Star Wars: Knights of the Old Republic/Force powers


 * Progression

Total Force powers main player characters are granted by level 20 depend on Jedi class and the level at which they become a Jedi:

There are 44 Force powers in total:
 * 14 light side powers
 * 16 universal powers
 * 14 dark side powers

Prerequisites
Although Force powers are only available to Jedi classes, the level required to get later Force powers is character level, not Jedi level.

Some Force powers cannot be used while the Jedi is wearing armor:

Force points

 * The blue bar represents a character's connection to the Force, measured in Force points. Each Force power subtracts a Force point cost from the total when used. If the character does not have enough Force points left to cover the cost of a power, the power can't be used. Force points regenerate slowly out of combat.

Both Wisdom (WM) and Charisma (CM) modifiers affect Force Points per level, resulting in total Force points on the table above being adjusted by (WM + CM) * level. The main player character Jedi also gains 40 Force points from the Force Sensitive feat.

Force point costs of universal powers are always the same, regardless of alignment:

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

Light side power costs increase the further to the dark side a character is (and vice versa):

Regeneration
Force points normally only regenerate when not engaged in combat. It takes 96 seconds to regenerate from empty to full, regardless of total Force points: for example, in 30 seconds a Jedi with 96 total Force points will regenerate 30, while a Jedi with 192 total Force points will regenerate 60 (double the amount due to double the total Force points).

Regenerate Force Points bonus allows regeneration both in and out of combat. However, any bonus only applies once every six seconds (every two combat rounds):

Maximum Regenerate Force Points: +6, or just +1 per second. Although when a lightsaber has two crystals applying bonuses only the highest is displayed in its description, according to Feedback the bonuses from both crystals are actually added.

Unfortunately this bonus is least useful to those who could make most use of it: Jedi Consulars have high total Force points so they already regenerate a high number when not engaged in combat; when they are engaged in combat, regeneration is not fast enough to be particularly useful.

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

Poisons include the dark side powers Affliction and Plague.

Force Aura
Restricted by Armor

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

Force Valor
Restricted by Armor

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

Poisons include the dark side powers Affliction and Plague. However, any poison already active before activation is not neutralized.

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

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

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

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

Although according to its description a Fortitude save is required to negate stun and halve damage, according to Feedback it's a Reflex save that's required.

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.

Burst of Speed
Restricted by Armor

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

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

Energy Resistance
This power absorbs 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 Feedback, Improved Energy Resistance also absorbs the first 15 points of damage from energy attacks. Damage is absorbed after any shield, but before Damage Resistance items.

Poisons include the dark side powers Affliction and Plague. However, any poison already active before activation is not neutralized.

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.

Being stunned by Force Push or Force Wave can also be negated by the Jedi Sentinel feat Force Immunity: Stun, or Immunity: Mind-Affecting.

Force Whirlwind is one of the few ways to debilitate a Jedi Sentinel, or any character with Immunity: Mind-Affecting.

Force Resistance
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 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 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 Force points are available.

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.

Drain Life
Restricted by Armor

This power allows the Jedi 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.

According to Feedback, 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). 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.

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

Shock
Restricted by Armor

This power unleashes an electrical attack. Force Storm also inflicts the same damage on Force points. 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.

Slow's -2 Defense stacks, so using it four times in a row can result in -8. However, no other effects of these powers stack (although the slow effect stacks with that applied by Stun, Stasis or Stasis Field after a successful save), and duration is not reset by use when already active.

The effects and durations in the descriptions for Affliction and Plague are inaccurate: both inflict -1 attributes every 6 seconds after use, but Affliction does so for 36 seconds (-6 in total) while Plague does so for 72 seconds (-12 in total). Neither apply if the target has Immunity: Poison, and both can be neutralized by Heal or an Antidote Kit.

Although it's impossible to save against Plague without cheating, Force Resistance or Immunity can also negate it. The time it takes to reach full effect and it's lack of area of effect mean that it is normally only worth using against single tough targets, like Darth Malak himself (combat against most other targets should be over before its effect becomes significant).

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 Constitution, Dexterity and Strength. 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 Vitality 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, but it's one of the few ways to debilitate a Jedi Sentinel or any character with Immunity: Mind-Affecting.

Damage is physical.