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

Force powers cannot be selected at character generation, but must always select at least one Force power upon level up, depending on class and level:

Jedi Consulars are granted an extra Force power every third level. Your main character can select a Prestige class by speaking to Kreia once level 15 and sufficiently aligned to the light side (75-100) or dark side (0-25) of the Force:

A Jedi Master or Sith Lord is granted an extra Force power upon first level, and every fourth level.

Prerequisites
Although Force powers are only available to classes, character level, not Jedi level, can be a prerequisite for selecting and then improving or mastering a Force power:

Some Force powers have further restrictions:


 * ,, (character level 3) and  are only granted to your main character.


 * Force Confusion can only be selected by a Prestige class that has selected.


 * is only granted to and a  or.


 * is a dark side power only granted to a.

Some Force powers are restricted by armor, but not Jedi armor (with the sole exception of ):

Some Force powers have further restrictions:


 * Battle Precognition is a light side power that can only be gained by a male main character.


 * is a light side power only granted to a neutral or light side main character.


 * is a dark side power only granted to a dark side main character.


 * is a light side power only granted to a, which cannot be used if alignment < 60.


 * is a dark side power only granted to a, which cannot be used if alignment > 40.

Cost
Using Force powers normally costs Force points, and they cannot be used without sufficient Force. and Prestige class affect how many Force points are granted per Jedi or Prestige level up:

modifier (WIS) is added to Force points per level, and the feat grants 40 Force points.

Cost per use of universal powers isn't affected by user alignment:

Cost per use of light side powers and dark side powers is subject to adjustment depending on user alignment:

Cost per use of light side powers increases the further to the dark side a character is (and vice versa):

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.

and can then further adjust cost, increasing it by 20% when one of these  is active.

Regeneration
Force points normally regenerate from 0 to maximum in 90 seconds when not engaged in combat, and 900 seconds (15 minutes) in combat. Increasing maximum Force and modifier have no effect on this regeneration rate, only the amount regenerated per unit time: for example, while a Jedi with 180 maximum Force and one with 360 maximum Force both regenerate from 0 to maximum in 90 seconds when not in combat, the former only regenerates 2 points per second while the latter regenerates 4 points per second (double due to double maximum Force).

Regeneration rate can be increased by a percentage:

Regenerate Force Points can be selected by any Jedi class, but it's granted to a or  upon first level; Force Channel is granted to any Jedi class by level 14.

Thus time to regenerate from 0 to maximum Force is as follows:

Regenerate Force Points bonuses from items simply increase Force points every six seconds by the sum of their values whenever at less than maximum Force:

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Light side powers
21 Light side powers can be selected by any Jedi (Master requires character level 21):

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.

This doesn't sum with from other sources: only the highest value has any effect, and Master Force Barrier has the highest value of any source.

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.

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.

Being slowed reduces movement speed and inflicts -4 Defense: these effects stack (although duration does not), which can even result in negative Defense for the target(s).

All effects of Stun can also be negated by : Stun, or Immunity:, while all effects of Stasis (Field) can also be negated by (Force) Immunity:.

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.

Battle Precognition
Restricted by 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.

Only a male main character can gain this power from the ../Handmaiden/ in the cargo hold of the Ebon Hawk, after asking her to teach you some fighting moves and winning your first duel, asking her to teach you some more and then observing that she seems to be anticipating your attacks.

Although Jedi armor does not restrict use of Force powers normally, it still restricts this power, preventing Wisdom modifier from being added to Defense. , or nothing must be worn on the body to be granted this passive bonus.

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 (30). This power is useful to quickly become ready for difficult battles.

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

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.

Misc. effect damage added by this power is not multiplied by a critical hit.

Universal powers
26 Universal powers can be selected by any Jedi (Force Confusion can only be selected by a Prestige class):

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 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.

Misc. effect damage added by this power is not multiplied by a critical hit.

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.

This doesn't sum with from other sources: only the highest value has any effect.

Force Body
This power enables the character to use their own health to fuel Force powers. The total Force point cost for powers is actually less using this effect. This effect lasts for 30 seconds.

Cost Per Use displayed in the section of the  screen, a value already adjusted by alignment and then any, is adjusted by the percentage, rounding down, to determine Force and Vitality points spent.

Minimum Force points to use a power is normally Cost Per Use, but while Force Body is active it becomes Cost Per Use - Force points spent. Since Force points spent are reduced to the percentage and minimum Force points are reduced by that percentage, the latter actually increases upon improving or mastering this power (although obviously it's still less than it is without Force Body). For example:


 * Force Storm (Base Cost 20) with 20 (CHA +5, -25% alignment adjustment)


 * Master Valor (Base Cost 25) with 20 Charisma (CHA +5, -25% alignment adjustment)

Force Deflection
This power gives the the ability to deflect any ranged attacks without a lightsaber. This power is always in effect (even with a lightsaber for Force Redirection, or while using ).

Any bonus is still added to deflection rolls without a lightsaber, as is any  penalty. All other bonuses and penalties are restricted to lightsabers.

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 (or equal), the attack succeeds. If the defender's total is greater, the attack has no effect. This effect lasts for 60 seconds.

Due to the way enemy level is normally calculated based on your main character level, as you level up this power can grant 100% immunity to all Force powers you can save against, resulting in them having no effect whatsoever (saving often just reduces damage and debuffs):

So Immunity can normally never be breached from level 21 onward (maximum roll 20 + level 15 (35 total) vs Force Resistance 36 (21 + 15)), and for Resistance it's level 41 onward (maximum roll 20 + level 30 (50 total) vs Force Resistance 51 (41 + 10)). However, enemies can still take it away with.

Jedi in your party are normally lower level than your main character, so they don't receive the same Resistance or Immunity for a few more levels (5% less, or four more levels, for each level of difference).

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.

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.

Deflection rolls aren't made during use, even if a lightsaber remains in the off hand, unless has been selected (in which case all bonuses and penalties are still added, even those restricted to lightsabers).

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 the main character by in the Jungle of Dxun, and costs 20 Force points.

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 the main character by upon entering the Jekk'Jekk Tarr on Nar Shaddaa, and costs 20 Force points.

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

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 (and costs 15 Force points).

This power is granted to the main character by ../Visas/ after speaking and gaining (or losing) influence with her.

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

This power is granted to the main character by on Peragus II.

Dark side powers
20 Dark side powers can be selected by any Jedi (both Force Storm and Death Field require character level 18):

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.

Cost per use is always regained, in addition to any Force energy drawn from opponents.

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. This power does not affect droids.

The restriction on maximum Vitality drained and healed hasn't actually been removed, so from level 10 onward it's restricted to 10-40 (25 average) points.

A single damage roll is actually made and then inflicted on 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 inflicted on 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). Damage is dark side.

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 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. It does not work against druids.

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.

The effects in the descriptions for Affliction and Plague are inaccurate: both inflict -1 attributes every 6 seconds after use. Neither apply if the target has Immunity:, and both can be neutralized by or an.

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.

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.

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 character after finding all four ../Lost Jedi/, and costs 60 Force points.

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.