * Fear can also be negated by Jedi Sentinel feat Force Immunity: Fear, or Immunity: Mind-Affecting.

Horror
Prerequisites: Character Level 6

This power causes all hostile creatures within a 5-meter radius of a target enemy to cower in catatonic fear of the attacking Jedi for 12 seconds. A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates this effect. This power does not affect droids.


 * Horror can also be negated by Jedi Sentinel feat Force Immunity: Fear, or Immunity: Mind-Affecting.

Insanity
Prerequisites: Character Level 12

This power can greatly confuse an enemy force, inflaming paranoia and doubt. All enemies within a 10-meter radius of the target must make a Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers or cower in catatonic terror for 12 seconds. This power does not affect droids.


 * Insanity can also be negated by Jedi Sentinel feat Force Immunity: Fear, or Immunity: Mind-Affecting.

Shock
Prerequisites: Jedi

Restricted By Armor

This power unleashes an energy attack on a single target enemy. The victim suffers 1-6 points of damage per each of the attacking character's levels, to a maximum of 10 levels (10-60 points). A successful Will save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half.


 * Damage is electrical.

Force Lightning
Prerequisites: Character Level 9

Restricted By Armor

This power unleashes an energy attack on all hostile creatures up 16 meters directly in front of the Jedi. Victims suffers 1-6 points of damage per each of the attacking character's levels, to a maximum of 10 levels (10-60 points). A successful Will save by targets at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half.


 * Damage is electrical.

Force Storm
Prerequisites: Character Level 18

Restricted By Armor

This power unleashes a direct energy attack on all hostile creatures within 10 meters of a target enemy. Victims suffers 1-6 points of damage to both Vitality and Force Point totals per each of the attacking character's levels, to a maximum of 10 levels (10-60 points). A successful Will save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half.


 * Damage is electrical.

Drain Life
Prerequisites: Character Level 9

Restricted By Armor

This power allows the Jedi to drain the life of others to heal himself. 1-4 points are drained for every level of the character, to a maximum of 10 levels (10-40 points). A successful Fortitude save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half. This power does not affect droids.


 * Damage is dark side.

Death Field
Prerequisites: Character Level

Restricted By Armor

Death Field targets all enemies within a 10-meter radius, draining life to heal the attacking Jedi. The damage is 1-4 per level of the character, to a maximum of 10 levels (10-40 points). A Fortitude save made at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces the damage by half. The character is healed the equivalent of the most damage dealt to any single enemy. This power does not affect droids.


 * Damage is dark side.
 * According to the Messages - Feedback window, a single damage roll is made and then applied to all enemies within radius, then the character is healed the equivalent of the total damage after saving throws. For example, if 25 damage is rolled and then applied to four enemies who fail to save, the character is healed for 100 (25*4); if two of those enemies save, the character is healed for 74 (25*2 + [25/2]*2).

Force Camouflage
Prerequisites: Cathar

Because of her unusual heritage, Juhani has developed her Force powers in unexpected ways, as shown by her almost subconscious ability to simply not be seen. This physical manipulation of light and sound allows her to go unnoticed eveb in a direct line of sight, and is equally effective against droids and living beings. Juhani does not require a stealth field generator to enter Stealth mode.