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Lightsaber Forms & Techniques

Dun Möch

This was the Sith lightsaber combat doctrine of totally dominating an opponent's spirit by whatever means possible. Dun möch usually involved verbal taunts and jests that exposed an opponent's inner doubts and weaknesses. Other forms of dun möch involved the use of the Force to hurl heavy objects at an opponent during combat, distracting the opponent from the true battle.



Form I

Known as Shii-Cho, this was the simplest form of lightsaber combat techniques studied by the Jedi Knights of the Old Republic, and was generally considered the first form used by the original creators of ligthsabers. Sometimes called the ideal form, Form I used horizontal side-swipes and parries made with the blade of the lightsaber held upright to push the point of an enemy's blade away during a side-to-side attack. If the attack is a downward slash aimed at the head, Form I simply reversed the motion, with a horizontally-held lightsaber being moved up and down to deflect a blow. All the basic ideals of attack, parry, target zones, and practice drills were created with the Form I style.

Form II

Known as Makashi, this ancient Jedi Knight lightsaber combat technique was developed when pikes and staves were more common in the galaxy. Form II emphasized fluid motion and anticipation of a weapon being swung at its target, allowing the Jedi to attack and defend with minimal effort. Although many Jedi historians considered Form II to be the ultimate refinement in lightsaber-to-lightsaber combat, it was dropped in favor of Form III combat when blaster weapons became prevalent in the galaxy.



Form III

Known as Soresu, this was a lightsaber dueling technique developed by the Jedi Knights, after blaster weapons became the normal weapon of choice among criminals and underworld beings. Unlike Form II combat, which was developed to work against another lightsaber, Form III was most effective in anticipating and deflecting blaster fire. It stressed quick reflexes and fast positional transition, in order to overcome the rapidity with which a blaster could be fired. It was essentially a defensive technique, emphasizing the non-aggressive Jedi philosophy while reducing the exposed areas of their bodies. In the wake of the death of Qui-Gon Jinn at the hands of Darth Maul, many Jedi turned away from the Form IV style of open, acrobatic fighting and took up Form III in order to minimize the risk of injury or death at the hands of an opportunistic opponent.



Form IV

Known as Ataru, this was one of the more recent lightsaber combat techniques, developed by the Jedi Knights during the last decades of the Old Republic. It emphasized acrobatic strength and power in wielding the blade, attributes which were frowned upon by many traditional Jedi Knights and Masters. It found a niche among the eager padawan learners of the time, who believed that the Jedi needed to become more involved in rooting out crime and evil and eradicating it. This Form was practiced by Qui-Gon Jinn, although his death at the hands of Darth Maul exposed the weakness of Form IV in defending a Jedi's body. Yoda, however, practiced Form IV with such speed that, when coupled with his small size, left an enemy with no undefended parts of his body.



Form V

Known as both Shien & Djem So, this was one of the seven primary forms of lightsaber combat developed by the Jedi Knights of the Old Republic. Form V was developed by a group of Jedi Masters who felt that Form III was too passive, while Form IV was not powerful enough. It addressed the shortcomings of both forms, in which a Jedi Master may have proved to be undefeatable but could not overcome the enemy. Among the many unique aspects of Form V was the development of techniques in which the lightsaber was used to deflect a blaster bolt directly back at the firer, deliberately to cause harm to the opponent. Many Jedi Masters debated the philosophy of Form V, claiming that it directed inappropriate focus on hurting another being. Others claimed that Form V was simply a way to "achieve peace through superior firepower."



Form VI

Known as Niman, this was one of the most advanced of the seven primary forms of lightsaber combat developed by the Jedi Knights of the Old Republic. At the time of the Battle of Geonosis, Form VI was the standard in Jedi fighting techniques, emphasizing the use of techniques from Forms I, II, IV, and V in overall moderation. Many Jedi Masters considered it the "diplomat's form", since the user used their knowledge of political strategy and negotiation - along with their own perceptions - to reach a peaceful decision with minimal bloodshed. Many Jedi skilled in Form VI techniques had already spent at least ten years studying the other four Forms, an aspect that meny Masters felt was too demanding of the Jedi's time in regards to its benefits on the battlefield.



Form VII

Known as Juyo, this lightsaber combat technique was one of the most demanding of all the forms developed by the Jedi Knights. Only through the learning of several other forms can a Jedi begin to understand Form VII, which involved so much physical combat ability that its training brought a Jedi very close to the Dark Side of the Force. Jedi Master Mace Windu studied the Form VII technique. To master Form VII, a Jedi had to employ bold movements and be more kinetic than in any other form. Form VII employed the use of overwhelming power directed through unconnected, staccato movements that kept an opponent continually off-guard.



Form Zero

Originally defined by Jedi Master Yoda to describe the lightsaber technique of Felanil Baaks, Form Zero became the basis for the instruction of lightsaber combat. In its simplest form, Form Zero is the art of wielding a lightsaber which had not been ignited. While it seemed silly to many padawan learners, the underlying message could not be ignored. In order for a Jedi to protect and serve the galaxy, they must know when to ignite their lightsaber for combat, and when to leave the weapon at his side. The understanding of another being's situation was key to the knowledge of right and wrong, and any student who could understand the necessity of Form Zero and use it to mediate a solution - without resorting to violence - was truly gifted with the Force.



Sokan

This form of lightsaber combat was developed by the ancient Jedi Knights. It combined the kinetic motions of Form IV combat with tactics that allowed for mobility and evasion. Originally created during the Great Sith War, Sokan involved quick movements and tumbles, as well as swift strokes of the lightsaber aimed at an opponent's vital areas. Battles which involved Sokan techniques could range across large amounts of terrain as combatants worked to maneruver their opponent into a vulnerable position.



Vaapad

This lightsaber combat was developed by Mace Windu, with the assistance of Sora Bulq, during the years leading up to the Clone Wars. It was an aggressive collection of maneuvers, and was considered to be part of the Form VII category. As such, the Vaapad training was considered extremely close to the Dark Side of the Force, and was forbidden to all but the most skilled of Jedi Masters. To Master Windu and his apprentice, Depa Billaba, Vaapad was more than a combat style; it was a state of mind in which the fighter opened themselves so fully to the Force to fight their opponent that they drew power from both the light and dark sides of the Force. The style was named for vaapad creature found on Sarapin. It was all but abandoned after Sora Bulq was consumed by the art in what became known as the blood fever, and himself abandoned the Jedi Order.





Marks of Contact

This was the term used by the Jedi Knights to describe the target objectives of lightsaber combat. Each of the seven Forms of lightsaber combat have the same marks of contact, which include sun djem, shiim, shiak, and cho mai.



Cho Mai

Cho mai was one of the more preferred forms of striking an opponent with a lightsaber. The Jedi Knight who employed a cho mai attack cut off an opponent's weapon hand, eliminating the threat of attack while causing minimal physical damage. In addition to the fact that cho mai caused little harm to the opponent, it showed great skill and respect on the part of the Jedi who executed the maneuver. The precision required to complete cho mai indicated a Jedi's skill and technique.



Shiak

This was one of the most honorable of the Jedi Knights' "marks of combat." Shiak was stabbing of an opponent with the tip of the lightsaber blade, causing little physical damage while inflicting a fatal blow. Many Jedi Masters felt that shiak showed as much respect as possible for the Living Force as well as one's opponent, since it dispatched the opponent without destroying living tissue.



Shiim

This was one of the "marks of combat" defined by the Jedi Knights for lightsaber combat. Shiim was the use of the edge of a lightsaber blade to inflict a wound on the opponent's body. Many Jedi Masters considered shiim to be an inferior form of mark, since it suggested a Jedi's indecision in battle and the superiority of one's opponent.



Sun Djem

This was one of the "marks of combat" defined by the Jedi Knights as part of their lightsaber combat training. Sun djem involved the disarming of a opponent without causing physical injury. While sun djem was one of the basic objectives of Form I combat, the focus of subsequent Forms on the control of one's lightsaber made sun djem all but impossible against another Jedi.



Jung Ma

This was the term used by the Jedi Knights of the Old Republic to describe a 360-degree turn employed during lightsaber combat. Similar to the Jung turn, the Jung Ma turn provided the Jedi with added power during a stroke of the lightsaber blade. Jung Ma was part of the dulon form of training utilized by the Jedi.



Shun

This was the term used by the Jedi Knights of the Old Republic to describe a one-handed grip on a lightsaber, which is then spun through a 360-degree arc to gain speed for an attack during lightsaber combat.



Sai

This was the term used by the Jedi Knights of the Old Republic to describe a Force-assisted jump, employed to evade an attack on the legs during lightsaber combat.

Additional information on Lightsaber Forms. Some Information may be contradictory.

Tera Kasii
(unarmed)

Tera kasii is the art of fighting in hand to hand combat. This involves highly effective maneuvers that involve kicks and punches, grapples and throws. This is a handy ability to have if once is ever found to be in a fight and need not resort to aggression with their saber against unarmed opponents in order to keep your cover secret.

Extended Information on Teras Kasi

History of the Teräs Käsi


The order of the Teräs Käsi is a secret organization born from the belief that near infinite power, regardless of the intention behind it, should not go unregulated. The Teräs Käsi - bluntly, did not trust the Jedi to police themselves.

The Teräs Käsi was founded thousands of years ago, during the last of the great wars between the Light and the Dark. The final decisive battle between the two great forces occurred in the Pacanth Reach, devastating the planet of Palawa itself. The victory was attained, but at momentous cost to the civilian population. The Jedi Council, deeply saddened by the outcome of the events, nevertheless deemed it 'acceptable losses'. The battleground was not one of the Order's choosing, the evil had to be stopped, it was one planet against thousands - there was no choice.

The civilians that survived the battle saw it differently.

The meager handful of survivors relocated to the nearby world of Bunduki. The remaining Palawan concluded that so much force, so much power - in the hands of one people, regardless of how well intentioned and regulated. They vowed never to let happen to others what had happened to them. They began the study of the mind over the body, how to master self from without and within. They forged themselves to be a force capable of dealing with Jedi, should the need arise. It took generations to conceive and implement the plan, but the Teräs Käsi martial arts were born.

Since that time, the order has grown strong. During the heights of the Old Republic, the exact number of Teräs Käsi masters is unknown - but the number was estimated to be from several hundred up to slightly more than a thousand. Of course the number of Teräs Käsi practitioners are considerably less during the reign of Palpatine and his Empire. During the era of the New Republic, the order is growing again, but has yet to fully recover.

About the Teräs Käsi


Although not they quite as all-powerful and versatile as the Jedi arts, the practitioners of Teräs Käsi are formidable in their own ways.

There is one basic fundamental difference between the two schools. Instead of drawing on the Force for power, Teräs Käsi users draw on the power from inside themselves. By using the power from within, they are able to have more control and fewer restraints. Since practitioners of Teräs Käsi draw from what is inside, they become what they are. Unlike the Jedi, since the Force surrounds and penetrates all life - which has good and evil, so there are light and dark sides of the Force.

A master of Teräs Käsi must be able to command their own bodies in addition to learning the external arts. As such they are able to ignore pain, control disease and poisons within themselves, focus on injured areas and accelerating their own healing, and summon great strength to release it in one blow. The Teräs Käsi are also exceptionally attuned to the ebb and flow of the Force - if not actually out and out Jedi material. This attuned nature of the Teräs Käsi not only allows them to be aware of Jedi and Force Users, but also makes them exceptionally resistant to uses of the Force.

Mastery of the teachings of Teräs Käsi also imparts one additional benefit - a long life span. Not immortality - no matter how long you live, how far you run, you can't escape the hand of death forever. However, a master of Teräs Käsi can live several hundred years - and many of the order often do so.

The Teräs Käsi and the Jedi


Operating in secret, even beyond the notice most Jedi (it is unknown if the Jedi Council knew or suspected of the existence of the group) the Teräs Käsi have set up a network of temples and training facilities. These facilities are scattered throughout the galaxy, often hidden in plain site - small monasteries and temples are the order's natural appearance.

With this network, they watch the Jedi. Mostly they are unneeded, but when one steps out of line, the Teräs Käsi are there.

Occasionally there are beings able to cross over between the two groups, masters both versed in the Jedi arts and the ways of Teräs Käsi. These individuals are extremely rare, however. Although it may seem a conflict of interests - the watcher in the very order they watch - but what better place to monitor and observe than from within.

The Teräs Käsi and Palpatine's New Order


Then the purge came. The order, although not targeted by Palpatine, was also caught up in the madness of the destruction of the Jedi Order. However unlike the Jedi, who were in the public eye, the Teräs Käsi managed to avoid the near total extermination the Empire meted out. Unfortunately the very secretive nature of the Teräs Käsi that saved them from extermination left the few survivors adrift and without resources.

The destruction of the Teräs Käsi may not have complete, but it was crippling. Only a handful of Masters survived - more than the Jedi order, but not by many. The Teräs Käsi have survived adversity before - have had to deal with persecution and extermination before. As a precaution against the destruction of the order, the Teräs Käsi was segmented into cells, much like a guerrilla war might be fought. Eventually, one or two branches of the order would survive.

During this period, the most notable of the Teräs Käsi masters came to the spotlight - Arden Lynn. As one of the last remaining masters of Teräs Käsi, Arden was cornered by Vader and offered a chance at survival - provided that she assassinated key members of the Rebel Alliance. The plot failed, and presumably Arden Lynn was executed by Palpatine for her failure - although this is conjecture, since no records of her, her execution, or her current status existed when Coruscant was taken by the New Republic. Owing to the resourcefulness of the master turned mercenary, she very well may have successfully eluded the Empire after her failure.

The Teräs Käsi in the New Republic


Thanks to Arden Lynn's attempt on his life, Luke Skywalker is fully aware of the existence of the Teräs Käsi order. He may not know all of the details, but he has put together enough to know that the Teräs Käsi could be invaluable on rebuilding the Jedi Knights. Their perspective on the original order of Jedi Knights, plus their unique insight to the ways of the Force could be very useful indeed. As such, Master Skywalker is actively seeking the order and it's members.

The Teräs Käsi, however are not eager for this contact. They realize that the Anakin/Vader paradigm had finally done more than tip the balance of power between light and dark. It had freed the Jedi Knights of the protocol, rituals and methods that had suffocated them and slowly rendered the order less and less effective. To impart the old knowledge and old ways upon the new order would be to unnecessarily shackle them. They must learn their own way - right or wrong.


 
Form I
Millennia before the Clone Wars, advanced technology replaced metal swords with energy-beam lightsabers. In this transition the first Form was born. Jedi Masters created Form I from ancient sword-fighting traditions, since the principles of blade combat remained much the same. The basics of attack, parry, body target zones, and the practice drills called velocities are all here.

Form II
The ultimate refinement of lightsaber-to-lightsaber combat became Form II, advancing the precision of blade manipulation to its finest possible degree and producing the greatest dueling masters the galaxy has ever seen.
Today Form II is an archaism studied by almost no one in the Jedi Order, because it is not relevant to current tactical situations, in which Jedi enemies rarely fight with lightsabers. Even with the resurgence of the Sith, confrontation of an enemy with a lightsaber is an exceedingly rare prospect for a Jedi, so they continue to focus on more practical Forms. Sith expecting to battle lightsaber-wielding Jedi, however, find Form II a powerful technique.

Form III
The third great lightsaber discipline was first developed in response to the advancement of blaster technology in the galaxy. As these weapons spread widely into the hands of evil-doers, Jedi had to develop unique means of defending themselves. Form III thus arose from "laserblast" deflection training. Over the centuries it has transcended this origin to become a highly refined expression of non-aggressive Jedi philosophy. Form III maximizes defensive protection in a style characterized by tight, efficient movements that expose minimal target area compared to the relatively open style of some of the other Forms.
Obi-Wan Kenobi takes up a dedication to Form III after the death of Qui-Gon Jinn (who favored Form IV), since it was apparent to Kenobi that Jinn's defense was insufficient against the Sith techniques of Darth Maul. True Form III masters are considered invincible. Even in his elder years, Kenobi remains a formidable Form III practitioner.

Form IV
Form IV is the most acrobatic Form, heavily emphasizing Jedi abilities to run, jump, and spin in phenomenal ways by using the Force. Masters of Form IV incorporate all of the ways in which the Force helps them go beyond what is physically possible. Their lightsaber combat is astonishing to watch, filled with elaborate moves in the center of which a Jedi may be all but a blur. Yoda, with his deep emphasis on the Force in all things, is a Form IV master. Form IV was also the chosen discipline of Qui-Gon Jinn and the early choice of his apprentice Obi-Wan Kenobi.

Form V
During an era when Jedi were called upon to more actively maintain the peace in the galaxy, Form V arose alongside Form IV to address a need for greater power among the Jedi. Jedi Masters who felt that Form III could be too passive developed Form V. A Form III master might be undefeatable, but neither could he necessarily overcome his enemy. Form V focuses on strength and lightsaber attack moves. This Form exploits the ability of the lightsaber to block a blaster bolt and turns this defensive move into an offensive attack by deflecting the bolt deliberately towards an opponent. A dedication to the power and strength necessary to defeat an enemy characterizes the philosophy of Form V, which some Jedi describe by the maxim "peace through superior firepower." To some Jedi Knights, Form V represents a worthy discipline prepared for any threat; to others Form V seems to foster an inappropriate focus on dominating others.

Form VI
In the time of Palpatine's Chancellorship, Form VI is the current standard in Jedi lightsaber training. This Form balances the emphases of other Forms with overall moderation, in keeping with the Jedi quest to achieve true harmony and justice without resorting to the rule of power. It is considered the "diplomat's Form" because it is less intensive in its demands than the other disciplines, allowing Jedi to spend more time developing their skills in perception, political strategy, and negotiation. In practice, Form VI is a combination of Forms I, III, IV, and V. Young Jedi spend their first few years studying Form I and then a year or two with each additional Form before completing their training. By comparison, a Form VI master will spend at least ten years studying only that Form after completing the basic Form I training. Form VI well suits the modern Jedi's role in the galaxy, in which a Knight overly trained in martial combat might be at a loss to resolve a complex political conflict between star systems. However, full masters of other Forms sometimes consider Form VI to be insufficiently demanding.

Form VII
Only the highest skilled Jedi Masters ever reach form VII. It is the most difficult of all forms, but leads to fantastic skill and power.
This form uses wide and open lightsaber moves, combined with Force-assisted jumps and movements. The unrelated, staccato swings make the form highly unpredictable in battle. But this is also what makes it a lot more difficult to execute, than the linked move sequences of Form IV.
This form has the intensity of Form V, but uses more energy because of the wider moves. The outward bearing of a Form VII practitioner is calm, but the inner is extremely focused, drawing upon a deeper well of emotion.
This form is at the time of the Clone Wars still under development, as few Jedi have mastered it fully.
Jedi Masters Mace Windu and Sora Bulq developed this style together. It is also known as Vaapad. Named after a predator of Sarapin. This form is rather dangerous, when used by untrained and unfocused minds. The deep well of emotions can lead to the release of anger. And trigger temptations towards the Dark Side.
Jedi Master Depa Billaba was the first ever to master the form under the tutelage of Mace Windu. In the case of Sora Bulq it was the other way around: Vaapad mastered him. He fell to the Dark Side and joined Count Dooku.



Sokan is a style that focuses on mobility and evasion as a part of lightsaber dueling. Originating during the great wars with the Sith Empire, the style often led to lightsaber duels that spanned large amounts of terrain as they ran their course. In the time just before the Clone Wars, Sokan warriors integrated many elements of Master Yoda’s highly kinetic use of Form IV into their own ancient techniques to create a blend of styles that relies on mobility and agility. The style encompasses everything from quick, darting movements to smooth tumbles and strikes that arc toward the vital areas of an opponent’s body.

The variant form known as Shien is a rarely seen style
that, while effective, is almost a topic of controversy among lightsaber masters due to the drastically different grip taught by practitioners of the form. The style calls for the Jedi to hold the lightsaber horizontally with the tip of the blade out away from the body, and all strikes are made by sweeping the arm forward as though throwing a punch while whipping the blade forward quickly in a broad arc. Adi Gallia was one of the few Jedi around the time of the Clone Wars known to actively practice the form, as was the Anzati Jedi called Nikkos Tyris.

Another uncommon form called Niman is a style often
taught in the Jedi Order but rarely mastered by more than a few Jedi each generation. Niman teaches the use of two lightsabers simultaneously, which can be used as a pair of offensive weapons, or as an offensive weapon and a parrying blade. Many Jedi study the basics of Niman, and such rudimentary training has often been the edge needed to prevail over a foe.

Extended Info on Vaapad

Origin of the Name
Vaapad (the combat form) originates from a creature of the same name. Vaapads (the creature) are native to the planet Sarapin. They are aquatic creatures akin to the Earth creatures known as octopuses. On average, most vaapads have 7 tentacles. However, the maximum number ever encountered is 21. This predatory creature moves its tentacles so fast when it attacks, that one cannot possibly tell how many tentacles it has until it stops attacking (which happens only when the prey is no longer a threat, or the vaapad itself is dead).

Form VII
One cannot delve into the topic of Vaapad without being well-versed in Form VII of lightsaber combat, also known as "Juyo". This form of lightsaber combat emerged in fairly recent times, well after Form I. Juyo is considered by the Jedi Order to be the most demanding, both physically and mentally. This is why so few Jedi attempt to learn this form, much less master it. To even consider Juyo training, one must be proficient in several of the other six forms of ligtsaber combat. Practioners also need to have tremendous Force skills, more so than an average Jedi.

Juyo moves are abrupt, and highly unpredictable. One can compare it somewhat to the Earth martial arts form of "Jeet Kune Do". To be able to master these techniques requires much physical training. Juyo also taxes one's mental state, as mentioned earlier. Due to its deadly nature, Juyo practioners are edging their way closer and closer to the line between Light and Dark Sides of the Force.

Most non-Jedi only know of the first six forms of lightsaber combat. They do not know of the seventh because Juyo is actually an incomplete form, even though it is considered as a full form. It remained incomplete for many years, which is why it was even riskier for one to practise it. Even though it was one of the most powerful forms, it had weaknesses due to its incomplete nature.

Birth of Vaapad
Vaapad was created by Jedi Master Mace Windu. He received help in its creation from another Jedi, whose name was Sora Bulq. Windu and Bulq dueled (with lightsabers) using Vaapad techniques. This allowed them to perfect each maneuver, and work out any weaknesses. The reason for its creation was to make Form VII a complete Form.

Differentiating Vaapad from the original Form VII
The set of maneuvers known as "Vaapad" consists within Form VII of lightsaber combat. The original Juyo plus Vaapad makes a fully completed Form VII. The original Form VII was rarely practised. In the prequel era, only 3 Jedi (that we know of) practised Juyo. When Vaapad was introduced, many young Padawans began to mistakenly refer to the fully complete Form VII as Vaapad. This is because most did not know much about the original Juyo, and when Vaapad was created, it was assumed to be Form VII. The name stuck, so one may find numerous texts where Form VII is refered to as Vaapad. Even Mace Windu himself sometimes refers to the seventh Form as Vaapad. However, it should be remembered that the original Juyo maneuvers and the Vaapad maneuvers are distinct, but together they form the completed Form VII.

In the story Schism, Mace Windu says to Quinlan Vos: "That was a Form VII maneuver. Vaapad." This shows that Vaapad is distinct in Form VII. The maneuver was of Vaapad, but because Vaapad is contained within Form VII, a Vaapad maneuver can also be called a Form VII maneuver.

Learning Vaapad
To even attempt Vaapad, a Jedi had to meet four condititions.

The maneuvers that make up Vaapad are so deadly, that it was forbidden for Jedi Knights to even think of practising it. Even some Jedi Masters were not permitted to learn it. This leads to the first condition, which is only the Jedi Masters with the most profound mastery of the Force were allowed to learn Vaapad. Mastering it was another story altogether.

Not only did Vaapad require tremendous control over the Force, but also instense physical fitness. This is the second condition. A Jedi's physical skill had to be further honed, as physical training was part of learning Vaapad. The reason for this is because many movements of Vaapad cannot be performed by a person of normal fitness. Vaapad can also get acrobatic at times, which is why Form III (also known as "Soresu") is a good form to have mastered before trying Vaapad.

The third condition of learning Vaapad is that a Jedi had to be a master of the original Form VII. Vaapad is considered as advanced Form VII maneuvers, so one cannot learn it without the basics (the original Form VII). In turn, to learn Form VII, a Jedi had to be a master of several other of the lightsaber forms. Most Jedi only get around to learning one or two forms in their entire life. So as you can see, it would take decades of learning lightsaber forms to even attempt Vaapad. This was another reason most Jedi did not even dream of learning it.

The fourth and final condition is that of mental stability. Vaapad takes a user far too close to the Dark Side for any normal Jedi to be able to handle. A Vaapad practioner had to have the utmost mental stability, and the firmest belief in the Jedi Code. Jedi would start turning to the Dark Side by the dozens if Vaapad was as freely taught as Forms I-VI. This is the most important condition, and the biggest reason why Vaapad was forbidden to the bulk of the Jedi Order.

"State of Mind"
In the novel Shatterpoint, Mace Windu states: "Vaapad is more than a form of lightsaber combat. It is a state of mind." There is a very good reason for this statement, and it is the fundamental difference between Vaapad and every other form of lightsaber combat. Vaapad is a set of maneuvers that makes a style of lightsaber combat. Any other lightsaber form is the same. For example, "Ataru" is the set of maneuvers that makes a style of lightsaber combat (Form IV). However, Vaapad is more than this. To be practising "true" Vaapad, a Jedi must immerse themselves in the Force, and feel that they want to win, and want to fight. This is what makes Vaapad so dangerous. As Mace Windu said, Vaapad "is a path that leads through the penumbra of the Dark Side".

One can say that you can immerse yourself in the Force in any style of lightsaber combat. Yes, that is true. All lightsaber combat forms might have this as a fundamental. However, as stated earlier, what separates Vaapad Force immersion from any other Form's Force immersion is the "want to win" mentality. It is the only form of ligthsaber combat in which this principle is fundamental.

It is possible, however, to practise Vaapad without its immersion and mentality. Again I use the text from "Schism" as an example: "That was a Form VII maneuver. Vaapad." The maneuver itself was of Vaapad. It was not practised with the immersion and mentality, which would have made it even more dangerous.

There are different levels of immersion. In Shatterpoint, Mace Windu battles Depa Billaba. In the novel it says that "the only way he could survive was to give more of himself to Vaapad." This proves that there are different levels of immersion, and with it, different levels of the mentality.

So far we have looked at Vaapad with immersion and mentality, and Vaapad without immersion or mentality. This begs the question of whether Vaapad is possible with solely immersion or mentality. Let us look at solely immersion first. As I have stated before, Vaapad is a set of maneuvers just like any other Form. In any Form you can immerse yourself in the Force to become faster, stronger, and more anticipatory. Therefore, because Vaapad is a set of maneuvers, then it is also possible for Jedi to immerse themselves in the Force, and not use the mentality.

Secondly, is Vaapad possible with only mentality? When practising any martial arts you can either have a clear mind, or you can have the mentality of wanting to win. So therefore Vaapad should be possible with only the mentality. The most this would do physically is give the user an adrenaline boost. Mentally it might pull the user closer to the Dark Side, but without Force immersion there is not much power to seduce the person to fall to it.

Types of Vaapad
The most obvious type of Vaapad is with a lightsaber. There are a set of maneuvers that can be performed with a lightsaber that are known as Vaapad. However, there are other types of Vaapad as well. They can be broken up into two categrories: lightsaber and unarmed.

Firstly, lets look at lightsaber. There are three known types of Vaapad using lightsabers. The first is the above mentioned style using one lightsaber. This is the style practised by Mace Windu and Depa Billaba. The second style is with two lightsabers, one in each hand. This style was used by Mace Windu and briefly by Depa Billaba in Shatterpoint. It is interesting to note that there is a sword fighting form known as "Jar'Kai" which utilizes two swords. Whether Mace Windu took elements of Jar'Kai to create two-saber Vaapad is unkown. The third style is with a regular lightsaber in one hand, and a lightsaber with a shorter blade in the other. This style was practised by Sora Bulq. It is unknown whether Bulq adapted the one lightsaber style to create the this style himself, or whether it was created by Mace Windu.

The other category of Vaapad is unarmed. It consists of unpredictable movements just like its lightsaber component. It involves a variety of open-hand as well as closet fist strikes. It is also highly acrobatic as seen in Episode 13 of the Clone Wars Mico-Series. Unarmed Vaapad also has the same fundamental of want-to-win mentality as the lightsaber version, but can also be practised without immersion and mentality.

It can be assumed that all Forms have unarmed techniques by using the following text from The Cestus Deception: "...surrendering to the pull of Form I's unarmed techniques." Whether Mace Windu incorporated elements from other Form's unarmed styles into Vaapad is unknown.

3 Masters
Only 3 Jedi have ever mastered Vaapad, though there are a number of Jedi who were learning Vaapad in the prequel era.

The first master of Vaapad is the highly skilled Jedi Master Mace Windu. Windu created Vaapad with the help of Sora Bulq. He was unbeaten in lightsaber combat except by Count Dooku and Master Yoda. Mace Windu liked to fight, which was a dangerous quality for a Jedi to have. This was made even deadlier by the fact that he was a master of Vaapad. It is a definite truth that Vaapad worsened his condition, and made him like fighting even more. However, Mace had firm mental stability, which is why he never fell to the Dark Side.

Another master of Vaapad was Sora Bulq. He helped create Vaapad by dueling with Mace Windu. Sora Bulq was a lightsaber instructor, which is why he was the perfect choice to help create Vaapad. In his entire life, he had taught most of the members of the Jedi Order at some point or another. He used regular blade/short blade style of Vaapad, though it is unknown whether he created this style or not. Sora Bulq was eventually consumed by the power of the Dark Side, and was a living example of how dangerous Vaapad was for the user itself. Though he was considered a master of Vaapad, Mace Windu stated that he "did not master Vaapad. Vaapad mastered him." When Mace Windu dueled with him on the planet Ruul , Sora Bulq stated that he "perfected [Vaapad]... harnessed all that is inherent in it." Through this statement one learns just how close Vaapad is to the Dark Side.

According to Yoda, "few have studied [Vaapad]. One student alone to mastery has risen." That one student was Depa Billaba. Depa was Mace Windu's Padawan and student of Vaapad. At one point he considered her to be even better than him in the ways of Vaapad. Depa Billaba took on an assignment to Haruun Kal, which eventually led her to go "sane", when she experienced the horrors of war. Mace Windu personally went to Haruun Kal to bring her back to Coruscant, a task which no other Jedi could have managed due to her mastery of Vaapad.

The Future of Vaapad
Vaapad was supposedly abandoned after Sora Bulq's fall to the Dark Side and Depa Billaba's "going sane". All that was left of Vaapad was most probably gone after Mace Windu's death. It is, however, possible that Mace Windu might have created a holocron with Vaapad teachings on it. One can come to this conclusion by reading The Unifying Force when Luke Skywalker is battling Yuuzhan Vong in Shimrra's Citadel. His lightsaber moves were so fast, that there might as well have been 10 or 20 lightsabers. This is quite similar to the principle of Vaapad. One's movements are so fast that the enemy doesn't know how many arms or lightsabers you have.

Lightsaber Combat Extended List

Form I: Shii-Cho

When lightsabers were introduced, there was a need to develop a system for their use. Thus, Form I, also called, "Way of the Sarlacc," was born, derived from traditional sword technique. It is a simple, stylistic form, meant to teach the principles of lightsaber combat through a study of older methods.

Younglings, the Jedi initiate rank, first learn Form I before they begin a Padawan apprenticeship with a master.

Form II: Makashi

After Form I's proliferation as a saber combat technique, Form II, the "Way of the Ysalamir," came about as a means of lightsaber-to-lightsaber combat. It is very refined, and employs tactics that require much study to master. Blade manipulation is at its highest level.

In the time near the Clone Wars, the Jedi Order seldom practiced this technique. There is so little combat with opponents who are trained in the Jedi arts that Jedi Masters found it impractical during this era.

Darth Tyranus mastered Form II, and with it bested many Jedi whose own training, which included little lightsaber-to-lightsaber method, left them poorly prepared to face him.

Form III: Soresu

After Darth Maul's defeat on Naboo, Obi-Wan Kenobi decided to perfect his practice of Form III lightsaber combat, the most defensive of all of the forms, since it was apparent to Kenobi that Qui-Gon Jinn's defense was insufficient against the Sith techniques of Darth Maul.

Form III, the, "Way of the Mynock," was originally developed to counteract blaster technology, as the typical opponents of the Jedi came to wield blasters.

Laser-bolt deflection training inspired the technique of Form III. It is very defensive and, thus, it has no aggressive qualities. Form III utilizes motions occurring very close to the body to achieve a near-total protection, and avoids large movements. The weilder of this form avoids exposure of the body to attack. Obi Wan Kenobi was a master of Form III, which aided him in surviving the hazardous course of his life. It is interesting, in this light, that his death came in the form of a willing sacrifice.

Form IV: Ataro

The master practitioners of the "Way of the Hawk-Bat" make extensive use of acrobatic maneuvers often thought not physically possible. Qui-Gon Jinn and Yoda were both masters of Form IV, as shown in their duels against Darth Maul and Count Dooku, respectively. Obi-Wan Kenobi, though already very advanced, abandoned his Ataro training in favor of Form III because he felt that his master's death demonstrated a fatal flaw of the Ataro form.

In dire situations, Form IV practitioners use the Force to aid in their acrobatics. Spinning, jumping and running very fast and very high, masters of Form IV are sometimes only seen as a blur. In order to achieve the acrobatic prowess, amazing reflexes and physical punch of this form, a Jedi Master would focus on the Force, letting it flow deeply throughout his entire physicality, allowing even the elderly and physically frail to perform astounding feats of agility.

Form V: Djem So

Form V is known for its power. Form III practicioners that preferred a more offensive angle and felt that the defensive nature of Form III only dangerously prolonged combat had developed it. The maxim, "peace through superior strength," encompasses the philosophy of Form V, also called the "Way of the Krayt Dragon." Anakin and Luke Skywalker are both practitioners of Form V.

Form V maintains its existence through having sufficient defensive skills, as derived from Form III, but channeling defense into offense. The example is commonly used that while Form III combatants effortlessly deflect laser bolts, Form V practitioners excel at redirecting the laser bolt toward the opponent. This both defends the user and efficiently injures the enemy.

During the Clone Wars, years of intense combat made the Jedi hardened warriors. By 19 BBY, it appears that Obi-Wan Kenobi tended more towards this form, as his technique became considerably more aggressive. Dooku would underestimate the skills of his Padawan and he, who had both gained reputations as legendary heroes since their last encounter.

Form VI: Lus-Ma

The, "Way of the Rancor," Form VI was the standard style at and around the time of the Clone Wars and the Great Jedi Purge, though all of the Jedi using Form VI were killed at the Battle of Geonosis.

Form VI attempts to balance all elements of lightsaber combat; Form VI is considered a combination of Form I, Form III, Form IV, and Form V. The result is that the users' skill in each individual area of lightsaber combat is only moderate. Form VI is much less intensely demanding than other forms of lightsaber combat; this makes Form VI much more of a style suited for diplomats; they can spend their time training in the areas of politics and negotiation instead of combat training.

Form VII: Juyo

Dubbed the, "Way of the Vornskr," Form VII was an incomplete form for millennia. Jedi Master Mace Windu, who could complete it with his "Vaapad" style, further developed it. The most challenging and demanding of all forms, Form VII requires extreme, intense focus, high levels of skill, and mastery of other forms. "Vaapad" or form VII is considered dangerous because it opens oneself to their own inner darkness, as a Jedi must allow themselve to enjoy the fight. Only two Jedi have ever mastered Form VII fully, Mace Windu and Depa Billaba. One other Jedi, Sora Bulq, mastered its physical aspects but was overwhelmed by the required mental discipline.

Intrepid, somewhat direct movements are used in combination with very advanced techniques involving Force-powered jumps and motions. Form VII does not appear as "fancy" as Form IV, but the technical details of it use very open movements. It is quite unpredictable, whereas Form IV uses linked movements.

Form VII demands the emotional and physical intensity of Form V, but it much more effectively controls it (if mastered). It is considered an especially effective style.

Other forms of lightsaber combat

There exist various other forms and principles of lightsaber combat, besides the primary ones enumerated above.

Sokan

Developed by the ancient Jedi Knights during the Great Sith War, Sokan combined tactics that allowed for evasion and mobility with the kinetic motions of Form IV combat. Sokan involved carefully-targeted, swift strokes of the lightsaber in addition to quick tumbles and movements. Its techniques made use of large amounts of terrain, aiming to maneuver opponents into vulnerable positions.

Shien

Not to be confused with Form V. Shien uniquely involves a Jedi holding their lightsaber horizontally. The Jedi pointed the end of the blade at the opponent; it was swung in a fast arc while the Jedi punched their saber-hand at his or her opposing combatant.

Jar'Kai

Not to be confused with Form VI . The dual-saber Jar'Kai technique taught a Jedi to fight with two lightsabers, one in each hand. Sometimes one hand was used to defend while the other attacked, other times both weapons were simultaneously employed in an aggressive advance. Many Jedi studied the basic techniques of Jar'Kai for the sake of versatility, but few mastered the two-blade style, among them Joclad Danva.

Form "Zero"

Not an actual form of lightsaber combat per se, Form Zero is the idea that a Jedi should know when to use their lightsaber and when to find another means to solve a problem. This was defined by Master Yoda to address the need of the Jedi to restrain themselves when tempted to use "aggressive negotiations," and instead use another well-developed Jedi skill, such as the Jedi mind trick. A Jedi particularly adept in this approach of settling conflicts was Obi-Wan Kenobi, which earned him the nickname "the Negotiator" during the Clone Wars.

Dun möch

A term for the psychological component of Sith lightsaber technique. Everything from the disciplined study of taunts and inflection to facial expression could be used in a systematic way to gain a psychological advantage and control the enemy's emotions. Some dun möch techniques use the Force to throw objects at the Sith's opponent during combat, to distract and demoralize their adversary as well as to batter them. Darth Vader used this against Luke Skywalker in their duel on Cloud City, and Darth Sidious used it against Jedi Master Yoda during the time of the Great Jedi Purge.

Saber throw

Lightsaber-wielders only rarely throw their lightsabers at a target and recall it by the use of the Force. Since most lightsabers automatically shut down when dropped, the lightsaber would have to be specifically constructed for this purpose. Most Jedi never saw a need for this, as they could leap at a target just as quickly and a Jedi without a lightsaber is particularly vulnerable.

In a skirmish between the 501st Legion and Master Yoda at the Jedi temple, he threw his lightsaber - a sign of his confidence in his acrobatic and telekinetic abilities. Also, when Luke Skywalker jumped atop a suspended catwalk in the Emperor's throne room, Darth Vader threw his lightsaber in this fashion to bring the catwalk crashing to the ground.

Maneuvers and marks of combat

All seven forms of lightsaber combat utilize these ancient terms used by the Jedi for describing the objectives, maneuver to use, and the various outcomes that could arise out of a fight involving lightsabers as weapons.

Marks of combat

Cho mai

The term cho mai is used to describe the action of cutting off an opponent's weapon hand. This move shows that the Jedi using it has the honor to cause the opponent minimal physical damage; it also shows the skill and mastery of the Jedi performing the move to the opponent.

Cho mak

A cho mak is the act of cutting off an opponent's limb, such as a humanoid's leg.

Cho sun

The term cho sun is used to describe the move used to cut off an opponent's weapon arm.

Sai cha

The term sai cha is used to describe the rare instance when a Jedi beheads his or her opponent.

Sai tok

A sai tok, frowned upon by the Jedi because of its Sith-like nature, is the act of cutting an opponent in half, usually separating his or her legs from torso at the waist.



Shiak

The term shiak is used to describe the honorable action of stabbing an opponent.



Shiim

A shiim is a more minute, considered inferior, wound to an opponent by the edge of a lightsaber's blade. It is also considered a sign of desperation or struggle against a potent enemy.



Sun djem

A sun djem is a attack used by Jedi that disarms the weapon of an opponent, the objective usually being not to physically harm the opponent.



Maneuvers



Jung

A jung in lightsaber combat is a 180-degree turn.



Jung ma

The term jung ma is used to describe a maneuver used by Jedi to perform a 360-degree spin in which power is gained for an eminent attack on the opponent.



Kai-kan

Not a maneuver per se, but the kai-kan is a re-enactment of a famous, usually ancient, very dangerous, lightsaber or even sword battle, which only very well trained Jedi attempt to perform.



Sai

A sai is the term used to describe the move used by Jedi to evade an attack directed at their legs. The Jedi jumps up with the Force as the main backbone of the strength, height, and speed at which the jump is executed.

Shun

The term shun is used for when a 360-degree turn is performed with just a one-handed grip, thus gaining speed for an attack.





Force Powers & Techniques

JEDI POWERS

Absorption of Energy - allows a Jedi to absorb or dissipate energy, including light, heat, radiation, and blaster bolts; a highly trained and gifted Jedi will also be able to absorb or dissipate Force Lightning. If absorbed, the energy can often be re-channeled and used by the Jedi.

Calculation - using traditional meditation techniques, this allows a Jedi to solve, or in special situations, approximate high-order equations with the aid of the Force. Usually only used by Jedi students, this is typically performed as a training exercise.

Meditative Trance - this application of the Force is one of a Jedi's first lessons; it allows a Jedi to enter into a deep meditation which is both calming and restful. A meditative trance may often take the place of sleep, and the Jedi may elect to set a time at which he will re-awaken, fully refreshed. A Jedi will also awaken from this trance if they sense danger, or come into harm's way.

Hibernation Trance - allows a Jedi to place himself into a deep trance which slows all body functions: the Jedi's heartbeat slows, their breathing drops to barely-perceivable levels, and they enter a state of unconsciousness. Although able to heal in a hibernation trance, most Jedi use this power as a matter of survival; if food or air supplies are low, a Jedi entering into a hibernation trance is able to survive for many weeks. It also gives the Jedi an ability to "play dead," which can often times be advantageous in certain missions. Similar to the meditative trance, a Jedi is abruptly awoken from the hibernation trance if an immediate danger is sensed nearby.

Cognitive Trance - allows a Jedi to have a hastened thinking process, in which he is able to absorb information (from data screens, voice-tapes, etc.) much faster than normal abilities allow.

Pain Control - allows a wounded Jedi to act and move as if he has not been wounded; although the wound is not healed, the Jedi will not face the immediate side-effects of being wounded. This ability if most often used when a Jedi is fighting, for it allows all his concentration to be centered on the ongoing battle. Pain control cannot be used indefinitely; at some point in time, a Jedi must allow his wounds to heal.

Poison Detoxification - allows a Jedi to detoxify or expel poisons that have entered their body.

Disease Control - allows a Jedi to direct and control the antibodies and healing resources of their body to counter and destroy diseases or infections within their body.

Perceptive Trance - allows a Jedi to accelerate their mental processes to comprehend visual, audio, and other sensory input.

Short-term Memory Enhancement - allows a Jedi to replay recent events in their mind, in order to more carefully examine mental images and peripheral occurrences. In addition to freezing images, the Jedi can also scan memory tracks to recall details that were seen, but originally not registered consciously at the time of observation.

Voice Amplification - allows a Jedi to amplify their voice to cover a defined area; the Jedi will be able to speak, sing, or otherwise communicate verbally over a much larger area than under normal conditions.

Beast Language Translation - allows a Jedi to both translate and speak in languages of beasts. Creatures rarely have true languages, so the Jedi imparts and reads emotional differences within grunts, growls, and body languages.

Creature Summon - allows a Jedi to mentally speak to any creature, "asking" it to come to their aid to accomplish a given task; the Jedi cannot directly control the summoned creature.

Combat Sense - allows a Jedi to focus on the battle at hand; everything else becomes dulled and muted as the Jedi's senses are all tuned to the ongoing combat around him. All hostile targets become mentally highlighted in the Jedi's mind, aiding him in both attack and defense.

Battle Meditation - allows a Jedi to enter a meditative trance during combat in which they can sense, as well as change, the outcome of a battle. Using the Force, the Jedi can coerce their adversaries to abandon their assault, often times turning on each other. Additionally, the Jedi can alter the tide of the battle, strengthening their allies while at the same time weakening their enemies.

Enhanced Coordination - allows a Jedi to coordinate the activities of a group of beings in order to increase their effectiveness at a given task. A common application of this ability is increasing the fighting ability in a battalion of troops, driving them on and supplementing their will to fight; this ability was often used by Jedi generals during the Clone Wars.

Cyber Sense - allows a Jedi to sense the presence of a machine, computer, or droid.

Instinctive Astrogation - allows the Jedi to calculate hyperspace routes without the use of a nav-computer; the Jedi uses their connection with the Force to "feel" through the myriad of hyperspace routes to determine the safest path.

Life Detection - allows a Jedi to detect sentient beings, which might otherwise remain hidden from their normal senses.

Life Sense - allows a Jedi to sense the presence and identity of a specific person for whom they are searching for; the Jedi can also sense how badly wounded, diseased, or otherwise physically, mentally, or emotionally disturbed their target is.

Life Web - allows a Jedi to detect large concentrations of beings of a specific species from great distances. To properly use a life web, the Jedi must be familiar with at least one member of any given species, which enables them to concentrate on a species' unique Force presence.

Sense Magnification - allows a Jedi to increase the effectiveness of his normal senses so they can perceive things that would otherwise remain indefinite. For example, the Jedi will be able to hear noises and voices beyond his normal hearing range due to distance or softness; however, the Jedi will not be able to hear beyond his normal hearing frequencies.

Post-Cognition - allows a Jedi to investigate the tenuous imprints of the Force left on objects after they are handled by living beings. The Jedi may search for specific incidents, or simply review past events, and can often determine who has handled the object, and what events have transpired around it.

Translation - allows a Jedi to translate a language (spoken word, body language, ancient text, etc.), and speak it in kind. Since they "speak" using beeps and whistles, droids can also be communicated with by using this power. In order to be successful, the Jedi must first hear the target speak, or see the words in written form before forming a response or understanding.

Truth Sense - allows a Jedi to sense whether or not a person believes what they are saying is true; it does not sense if what they are saying is true in reality, but only if the subject believes it in their mind.

Weather Sense - allows a Jedi to attune himself to local weather patterns. By sensing the movements of clouds, winds, tides, and solar bodies, they can observe patterns in the weather, and make limited predictions. This power does not lend itself to quick predictions; before using this power successfully, the Jedi must become accustomed to local weather patterns and topography, which can often take weeks.

Natural Disaster Sense - allows a Jedi to sense local meteorological and geological conditions, and predict imminent disasters, such as earthquakes, volcanic eruptions, floods, landslides, etc. By opening their sense to the environment, Jedi can predict these disturbances, similar to how animals can seemingly sense natural disasters before they occur.

Mediation - allows a Jedi to mediate between any number of parties, for the purpose of coming to a mutually acceptable agreement. In most cases, the Jedi attempts to read the intentions of the parties involved, and then uses their judgment and beliefs to render a decision.

Healing - allows a Jedi to help eliminate injuries, both in themselves and in others, by mending flesh, muscle, and bone.

Concentration - allows a Jedi to clear all negative thoughts from their minds, enabling them to feel the Force flowing through not only their own being, but everything around them.

Contortion - allows a Jedi to escape physical restraints by contorting in painful and difficult, yet physically possible, ways. By dislocating joints, softening bones, and the like, and at the same time, blocking out pain with the aid of the Force, a Jedi can escape from almost any physical restraining device.

Imitation - allows a Jedi to contort his features to imitate facial expressions, and to control his musculature to produce desired body language. This ability also lets the Jedi control their voices, allowing them to imitate a being's voice and vocal patterns.

Fatigue Removal - allows a Jedi to combat the effects of strenuous work. By manipulating the Force, the Jedi expels bodily toxins much more efficiently, thus allowing for greater stamina.

Force Sense - allows a Jedi to sense the ambient Force within a place. Many forms of life, and many areas of the galaxy inter-twined with the Force, can be sensed by using this power; this particular sense does not allow the Jedi to detect sentient beings.

Force Disturbance Sense - allows a Jedi to sense a disturbance, usually something unnatural, in the Force. The Jedi cannot learn specific details about the disturbance, but can instead perceive vague feelings of what has occurred.

Force Potential Sense - allows a Jedi to probe the mind of a target being and determine whether that individual has the potential to be strong in the Force. In the deep subconscious of all Force-sensitive individuals, a protective barrier, preventing another Force wielder from penetrating inner mind and thought, exists. Detection of this "shield," an involuntary defense mechanism within all Force-sensitive individuals, is a reliable way to determine those having the potential to become a Jedi.

Time Sense - allows a Jedi to track the passage of time by sensing the rhythm, pulse, and the ebb and flow of the Force; the Jedi can keep time as precisely as the best chronometer.

Telekinesis - allows a Jedi to levitate and move objects with the power of their mind alone. The Jedi is able to levitate several objects, including oneself or other beings, simultaneously. In emergency situations, this power can be used to create a primitive space drive.

Telepathy - allows a Jedi to communicate telepathically with another being. While often used as a method of two-way, private, mental communication, the Jedi can also probe another being's mind for thoughts and emotions, as well as critical data, such as codes or passwords.

Alert Sense - allows a Jedi to sense the intentions and immediate actions and locations of any beings, creatures, or droids within close proximity.

Danger Sense - allows a Jedi to extend their senses around themselves like protective sensors, in effect creating an early warning system against potential threats.

Directional Sense - allows a Jedi to sense the location or direction of a physical object by tracking its resonance in the Force.

Electronic Sense - allows a Jedi to detect active electronics, including droids, that might otherwise remain hidden from their normal senses.

Electronic Communication - allows a Jedi to mentally communicate with electronic systems, as if using receptive and projective telepathy. The Jedi can read the surface processes of an electronic system, hear what the machine is processing, and project their thoughts into the computer system. This ability is limited to sending short commands and requests to the system to gather information; the Jedi cannot reprogram the system in any way.

Disguise - allows a Jedi to change various components of their persona to disguise themselves, including projected appearance, voice, and gestures; often times, a Jedi can use this ability to impersonate other beings, if the need arises.

Farseeing - allows a Jedi to see the persons or places he wishes to see in his mind as the situation currently exists; the Jedi sees the immediate surroundings of the situation. This ability can also allow the Jedi to see the past or future. The past and the present are set, and it is merely a matter of the Jedi having correct perceptions of the situation; however, the future is never set, always in motion, and is therefore much harder to gather accurate predictions.

Emptiness - allows a Jedi to empty their mind, and have the Force flow through them. The Jedi seems to be in a deep meditation, but is oblivious to their surroundings. While in a state of emptiness, the Jedi is difficult to sense or affect through the Force, but dehydrates and hungers normally. When exiting a state of emptiness, the Jedi's abilities will be much stronger and sharper for a short duration.

Resonation - allows a Jedi to create a vibrating resonance in an object or area of material, which can serve various purposes: production of light and heat, creation of mild tremors, shattering of an opponent's weapon, etc.

Reinforcement - allows a Jedi to strengthen and reinforce the inter- and intra-molecular bonds in a physical object. While the object still has the same density, volume, and mass, it will take more energy to break the bonds holding the object together. This is a relatively basic skill, and is usually taught in the beginning of a Jedi's studies.

Matter Warp - allows a Jedi to mold a volume of matter into a new shape. The Jedi must be in contact with part of the object that is to be molded, and the effects of this ability are permanent.

Life Bond - allows a Jedi to permanently form a mental and spiritual link with another individual, making them aware of that individual's location, state of mind, state of body, senses, etc. The life bond develops over time, and grows into an extremely powerful emotional link between individuals. The life bond also allows two individuals to act independently, yet be aware of each other's action. This ability is most often used by Jedi Masters, who create a life bond with their Padawans, and is a life-changing event.

Respiratory Control - allows a Jedi to control the amount of oxygen, or other elements, flowing into their body. By taking control of surrounding atmosphere and pulling molecules through their skin and into their lungs, the Jedi can effectively breath underwater, or in other hazardous conditions. This ability does not work in the cold of space or a hard vacuum, as there is not enough oxygen for the Jedi to manipulate.

Force Lights - allows a Jedi to light darkened areas; the Jedi glows with intensity, with heat and light radiating outward from all points of their body.

Transfer Force - allows a Jedi to transfer his life force to another being; often used to save a mortally wounded being from death. When the being has life force transferred to them, they remain wounded, but are placed in a state of hibernation, where they can often survive until receiving proper healing. In order to transfer personal life energy, a Jedi must be in direct contact with the target being.

Commune with Nature - allows a Jedi, while meditating outdoors, to bond with all living things in the area and influence their development; soil becomes more fertile, plants begin to grow, creatures sense tranquility, etc.

Force Shield - allows a Jedi to surround their body with a protective, Force-generated shield, which can be used to repel energy and physical matter. The shield is not particularly strong, but it is enough to protect the Jedi from serious injury.

Storytelling - allows a Jedi to entertain, educate, or make a point with relative ease. While the Jedi tells the story, the very reality around them warps to accommodate the prevailing theme; wind can pick up, lights can flash, unusual sounds can be heard, etc.

Eclipse - allows a Jedi to enshroud themselves in a camouflaging veil of the Force, becoming hidden from casual observers. As the Jedi blends into their surroundings, any smells, sounds, or movements emanated from them are muffled; droids and life-form sensors are not affected.

Purification - allows a Jedi to seek out the taint of the Dark side in an area or a physical object and remove it. The more taint present, the easier it is to detect, and the harder it is to remove. The Jedi must remain undisturbed, in a state of deep meditation, while seeking out and purifying the taint.

Force Speed - allows a Jedi to move and act with the speed of thought; using the Force, the Jedi is able to move great distances almost instantaneously.

Force Jump - allows a Jedi to jump great heights and distances; using the Force, size and distance become irrelevant.

Force Pull - allows a Jedi to pull physical objects, such as weapons, away from the hands of their adversaries and into their own. This ability can also retrieve the Jedi's lightsaber if it is out of their reach; using the Force, a Jedi's reach becomes great.

Force Push - allows a Jedi to strike an enemy not within their physical reach; using the Force, the Jedi is able to catch their adversaries off guard, and knock them off balance.

Anticipation - allows a Jedi to anticipate a creature's or individual's immediate actions and react accordingly; this ability works on groups of beings as well as individuals.

Shared Senses - allows a Jedi to experience all of the senses of an individual or creature. This ability lets the Jedi see through the target's eyes, hear through their ears, and smell, taste, and feel what the target is experiencing. In addition to experiencing all sensations from a target, the Jedi also feels their emotions and attitudes.

Persuasion - allows a Jedi to persuade individuals by influencing their thoughts; the Force is strong over the weak-minded


SITH POWERS

Force Lightning - by harnessing pure hatred and evil, this allows a Sith to produce bolts of white and blue energy, which are cast from their fingertips. Upon striking their target, these bolts cause intense pain and injury. Only the most gifted Jedi, by dissipating and absorbing energy, is able to parry or dodge Force Lightning.

Aura of Uneasiness - allows a Sith to project a field of vague uneasiness and discomfort around them, causing non-sentient creatures to sense a vague uneasiness about them; often used as an intimidation tactic.

Feed on the Dark Side - allows a Sith to feed on the fear, hatred, anger, or other negative emotions of others, to make themselves more powerful. The Sith will do everything in their power to provoke negative emotions, including deception, taunting, threats, etc. to allow themselves to feed off of them.

Force Wind - allows a Sith to manipulate and channel air currents, forming powerful and destructive tornadoes that can lift and destroy beings and objects.

Mind Control - allows a Sith to take control of other beings, turning them into puppets and slaves who are forced to obey their every will. In order to be effective, the Sith must be within a close proximity range of their potential target.

Waves of Darkness - allows a Sith to delve into the darkness of their own spirit, and dredge up feelings of hatred, greed, rage, fear, and jealousy that linger in shadowed recesses. Using the Force as a power source, the Sith expels these vile emotions in waves of Dark side energy that radiate outward in an expanding sphere. Any beings or creatures caught in the disturbance suffer immediate confusion, and soon flee the area in fear.

Force Storm - allows a Sith to alter nature itself and create massive storms. Capable of creating annihilating vortices, these storms can swallow whole fleets of starships, or tear and alter the surfaces of planets. Use of this power requires focusing of hate and anger to an almost palpable degree, and is considerably dangerous; in creating Force Storms, the Sith often times fail at harnessing what they have unleashed and are themselves consumed and destroyed.

Doppelganger - allows a Sith to create a mirror image of themselves, an illusion which seems real to those individuals interacting with it. The Sith is able to sense all normal senses through the doppelganger, and the duplicate seems to have form and substance; the doppelganger registers as normal by droids and audio and video sensors. When fatally injured, the doppelganger simply fades away.

Life Energy Drain - allows a Sith to draw power from nearby, non-sentient beings to boost his energy levels, permitting them to go long periods without suffering from fatigue or requiring sleep.

Life Essence Drain - allows a Sith to draw life energy from those around them, and to channel the negative effects of the Dark side into those victims. Many beings and creatures go through their daily lives wasting much of their life energy; this ability draws that lift energy and allows the Sith to use it to further their own ends.

Mind Warp - allows a Sith to alter an individual's memories, causing them to remember things incorrectly; this ability can also be used to cause the target to completely forget things.

Memory Wipe - allows a Sith to sift through another being's mind, and destroy all knowledge of specific events or learned skills. For a memory wipe to be successful. the Sith must be in direct contact with their target.

Telekinetic Kill - allows a Sith to telekinetically injure or kill a target, usually by methods such as collapsing the trachea or squeezing the heart.

Force Scream - an involuntary reflex of the Dark side, usually occurring when a Sith loses control of their emotions, which triggers shock waves that ripple through the Force, causing great damage in both the Sith and any beings in close proximity. Waves of anger and hatred, amplified and fueled by the Dark side, are capable of smashing through both mental and physical defenses with ease.

Web of the Dark Side - allows a Sith to summon strands of Dark side power, and wrap them around any given target, ensnaring them in a mesh of intensity. The lattice of energy severs the connection between the Force and the trapped individual, draining the power and energy from their body.

Blackness - allows a Sith to enshroud themselves in a camouflaging veil of the Dark side, becoming hidden from other beings and creatures. As the Sith blends into their surroundings, any smells, sounds, or movements emanated from them are muffled; droids and life-form sensors are not affected.

Rage - allows a Sith, by tensing themselves completely, to be possessed by the mindless rage of the Dark side. When in a state of rage, the Sith's negative characteristics are amplified, but they appear lifeless and are oblivious to their surroundings. When exiting a state of rage, a Sith's abilities will be stronger and sharper for a short duration, and they will be radiating intensely of the Dark side.

Force Explosion - allows a Sith, by drawing on the power of the Dark side, to create an explosive charge of pure Force energy, which appears as a blue electrical energy pulse.

Transfer Life - allows a Sith to transfer their complete life energy into another, often younger, body, in effect, discovering a degree of immortality. This is a most difficult ability to use, as overtaking an existing spirit residing in a body is nearly impossible; essentially, this ability is useless without the ability to clone host bodies.

Additional information on Force Powers. Some Information may be repeated.

Light Side Force Powers


Light Side Alter Powers


Battle Influence

With this power you can invision a specific outcome of a combat and help make it a reality through the Force. After you have influenced the outcome of a fight, enemies tend to miss their targets a lot more. If they fall prey to their own anger and hatred, they may turn on one another.


Cure

This power heals upto 2 chosen allies within a 15 meter radius so they no longer feel fatigued. This power does not affect droids.


Force Light

With this power you can channel the Force into withering blasts of light that can destroy dark side spirits or purge the taint from a dark side location. When you use this skill, a wave of energy eminates from you 10 meters in every direction.


Heal

This power heals upto 2 chosen allies within a 15 meter radius so they no longer feel fatigued. This power does not affect droids. This is more effective than Cure.


Inspire

With this power you can fill allies with the conviction that they are going to succeed at their endeavors, despite any odds. Your allied become ,pre dedicated and less likely to give up. With a higher degree of ability, you can inspire more individuals at a greater range.


Sever Force

This power is unique among all others in that it has only been used once in the recorded history maintained by the Jedi Temple on Coruscant. In fact, the knowledge of how to use the power seems to have only been granted by the will of the Force itself to the most powerful Jedi Masters through deep meditation and diligent study; as such, it is speculated by philosophers that the power is actually used by the Force to balance itself using a living being as the means for doing so. At the height of the Old Republic, it is recorded that the Jedi Knight Nomi Sunrider, while linked with Jedi Master Vodo Siosk-Baas, was guided by the will of the Force to direct this power at Ulic Qel-Droma, and that even then Jedi Sunrider did not fully understand what had been done. Though no formal study was performed on Qel-Droma, it is reported that he still existed in the Force as far as others were concerned, but he simply was no longer able to touch the Force as other Jedi Knights could. Despite the fact that no scientific analysis was ever performed, Jedi researchers theorize that Quel-Droma's midichlorian count dropped drastically as well, as he no longer heard the Force whispering to him when he meditated.


Stun

This power allows a Jedi to assault the mind of an opponent, effectively stunning them for 9 seconds. The target of this power can try to fight against it and, if successful, are only slowed for the duration rather than stunned. This power does not affect droids.


Light Side Control Powers


Concentration

With this ability, a Jedi clears out all negative thoughts from their mind, feeling the Force flowing through the universe and themselves.


Crucitorn

This Jedi Knight skill allowed the user to transcend physical pain, giving them the ability to overcome tremendous pain and keep moving.


Emptiness

Empty your mind completely and allow the Force to have its way with you. While in emptiness, a character appears to be in a trance and can not move. While in emptiness, the character may not be sensed through the Force. After the character comes out of emptiness, he is refreshed and is stronger in the Force for a period of time equal to the length of the trance. (The Jedi becomes stronger in one Force attribute.)


Force Armor

When this power is activated, the Jedi is temporarily granted a kind of Force armour, enabling them to take more damage. This power is more effective than both Force Aura and Force Shield, and allows yet more damage to be taken. The effect lasts for 20 seconds.


Force Aura

When this power is activated, the Jedi is temporarily granted a kind of Force armour, enabling them to take more damage. The effect lasts for 20 seconds.


Force Shield

When this power is activated, the Jedi is temporarily granted a kind of Force armour, enabling them to take more damage. This power is more effective than Force Aura, and allows even more damage to be taken. The effect lasts for 20 seconds.


Light Side Control & Alter Powers


Accelerate Another's Healing

Speed up the healing of a friend or companion. The Jedi must be in contact with the other person to use this power.


Aura of Ease

This power allows a Jedi to surround himself in an aura of ease, calm, and friendship, which causes non-sentient creatures to show him dis-interest. Sentient creatures and droids are unaffected by this power.


Control Another's Disease

Allows the character to direct and control the antibodies and healing resources of another persons body to throw off an infection or to attack the diseased parts of their body. The character must spend at least half an hour meditating while directing the victims body, and if the disease is life-threatening or long standing, repeated attempts over a period of weeks or months may be required to cure the disease entirely.


Cure Disease

With this technique you can use the light side of the Force to destroy a disease currently afflicting one person (including yourself).


Cure Poison

With this technique you can use the light side of the Force to destroy a poison inflicting one person (including yourself).


Detoxify Poison in Another

This power allows a Jedi to remove or detoxify poison from a patient's body faster than is normally possible. While using this power, the Jedi must remain in physical contact with the patient. As long as the Jedi is in contact with the target, that person is considered immune to the effects of the poison.


Destroy Droid

Destroy Droid affects all droids within 6 meters of a target droid, disabling them for 12 seconds and inflicting quite serious damage to their circuits, sometimes enough to completely destroy the droid.


Disable Droid

Disable Droid temporarily shuts down all droids within 5 meters of a target droid, inflicting some damage on the circuits as well, though not enough to destroy or cause permanent damage to the droid. Affected droids remain disabled for 12 seconds.


Healing Trance

Although the most powerful Jedi healers mainly use the Heal Another skill, some Jedi learn to place other Force-sensitive creatures in simple healing trances to assist their natural healing process.

Any Force-user can attempt to place a willing creature that is Force-sensitive into a healing trance. Doing this slows the target's metabolism, allowing him or her to survive for extended periods with very little air, water, or food. While in a trance, the target's heartbeat slows, their breathing all but ceases, and they appear to be dead.

A character in a healing trance uses only one-tenth as much air as a normal person and needs no food or water for an extended period.

The Jedi must declare the circumstances in which the trance will end, perhaps a time limit or a certain stimulus (such as being touched or hearing a specific phrase). A person in a healing trance is not aware of their surroundings and may not do anything.

A person can remain in a trance for up to one week in a dry climate or up to one month in a wet climate before succumbing to dehydration. If water were somehow supplied (via an intravenous drip, for example), a person could remain in a trance for up to three months before dying of starvation.


Induce Tranquility

With this power, a Jedi can induce a state of enhanced calm in another being, even to the point of inducing near-sleep in another sentient. The user simply reaches out in the Force to the opposing mind, and calms it through waves of almost-dreamlike reassurance. The affected person is generally quieted emotionally, but the Jedi can also intensify use of the power to induce a near-vegetative state that lasts for up to a half-an-hour. Jedi healers have been known to make frequent use of this power when treating casualties in times if war, usually in conjunction with Control Another's Pain. A Jedi can direct this power at up to three characters at once, provided those characters are within 5 meters of one another, and cannot see the Jedi (use of this power on a group is normally only possible from a hiding spot near the targets), hence this is a very useful power for a Jedi attempting to get into a guarded facility with a minimum of attention. Characters "awakening" from the state of induced tranquillity are often somewhat confused, but not usually aware that they have been manipulated in any way. Qui-Gon Jinn uses this power on Jar Jar Binks during the journey in the Gungan sub in Epsiode 1.


Masquerade

The ability to alter one's own appearance is a valuable resource for any Force user wishing to evade detection by non-Force users. While common disguises work relatively well under normal conditions, sometimes the necessary equipment is not readily available to create a disguise, thus necessitating the use of the Force. Masquerade, as the Force power was known to the members of the Jedi Order, is a useful tool for when the need arises to cloak oneself from recognition. Similar in many ways to the illusion skills practiced by different sects of Force users, the Masquerade power was rarely taught but its existence was not uncommon knowledge. After the Jedi purge, Luke Skywalker rediscovered this power following his encounter with the Fallanassi. Study of their powers led him to develop this simple to use and maintain power which would eventually come in handy to those relatively inexperienced students who found themselves hunted by the Yuuzhan Vong.


Plant Surge

With this technique you are capable of channeling life essence into plants through the Force, causing them to grow suddenly. Although this skill is common among Ithorian ecology priests, few Jedi have mastered it.

With Plant Surge, a Force-user causes grasses, weeds, bushes, and even trees to wrap, twist, and entwine about creatures, entangling them.


Rainbow Storm

This demonstration of the Light Side of the Force is not a martial art, like the Force storm. It is merely a display of the ability of The Force. The rainbow storm is created by taking available light and bending it into its component colors, creating a wild barrage of color. It takes a good deal of power to be able to manipulate the physics of light to produce the storm.


Remove Another's Fatigue

This power allows the Jedi to remove the effects of fatigue in another. However, unlike the basic power, the Jedi must wait until the target is actually fatigued, before offering assistance.


Revitalize

This power allows the Jedi to rekindle the life energies of any non-droid fallen ally. This brings back either 1 or 2 people back to conciousness if they have been knocked unconcious depending upon the amount of training.


Stasis

An opponent targeted by this power is held in stasis, unable to move or take any actions for 12 seconds. The target of this power can try to fight against it and, if successful, are only slowed for the duration rather than stunned. This power does not affect droids.


Stasis Field

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, although the targets can fight against this power, and if they are successful they are slowed instead for the duration of the power. This power does not affect droids.


Stun Droid

This power can send a surge of energy through the processor of a droid, rendering them immobile for 12 seconds. The droids circuits also take some small damage though not enough to destroy it or cause any long-term damage.


Transfer Force

This power will save a mortally wounded character from dying because the Jedi is transferring his life force to the target. When a character has force transferred to him, he remains mortally wounded, but he will not die provided he isn't injured again. The character is in hibernation, and will stay alive in the state for up to six weeks. The Jedi must be touching the target character when the power is activated. The recipient of this power must be willing.


Light Side Control & Sense Powers


Prepare Spirit

This power allows a Jedi to prepare his spirit for death; to become one with the Force. Preparing a spirit takes only a moment, if even that. A body that has been prepared for death vanishes as soon as the prepared spirit leaves. It is as though the body has never existed physically. This is what Obi-Wan did on the first Death Star.


Light Side Control, Sense, & Alter Powers


Force Harmony

This power allows several willing Jedi to manifest the power of the Light Side. The power is evidenced by a celestial illumination of Light Side energy. It can act as a shield against the Dark Side. It does not cancel out the presence of the Dark Side, but it does confuse the servants of Darkness, making their actions more difficult.


Force-meld

This was the name given to the uniting of several Jedi Knights through the Force, a technique which was developed by the Jedi during the Yuuzhan Vong invasion of the galaxy. A number of Jedi Knights joined their minds together within the Force, drawing strength from each other and acting as a single, powerful entity. The technique was originally attempted by the strike team sent to Myrkr to destroy the voxyn queen, and further refined by Saba Sebatyne.


Inspire Followers

This power increases the morale and effectiveness of the Jedi Master’s allies in battle. This power lasts for 45 seconds, and does not affect droids.


Ion Generation

These ions have a soothing effect on most beings. Ion generation will help calm lost tempers and promote a feeling of good will.


Wall Of Light

A Force user creates a Wall of Light around a Dark Sider and strips him of his ability to use his powers. This power is defensible despite many Jedi's beleif, however, several Force users can team up and use this power making a Dark Sider incapable of defending.


Light Side Sense Powers


Battle Precognition

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


Empathy

This allows the user to experience the emotions of a sapient individual. No actual thoughts can be read.


Guiding Spirit

This is the power to sense Force Spirits. If this power activates then it means that you have attracted the attention of a Force spirit who sometimes appears to aid you, offering advice and assistance.

A Force spirit you once knew as a living Jedi now protects you after his or her death. The spirit can do little to aid you in a physical sense. The Force spirit can use Force abilities to assit you, but only those that do not require physical contact and do not have a physical effect.


Sense Path

This power tells a character what 'path' he is on: whether his current actions are likely to lead him to the Dark Side, and whether any specified future actions are likely to do so. (The power may be thought of as farseeing without control). Bear in mind that without control, the Jedi has more likely to be allegorical in nature; to receive specific details, the farseeing power must be used. When giving the results of this power, be honest but obscure: if the character has been tainted by the Dark side and is attempting to atone, this power will tell him how successful he is being.


Light Side Sense & Alter Powers


Malacia

Using the Force technique called Malacia, the Jedi turns the opponents equilibrium against him, causing extreme dizziness and nausea without any lasting effects. Malacia can be powerful when employed properly. Use of this ability is rare, since most Jedi find it easier to employ Affect Mind or Force Push to acheive similar effects. The Jedi Master Oppo Rancisis is a master of Malacia who has taught the technique to a small number of Jedi.


Neutral Force Powers


Neutral Control Powers


Absorb/Dissipate Energy

This power allows the Jedi to absorb or dissipate energy, including light, heat, radiation, and blaster bolts. This power may be used to ward off sunburn, heat-stroke and radiation exposure, as well as withstanding intense heat.

This power may also be used to absorb blaster bolts, as Darth Vader did on Cloud City.


Accelerate Healing

The Jedi uses this power to speed up their natural healing process. Adepts can only aid in accelerating the healing time of small cuts although it does not heal them immediately. The higher the level of force user the quicker the healing. This can not be used to heal fatal injuries and no force user can heal themselves fully in only one day.


Adrenaline Adjustment

This power allows a Force user who is in control of his body to push himself to new lengths by forcing adrenaline into his system by methods other than the "fight or flight" reflex. Common reactions to using this power include the shakiness associated with coming down from an adrenaline rush.


Biocombustion

This power is most often used during any sort of brawling or hand-to-hand combat by Jedi who wish to add a little extra heat to their offense. By controlling the blood and tissue temperatures in various parts of her body, a Jedi can concentrate energy and cause a certain area of her flesh to become incredibly hot, to the point of burning like hot metal. This skill can, however, hurt the user if it goes wrong.


Breath Control

Some Jedi 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 any hases for 240 seconds.


Burst of Speed

This power allows a Jedi to move very swiftly, pressing his or her body to its physical limits for upto 36 seconds.


Channel Energy

Some Jedi are exceptionally talented with Force powers that allow them to absorb and deflect energy. Those that are often find themselves able to accomplish amazing things using the Force for a short time thereafter. Jedi Knight Corran Horn is talented enough with absorbing energy that he can actually channel the energy and dissipate it by using another power - telekinesis, perhaps. Other Jedi have managed this by learning the force power of Channel Energy, which allows a Jedi to use the energy absorbed by other powers to boost their own Force skills.


Contort/Escape

The character escapes his bonds by contorting in painful and difficult, but physically possible ways. For example, it is possible to escape from hand binders by dislocating the thumb and "pinky" to reduce the width of the hand.This is painful, but a trained Jedi can resist pain and damage to musculature and ligaments with proper body control.


Control Disease

Control Disease allows the force user to direct and control the antibodies and healing resources of her own body to throw off an infection or to resist diseases within the body. Using this power requires the force user to meditate for at least half and hour.


Control Energy

This was the second half of the absorb/dissipate energy force power which was forgotten long ago. New developments have turned it up. A Jedi may use this power to direct the energy elsewhere or use it to add to his own power. A Jedi may use this to move the energy elsewhere along lines it would be able to travel (example: Corran Horn is being jabbed by a stun baton. he usses absorb/dissipate and sends the current through the metal decikng. a bothan walking by has his fur stand on end for a second) Or they may use it to power another force skil. they get a bonus to the next force power they use (example: Corran Horn is in the middle of an intense explosion and uses absorb/dissipate energy to stop the fire's effects. He sucessfuly controls the fire's energy and uses it to send an image out to everyone in the area of him walking from the flames.


Control Pain

Essentially, you can ignore the pain while using this ability. Then your adrenaline runs out after the fight, and you pass out. If you are injured again after using this power then you must attempt using it again so as to ignore the new pain caused.


Detoxify Poison

Detoxify or eject a poison that has entered your body in a much shorter time than would be normally possible.


Enhance Attribute

Use this ability to increase an attribute for a short period of time. Attributes refer to things like intelligence, strength, and agility. For instance, you could use this power to increase the distance of your jumping ability.


Force Body

This power enables the Force user to use their own health to fuel Force powers. This effect can only last 30 seconds before the power would have to be called upon again.


Force Calculator

Using various meditation techniques, this allows a Jedi to mentally calculate complex and advanced equations using the aid of the Force. Usually done as a training exercise designed to focus young Padawans, this power can have practical applications outside of training - vectors of approach orbits, gravity and rotation speeds, and so on. However, a character's computations is only as good as the information they're based on.


Force Charged Strike

A strange Force power which has not been seen for centuries is the power Force Charge Strike. The last recorded incident where this power was used was by a Sith Lord who died centuries ago. This power allows the user to channel the Force into a physical attack, such as punching, kicking, or using a melee weapon (other than a Lightsaber).

When this power is used, and the user strikes the target, there is an accompanying red glow at the area of Force charge. It takes a small ammount of time to charge up anything although, once charged, it causes considerabley more damage.


Force Dodge

While using this technique you are adept at using the Force to avoid attacks when piloting a starfighter or space transport.


Force Jump

The power is a specialised form of Enhanced Attribute where the Jedi attunes himself with the Force, concentrating on enhancing his physical limits beyond the normal limits. This power allows the Jedi to leap great distances in any direction. The speed at which the jump is performed at is double the speed of a normal jump for the Force user.


Force of Will

This power is the ability to use your strength of will to defend against hostile Force powers, such as telekinetic and mental attacks. This power does not work against Force Lightning or Force Storms.


Force Speed

The power is a specialised form of Enhanced Attribute where the Jedi attunes himself with the Force, concentrating on enhancing his physical limits beyond what is normally possible so as to increase the speed that he performs physical actions.

The use of this ability has many different applications. The Jedi can run at an increased speed to move quickly from one place to the next, or can perform actions such as climbing, swimming or any other physical action at an increased speed.

The physical limitations of the power are dependant on the situation and the environment. The power can only be used with physical actions, not actions such as use of vehicles, etc.

When used in conjunction with Force Jump, it increases the speed of the jump.


Hibernation Trance

This power allows a Jedi to place himself into a deep trance, remarkably slowing all body functions. The Jedi's heartbeat slows, his breathing drops to barely perceivable levels, and he fall unconscious.

When a Jedi enters a hibernation trance, the character must declare under what circumstances the character will awaken: after a specific amount of time, or what stimuli needs to be present (noise, someone touching them). A Jedi can heal while in a hibernation trance, but the character may not use skills or Jedi powers while in a trance.

Hibernation trance serves two purposes. It allows a Jedi to "play dead." It can be used to survive when food or air supplies are low. A character in hibernation uses only about 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 who comes across a Jedi in hibernation trance assumes that the Jedi is dead unless he makes a point of testing him. Another Jedi with the sense skill or the life detection power will be able to detect the Force within the hibernating character and realise that he is alive.

As previously mentioned, a Jedi can use the power as a reactionary skill. This may be to avoid detection after a fight, or to allow his body to be captured.


Instinctive Astrogation Control

Instinctive astrogation control is far more difficult than the standard sense-based instinctive astrogation power because instead of trying to "feel" the correct solutions to the hyperspace equations, the Jedi calculates them in his head. As a result, the Jedi must still have access to stellar charts and astrological data. The ability to calculate these large formula in one's head is quite possible, and is often done as a training excercise by Padawans in their early training. The figures generated though are rarely utilised because it is so easy, even for a Jedi, to make a mistake.


Knight Speed

This power allows a Jedi to move more swiftly than the physical limitations of his body should allow for upto 36 seconds.


Master Speed

This power allows a Jedi to move with such speed that, for the duration of the effect (36 seconds), their movements are twice as fast as the physical limitations of their body should allow.


Reduce Injury

Similar to Control Pain, but with this power, you literally control how much damage happens to your body. Each time you use this power however you get slightly weaker in the Force.


Remain Conscious

Allows the character to remain conscious even after he has sustained injuries that should have knocked him out.


Remove Fatigue

The character uses this power to combat the effects of strenuous work. The Jedi manipulates the Force, causing bodily toxins to be ejected much more efficiently, thus allowing for greater stamina. The character still has to eat and drink normally. Please note that this power cannot be used for lifting. (The Force power enhance attribute would be used in this case.)


Repel Force Lightning

Though typically only known by Dark Jedi, Sith, and other evil Force users, the power Force Lightning also has a defensive application as well. Those who do know how to use the power can also dispel it without suffering any ill effects. Kyp Durron, Jedi Master during the Yuuzhan Vong invasion, displayed his ability to counter Force Lightning when his apprentice Jaina Solo attacked him with the evil energy.


Resist Sleep

When utilizing this techniques, the Jedi can go extended periods without sleep. This ability purges the body of accumulated toxins, orders the mind and so on - leaving the Jedi feeling as if they've had a full eight hours sleep with only a few minutes of mediation.


Resist Stun

This allows the Jedi to prepare his body to resist the effects of stun damage. The character must be prepared before the damage is done.


Short-Term Memory Enhancement

When the Jedi uses this power, he or she can replay recent events in order to more carefully examine images and peripheral occurrences. Using the power, a Jedi can freeze images and even scan memory tracks to recall details that are seen but did not register consciously at the time of observation.


Unarmed Force Stun

A Force-user can use the Force to stun foes with their unarmed attacks. A Force-user with this ability can only use it once each time they try to attack someone (they cannot use it if they are hitting twice in quick succession). As with several other Force abilities, the amount of times this can be used before needing to rest is larger with more practice, and with the power of the Force-user.


Weapon Concealment

A Force-user can use the Force to conceal a weapon and other item on her person. To use this ability, the Force-user must make some effort to conceal the weapon or item. She cannot cloak an item visible in her hand or a weapon visibly holstered to her hip, for example.

Success is automatic if no one is specifically looking for a weapon or specific item on the Force-user's person. If someone standing adjacent to the Force-user conducts a body search, the Force-user must put considerably more effort into using this power, whereas if they're standing anywhere within 10 meters then they must only put slightly more effort into it.

This ability does not fool electronic sensors or similar devices designed to detect concealed weapons.


Neutral Control & Alter Powers


Alter Programming

Derived from the Sith study of electronic manipulation, this power allows a Jedi to focus his senses to alter a droid or computer's programming to suit his needs by reprogramming it's physical and electrical components. The reprogramming can only restore original programming which has been altered, not actually rewrite a computer's programming.


Control Another's Pain

A Jedi who controls anothers pain on another person can cause that person to act as if he or she has not been wounded starting with the round after the power roll has been made. The wound is not healed, but the character does not suffer the penalties of being wounded; an incapacitated character can still act normally, as can a mortally wounded character. This power can also be used to shrug off any stun results. However the character is still injured, and thus is prone to getting worse, even if the character does not feel the pain. For example, a wounded character who is wounded again would still become incapacitated.


Control Breathing

Can be used to breath "selectively" (in an oxygen/methane/ammonia atmosphere, the Jedi could breath only oxygen), or to slow breathing or make oxygenation more efficient (in low-pressure environments). He could effectively breathe underwater, by bringing the necessary element (oxygen for humans) through his skin rather than through his lungs. This will not work in Space, for obvious reasons. This is what Qui-Gon and Obi-Wan did in Ep 1 when the Federation tried to gas them.


Create Force Talisman

By using this power, a Force user can imbue an item of personal significance with Force energy, thereby creating a Force Talisman. A Force Talisman grants its possessor a bonus to resist Force powers. A Force user can only possess one Talisman at a time, though they can make more to give to others.


Dreamscape

This Force projection placed an opponent in a world created in the mind of the wielder. The illusion is often broken when the opponent tries to break through it, but until that time, it appears to be entirely real.


Electric Judgement

This was the name used by Jedi Master Plo Koon to describe his light-side version of Force lightning. The Electric Judgement power is dangerous for a Jedi to use due to its nearness to an attack. Few Jedi ever mastered the power, but those who did could wield it with expertise. Plo Koon, a Jedi Master on the Jedi Council around the time of the Naboo conflict was known to use this power. By drawing Force energy into himself (frighteningly similar to the way Force Lightning is manifested), the user is able to create a solid lance of Force energy which extends roughly 5 meters in front of the Jedi's outstretched hand, remaining for roughly 3-5 seconds before dissipating. This power is often used to sweep an arc clear of enemies.


Energy Resistance

This power shields the Jedi in the Force, absorbing some of the sonic, fire, cold, or electrical damage that would harm the Force user. This effect lasts for 120 seconds.


Force Barrier

This power shields the Jedi in the Force, absorbing some of the damage of slashing, bludgeoning, and piercing attacks.


Force Camouflage

This physical manipulation of light and sound allows the Force user to go unnoticed even in a direct line of sight, and is equally effective against droids and living beings. It has been noted that a few Jedi have activated this power without even realizing it or having any training.


Force Deflection

This power gives the Jedi the ability to deflect any ranged attacks without a Lightsaber. The Jedi can't reflect blaster bolts back at enemies, however.


Force Immunity

This power offers very good protection from direct Force powers of Jedi opponents, possibley negating their effects. The attacking Force user must concentrate a lot harder to even use powers against anyone using this power. Force Resistance lasts 60 seconds.


Force Knock-out

Allows the Jedi to knock someone out with a mental command and brief/light physical contact. This happened when Qui-gon tried to "calm" Jar Jar.


Force Pummel

This Force power allows the user to select a specific item or person into becoming the target of any loose object that might be lying around such as knives, wrenches, rocks etc. Damage delt may vary depending on what actually strikes the target.


Force Redirection

This power gives the Jedi the ability to deflect ranged attacks without a Lightsaber. Unlike with Force Deflection, the Jedi can also reflect these attacks back at enemies.


Force Resistance

This power offers some protection from direct Force powers of Jedi opponents, possibley negating their effects. The attacking Force user must concentrate harder to even use powers against anyone using this power. Force Resistance lasts 60 seconds.


Force Transduction

Using this power, the Jedi can charge energy cells using the Force. Only one power cell can be charged at a time. This power may also be used in reverse to drain power cells in half the time of powering them up. It does, however, take a considerable time to power up a cell, about twice as long as it normally would to power them up.


Force Weapon

A Force user with this power 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 Force user's personal weapon, and only while he uses the weapon himself.


Force Whirlwind

This power encircles the target victim in a small maelstrom of air and dust, inflicting a small amount of damage to the person caught in it. This power does not affect anything equiped with energy shield hardware.


Increase Another's Fatigue

Not a power particularly favored by Jedi, healers often learned this power to keep rulers off their feet when they were ill. The opposite of the Jedi power Remove Another's Fatigue, Increase Another's Fatigue allows a Jedi to make a target feel as though he has spent weeks walking through the mountains, even before he has left the building.


Kinetic Combat

With this power you can remotely manipulate a weapon, fighting with it at a distance as though it werein your hands. (Swing a sword, lightsaber, fire a blaster etc.).


Lesser Force Storm

This is what Vader used against Luke in Cloud City. If the storm is too big, the victim can hide in the "eye," if the vortex is too small, the storm will collapse as debris hits the target straight on. The trick is to get the vortex just slightly smaller than the victim so that the debris will ricochet, but still keep moving.


Lightsaber Throw

When used in conjunction with lightsaber combat this can truly be a deadly maneuver. The saber seems to take a life of its own, flying out to strike as much as 10 targets (depending on distance and the force users ability) in a single attack and then returning to the weilder.


Mind Probe

With this power, a telepath can focus their mind on a specific target and pry one piece of information from the target's mind. The telepath must concentrate to use this mind-influencing ability.

The singular piece of information can be a name, a number with 10 or fewer digits, a secret password, a mental picture of a room or other specific location, or something similar. The target's mind will automatically try to fight the probe, but if it fails then the target doesn't even know the prove is happening. If the target's mind doesn't hold the information they seek, the probe fails automatically, although the targets mind will still try to fight against it.

The telepath can use this ability only against sentient living beings, and must also be able to see the target (either in person or through electronic means).


Mortichro

Mortichro is an ancient art known only to a small number of Force users that can be potentially fatal to even the most vigorous person. The power takes control of the vital functions of a person and slows them eventually, paralyzing them and killing them after a few moments. The power is forbidden Jedi knowledge, only known to a very few in the Order at a time.


Phase Shift

While using this power, a Force user can actually shift her existence such that she no longer interacts with solid matter. This enables her to walk through walls, escape binders and chains, and any manner of other things which can affect a character physically. There are many dangers to using this power, though. A character can become trapped while passing through an object, reverting back to standard phase and suffering great physical harm.


Place Another in Hibernation Trance

The Jedi can place someone else into a hibernation trance. The affected character must consent to the "shut down." This power can not be used to knock out an opponent. The Jedi must be in contact with the person they are trying to affect.


Plant Surge

When used, this power causes plants (grasses, weeds, bushes, trees, etc.) to entangle target creatures, holding them fast or slowing them down. The distance at which this power is used affects how difficult it is to control.


Projectile Deflection

Some Force Adepts and Jedi learn to use the Force to alter the trajectory of incoming projectiles, sending them off course slightly to impact behind them. Jedi Master Ikrit used this power to deflect the blaster bolts fired by the Peace Brigade on Yavin 4, however use of the power is taxing and ultimately caused him to fall in battle.


Quy'Tek

This was a meditative technique developed by the Jedi Knights of the Old Republic. It was used primarily to mask an individual's connection to the Force, allowing a Jedi to pass unnoticed, even to other Force-sensitive beings.


Receptacle

With this power, a telepath can imbue a rare and valuable amulet, cloak pin, brooch, or other piece of jewelery with a fraction of their telepathic power. The telepath must have an item worth 5,000 or more credits to use this power on. Imprinting the item takes 8 hours of undisturbed meditation, which the telepath must complete before the receptacle can be used. During meditation, the telepath can take no other actions.

An imbued receptacle only holds a small amount of power which can only be spent on the Mind Shard, Thought Bomb, Neural Storm, or Psychic Scourge powers.

The telepath can "recharge" a receptacle that is completely drained, which takes another 8 hours of undisturbed meditation.


Return Another to Consciousness

The Jedi can use the Force to return a target to consciousness. The Jedi must be in contact with the person they are trying to affect.


Short Term Memory Enhancement On Another

When a Jedi uses this power, she/he allows another to replay recent events in order to more carefully examine images and peripheral occurrences. The target may freeze images and even scan their memory to recall details that were seen but not consciously registered at the time of observation.


Neutral Alter Powers


Cold/Fire

The Jedi uses telekinesis to slow (cool) or speed (heat) the movement of molecules. Jaina used this for a fireball (for light), but it could also be used to melt things, or for freezing attacks.


Force Pilot

The Force helps you fly starships more than it helps you with anything else while using this power.


Force Push

This power is used to push or throw one or a number of objects across a room to cause damage, similar to the effect that Obi-Wan gave in Episode 1 where he forced 3 Battle Droids across the hallway aboard the Trade Federation Control Ship.


Kinetite

The kinetite is a glowing ball-lightning manifestation of telekinetic energy that can batter down anything in its path. Powerful Jedi have been known to flatten ferrocrete bunkers with these. The kinetite can be "caught" or reflected back by the same power, but the other Jedi absorbs a fraction of the energy and can be thrown several feet in the process.


Levitation

This power involves using Telekinesis to lift the Force user using the power up above the ground. This skill varies according to level. Adepts may be able to slightly slow a short fall decreasing injury but not avoiding injury. Knights may be able to slightly increase the effectiveness of a jump or turn a fall backwards into a flip. A Master may be able to levitate himself with much concentration upward but never very far. A powerful Master may be able to levitate himself fairly high with much concentration but small heights very easily. Never can a Force User levitate himself when falling a very great distance.


Loud

This ability simply allows the Jedi to make sounds and/or speak at increased decibels. This power is useful for scaring the pants off of someone with a Krayt Dragon mating call impersonation, or making oneself heard across a noisy and crowded room.


Projectile Deflection

Some Force Adepts and Jedi learn to use the Force to alter the trajectory of incoming projectiles, sending them off course slightly to impact behind them. Jedi Master Ikrit used this power to deflect the blaster bolts fired by the Peace Brigade on Yavin 4, however use of the power is taxing and ultimately caused him to fall in battle.


Strengthen Object

This power strengthens and reinforces the structure of an object. Some Jedi have discovered that is can also be used to weaken objects in a similar manner. Using the Force, the Jedi reinforces the inter and intramolecular bonds in the object through amplification of the strong and weak nuclear forces. The object has the same density (more or less), volume, and mass as before, but it takes more energy to break the bonds holding the object together. This is a relatively basic skill and is usually taught early in a Jedi's studies. This reinforcement strengthens the object versus shearing forces, stress, or disintegration/disassociation by high energies. Some Force users have even managed to make an object strong enough to deflect Lightsabers. It must be noted that this does not effect the object's ability to do damage, but increases its resistance to breakage or destruction. It also severely limits chemical reactions (such as oxidation).

This Force Power may be used on living matter. However, because the various enzymatic and chemical reactions, and protein interactions in living tissue are strongly inhibited, use of this Force Power on living tissue is very damaging. For example: Oxygen (or other vital gases) no longer disassociates from carrier molecules, causing oxygen starvation. Hormones and Neuro-transmitters will not disassociate from receptor proteins. Blood cells will coagulate on the blood vessel walls. DNA strands cannot be separated for transcription to RNA thus halting protein synthesis. There are very few organisms that can withstand such inhibition of chemical reactions. Use of this power on living beings is considered the dark side.


Telekinesis

This power allows the Jedi to move and levitate objects in anyway or anywhere he desires. He can levitate several objects simultaneously. He can also use this power to levitate himself or others. If levitated objects are used to attack other characters, the Jedi has opened himself up to the Dark Side, and may be consumed by it.


Warp Matter

This power allows the Jedi to mould a volume of matter to a new shape. The Jedi must be able to touch some part of the object to be moulded. This power does not destroy the matter, it merely changes its shape or position (much like a very advanced telekinesis). The effect is permanent.

This Jedi is literally changing the world around them. This power coaxes millions of atoms and molecules to move controlling each particle. The fact that it is easier for the Jedi to affect the volume of matter as a whole rather than as distinct particles is reflected in the harder difficulty of managing gases with this power as opposed to some solids or liquids.

This power is best suited for the imaginative Jedi. You can do so much with this power, even if it's only 1-3 cubic cm. Some examples include: peep holes, picking locks, sealing doors, parting rivers, repair work on anything mechanical, even `breathing' in space/water for short times.

This power does not work on living tissue however.


Neutral Control & Sense Powers


Battle Meld

This power may be used to include any other Force-sensitive characters in a telepathic link. A person involved in this link can heighten any of their senses and can also see/hear/smell whatever the other people on the link can. The more people in the link the more the people in it can heighten their senses.


Farseeing

The user sees the place or person he wishes to see in his mind, as it currently exists. This power can also be used to see the past or the future. He also sees the immediate surroundings, and so can know, for example, when a friend is in danger, or what has happened to his home planet in his absence, etc.

Farseeing requires calm conditions and some time, usually a few minutes. Farseeing cannot be done in the face of danger, although at certain times, a character may have a flashback to keep himself on the right track, or to pass information on to the character in a subtle way.

The Jedi's visions may not be entirely accurate because always in motion is the future.


Farsight

This was one of the many ways a Jedi Knight could use the Force. It was a meditation technique that gave a Jedi a brief glimpse of the future, providing a hint at what lay ahead. It was a difficult technique to master, especially if a Jedi was in battle or otherwise preoccupied.


Hide Force Sensitivity

This power allows a character to hide his or her Force-sensitivity from other Force users in the area. By masking one's connection to the Force, a character could stand right beside a Jedi Master without being discovered. Dark Side characters often use this power in Jedi-rich areas.


Life Bond

A Jedi character may choose the life bond power to permanently form a mental link with one other individual, normally a mate (although sometimes siblings, parent and child, or even very close friends chose to life bond).

Detailed information can be learned by activating the power. The following benefits are only in effect when the characters are actively using the life bond power.

The Force-user is aware of the other's general location and general emotional state: whether the person is frightened, in pain, injured, happy or experiencing some other strong emotion.

the Force-user experiences the other's senses: he or she sees through the other's eyes, hears what the other hears, and smells, tastes and feels what the other person is experiencing. However, at this level, the characters are affected by each others' experiences - both characters share pain, and if one character is injured, the other character suffers an injury with slightly less severity (i.e., if one character is mortally wounded, the life-bonded character is incapacitated).

The Force-user is considered telepathically-linked to the life bond partner and can read the surface thoughts of the other if the other is willing to share those thoughts (as per the receptive telepathy power).

the Force-user can send thoughts to the life-bonded partner (as per the projective telepathy power), allowing the characters to carry on a telepathic conversation.

As an added benefit, the two characters can sense "premonitions" about each other: for example, if one character is severely injured, his or her life bond partner will sense that something "bad" has happened.

Sensing premonitions is automatic if within 1,000 kilometres of each other. If on the same planet but more than 1,000 kilometres from each other, it is slightly harder to sense premonitions. If not on the same planet but in the same star system, it is harder again to sense premonitions. If not in the same star system but within 10 light-years, it is relatively difficult to sense premonitions. If more than 10 light-years away but less than 100 light years distant, it is very hard to sense premonitions. If more that 100 light years away from each other, it is nearly impossible to sense premontions.


Lightsaber Combat

To use a lightsaber most effectively, a Jedi learns this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent's actions through his connection to the Force.

When a character wishes to use a lightsaber, the power automatically activates.

The Jedi may use lightsaber combat to parry blaster bolts. The Jedi may also attempt to control where deflected blaster bolts go, although this is a harder feat to perform.


Natural Navigation

This power prevents the user from becoming lost, as long as the person has a map or some sense of appropriate direction. If the individual has no idea of the surroundings, they can still discern the magnetic north using this ability.


Projective Telepathy

If the Jedi successfully projects his thoughts, the target "hears" his thoughts and "feels" his emotions. The target understands that the thoughts and feelings he is experiencing are not his own and that they belong to the user of the power. If the Jedi doesn't "verbally" identify himself, the target doesn't know who is projecting thoughts to him. This power can only be used to communicate with other minds, not control them.


Neutral Control, Sense, & Alter Powers


Affect Mind

This is the abiity to affect anothers mind. You can make them think they hear, see, smell or taste things they do not. It can also be used to make people beleive what you want them to beleive and to make them say what you want them to. However, it only works on the weak minded.


Art of the Small

This technique of utilizing the power of the Force was discovered and refined by the Fosh Jedi Knight, Vergere, during her five decades of imprisonment with the Yuuzhan Vong. Vergere's personal study and introspection transcended the traditional definitions of a light side and a dark side to the Force. Instead, she found a wild form of the Force and a more controlled form. This definition, which simply stated the the Force exists and can be controlled, led her to the discovery of the Art of the Small. Using this technique, Vergere could make herself "small", in such a way that she was barely recognizable within the Force. This allowed her to fool her Yuuzhan Vong captors into believing that she was not, in fact, a Jedi Knight. It also allowed her to manipulate individual molecules within her body to affect tiny chemical changes. Thus, Vergere could alter her own tears to become healing fluids or poisons.


Astral Translocation

The final form of teleportation. This makes the users tangible body go limp, while the life essence of a user moves through the astral plain to view things he cannot see. Unlike mental translocation, in the astral plain, a user can interact with others who use this power. This is a good way to fight duels where one side is notorious for pulling a saber, blaster, or other non force attack. If the corporal body is destroyed, the user is forever trapped on the astral plain.


Battle Meditation

Two possible effects. The Jedi can force his adversaries to stop their attack and begin to fight each other. The Jedi can also make his allies' will to win stronger, while weakening the resolve of the enemy. The targets of this power must have initiated combat for the power to work.

Battle Meditation has its limits, however. For a start, the maximum number of people that it is able to affect is 1250 people and this is only if the Force user is extremely powerful. Most people are only able to affect 150 people while less powerful Force users can only affect 40-75 people.


Conduit

This power enables a force user to convert force energy into some other form of energy. This enables the user to fire a blaster or wield a lightsaber which has a dead power pack. Of course if an item is over powered, it could burn out or even explode, under power the item and it may fail to function efficiently. Note that this power is not restricted to electrical energy, any kind of energy can be produced, but this power does not enable the user to do force lightning, project heat from their eyes a la superman or even project a beam of light from an open palm. It can only be used to power some sort of powered item.


Discharge Spirit

User leaves his body and puts his spirit into a Sohn-Ja (or soul jar to the uneducated). The object must have great significance to the user and specifically designed for this action. Materials for the Sohn-Ja usually cost arround 100,000 to 1,000,000 Credits (Sohn-Jae may only be crafted from the finest materials, and even the slightest imperfection could cause damage to the spirit within). While a body is vacant of a soul it will begin to deteriorate as if in a coma. Without proper assistance, the body will shortly die.


Dominate Mind

Dominate mind enables the persuasive use of the Force. Once a Jedi has this power, they are able to force most beings to do answer any question, and do most things as long as it does not go against their basic instincts.


Doppelganger

The most powerful Jedi can create body-doubles to move freely and interact with others, leaving the Jedi's actual body safely hidden. These doubles are indistinguishable to all but the most powerful Jedi Masters. When their maker's concentration is lost, or the doppelganger is mortally wounded, they fade into thin air.


Dream

This power is used to alter a target's dreams to allow the viewer to perceive dreams as directed by the Jedi. Jedi healers have used this power in the past to assist those who have been harmed through the dark side of the Force to find their way to sanity, as well as to health. Other Jedi have used this power to warn allies, or even to communicate with others across vast distances.


Enhanced Coordination

The Jedi can coordinate the activities of a group to increase their effectiveness at a given task. The Emperor often used this power to increase the abilities of his troops. This power can only be used on individuals who have agreed to be willing targets for it.


Force Breach

This ability can cancel out other powers that Force users may use on themselves, It is a more advanced version of the Force Suppression power, and can cancel even the most advanced forms of all powers.


Force Bubble

Developed by the Jedi Knights as a defensive measure, the Force bubble was a kind of shield that protected the individual inside it. When properly formed, the Force bubble provided a complete sphere of protection, deflecting energy and projectile weapons away from the being inside.


Force Link

Symbiosis is one of the major themes that Force philosophers encounter in their deep meditation, and is something that affects all students of both the Light and Dark sides of the Force. Nothing displays the concept of symbiosis better than the ability for several Force users to combine their strength and link together, forming a circle of the Force that flows through one focusing being. The Force Link power allows two or more Force users to join together, effectively increasing both the range and area of effect of a power, and also the potency. However, the actions of the leader reflect upon the entire linked group, and one must be certain that the leader is trusted or else the entire group could collapse.


Force Suppression

This ability can cancel out other powers that Force users may use on themselves such as Force Aura, Force Shield, Force Valour, Knight Valour, Burst of Speed, Knight Speed, Energy Resistance, and Force Resistance, though it can not cancel out the most advanced forms of those powers. These powers are instantley cancelled, though the target can reactivate them if they have the ability to.


Illusion

First seen in I, Jedi, This is Corran Horn's trademark. The illusion itself can affect entire groups of people, but droids and cameras won't be affected (since they're not alive), and powerful Jedi Masters can see through it if they know what they're looking for.


Inhabit Object

While it has been shown that a Jedi who has prepared himself for death may still make his presence known in the world of the living, there is an alternative means of doing so besides the "specter" method shown by Obi-Wan Kenobi after his demise on the Death Star. An object, usually no more than a handful in size, can be inhabited by the spiritual essence of a Jedi. This power is dangerous, however, and is seen as impure by most Force users. Most Jedi see it as the natural order of things for death to take the living, and as such frown on this practice as a means of avoiding death. Additionally, the Force is the essence of living things, and to entrench one's spirit inside a nonliving object takes away a little of the purity of the Force, in much the same way that prosthetic replacements do.


Limited Invisibility

A variation of Illusion, meaning it won't affect droids, cameras, or sensors. Also, strong enough Jedi may be able to detect a tell-tale sign (a ghostly image, a rippled outline or something else).


Mental Translocation

This is a form of teleportation that allows the user to have an "out-of-body" experience in which they see in a tunnel vision. They move anywhere and see anything, no barriers stop them, and cannot be sensed. The users body is very vulnerable when this is used however.


Projected Fighting

The Jedi can use this power to strike an opponent without physically touching them. Projected Fighting is a potentially dangerous skill. If you wish to remain with the Light Side, only use it in the defense of others, and only to stun (Never to cause pain and injury).


Psychic Avatar

With this power, a telepath can project a mental image of themself - a psychic avatar - across great distances.

A psychic avatar is a translucent, three-dimensional projection of the telepath similar in appearance to a Force spirit.

When the psychic avatar first manifests, the telepath's physical body enters a state of suspended animation that could be mistaken for death by some people. Their mind, meanwhile, instantley travels to wherever the psychic avatar manifests. In essence, the psychic avatar becomes the new receptacle of the telepath's consciousness.

Manifesting a psychic avatar takes a few seconds. The telepath chooses where her psychic avatar appears: distance is not a factor, although the telepath must have viewed the destination at least once, though the avatar can move to somewhere the telepath has not seen. For instance, a telepath on Coruscant can manifest in a Mos Eisley cantina, provided they can visualize it from past experience. They can not adequately familiarize themself with a destination by looking at a picture or holoimage of it.

Through the psychic avatar, the telepath can perceive people and objects out to a range of 20 meters depending upon their power. Beyond that, everything is a blur. They can not perceive any living being hidden from their thought sensor (see Thought Sensor in Neutral Sense Powers); they are simply undetectable to the telepath. Incorporeal beings (such as Force spirits) and other psychic avatars can communicate and interact with the telepath's psychic avatar normally if they are within range.

The psychic avatar can not physically manipulate its surroundings but can move in any direction and pass through solid barriers, moving at a normal walking speed of the telepath. It can not harm living creatures but can be physically harmed by them. Since a telepath's mind is locked within the psychic avatar, they are no more or less vulnerable to mental attacks and mind-influencing effects than they would be in their physical body.

The psychic avatar can not use or be affected by Force powers that manipulate physical objects (such as telekinesis).


Release Spirit

Allows user to release a spirit contained in a Sohl-Ja (see Discharge Spirit). Upon release, the spirit may attempt to re-enter its own body or use Transfer Life to take over another body. Failure causes the spirit to dissipate at a gradual rate usually lasting upto a maximum of 10 minutes without being in a body.


Thought Bomb

With this power, a telepath can release can release a burst of psychic energy that scrambles the thoughts of living creatures within range.

Unleashing the thought bomb takes about half a minute, and has a maximum radius of 40 meters. All living creatures within this radius will be affected, though their minds will try to fight against it.

Since the thought bomb consists of mental energy, it can pass through walls and other obstructions.

The telepath is not affected by their thought bomb and can choose to shield a number of additional creatures or beings. The amount they can save depends on their power and training. Shielded creatures suffer no ill effects from the thought bomb. This should not be confused with the Sith Thought Bomb power.


Neutral Sense Powers


Beast Languages

This power allows the Jedi to translate a beast-language and speak it in kind. As creatures rarely have "true" languages, the Jedi is actually reading the differances in surface emotions within grunts and growls and other cues of body language.


Combat Sense

Combat sense helps a Jedi focus on the battle at hand. Everything else becomes dulled and muted as the Jedi's senses are all tuned to the combat happening around him. All targets become mentally highlighted in the Jedi's mind, focusing his attention on his opponents, a Jedi gains certain important advantages.


Danger Sense

Danger sense allows a Jedi to extend his senses around himself like a ship has protective sensors, thus creating an early warning system for as long as the power is in effect. It is active all the time and can not be turned off.


Direction Orientation

A Jedi using this power connects with the Force surrounding the planet he is on. By probing various aspects of the planet's rotation and magnetic fields, he is able to determine not only which direction he is facing (North, South, East, West, etc.), but also create a sort of internal compass that he may use at any time. As long as the power is kept up, the Jedi is able to tell exactly which direction he is moving in relation to the planet's poles. This power is often used in underground or urban situations, where the more natural signs of direction are frequently unavailable. This power only functions on planets or space platforms which have significant rotation and magnetic fields; it does not function in outer space, or aboard non-stationary space vessels.


Force Dream

This was the term used by the Jedi Knights of the Old Republic to describe any subconscious connection to the Force that provided a being with strange and wonderful dreams. Force dreams were considered different than farseeing, since they provided no information about future events. They were useful, however, in understanding the stresses a being was experiencing.


Force Shot

This power is used to increase a character's accuracy with missile weapons against hidden or concealed targets. If successful, the Force-user may use his sense powers to aid his shots against an organic/living target that is either fully or partially concealed, be it behind a wall, through smoke, or in darkness or shadow. At least some portion of the target must be concealed by some degree of cover to be effective.


Force Track

The Force surrounds and binds all living things, and as they shift their placement in the Galaxy, so shift the subtle currents in the Force. Darth Sidious once described the Force as a mist, constantly surrounding and penetrating all living things, and visible to only those with a special kind of sense; using this analogy, when a being moves through the mist, it stirs up clouds and leaves a trail. Force users can tap into this special view and use it to follow the movements of a target. By shifting her senses to a certain kind of Force attunement, a Force-user can see the path left by her target, effectively using that being's presence in the Force as a means of pathfinding or tracking. When using this power, the target's path is illuminated by a bright white glow (for Light Side Force users), an inky black trail (for Dark Side Force users) or a dull grey trail (for being of neither light nor dark). This power does not, however, work with droids or beings which have no presence in the Force, such as the Yuuzhan Vong.


Guided Attack

By successfully using this power and studying a single opponent for two full minutes, a character can anticipate that opponent's reactions in combat. This effectively reduces the chance of missing a target when using a ranged weapon.


Instinctive Astrogation

This is the more well known ability of the Jedi to calculate astrogation routes without the use of a nav computer. The Jedi uses his senses to "feel" through the myriad of hyperspace routes to determine the safest path. This skill may also be used the navigate through nebulae and black hole clusters.


Instinctive Navigation

Similar to the Instinctive Astrogation power, but instead of calculating a course between the stars, the Jedi can use their sense skill to navigate between terrestrial based locations. Instinctive navigation is literally letting the Force be your guide, and following its "currents" to your destination. This skill is useful while lost in cave systems, mine shafts and other maze-like networks.


Kin Sense

This power allows a Jedi to sense a family member's presence. Because the power is automatically kept up at all times, it allows the Jedi to sense family members even as they approach. This power may only be used on blood relatives of the Jedi, or those with whom the Jedi shares a Life Bond (as per the Jedi power). It is possible, however very hard, to hide yourself from this power.


Life Detection

The character can detect live sentient beings who would otherwise stay hidden from their normal senses.


Life Sense

This power may be used in two ways. The first is after a Jedi has used Life Detection to feel the presence of a particular target. If the user wishes to identify the targets which have been detected, each target must be checked separately.

The second way that this power may be used is in the attempt of a user to locate someone. This second usage is normally only attempted when the Jedi is out of his or her Sense Range. The difficulty is modified by both Relationship, Species and Proximity.


Life Web

This power is used to detect large concentrations of members of a specific species, such as Humans, Rodians, or Ssi-ruuk, for example. When the power is used successfully, the user senses the general direction that leads to the population. If the user is extremely powerful (or very lucky), the user also knows the approximate distance (hundreds or thousand of kilometers, or single tens, hundreds or thousands of light years, for example.). It must be a race that the character has encountered before.


Magnify Senses

This power allows a Jedi to increase the effectiveness of his normal senses to perceive things that would otherwise be impossible without artificial aids. He can hear noises beyond his normal hearing due to distance or softness - he can't hear beyond normal frequences. Likewise, he can see normally visible things over distances that would normally require the use of macrobinoculars, and identifty scents and odours that are normally too faint for Human olfactory senses.


Merge Senses

This power allows a Force user to perceive things through the senses of another creature, one with animal intelligence or less. He can see through the eyes of the selected creature, enjoying the benefits or being bound by the restrictions of the creatures vision. He can hear through the creatures ears; smell what the creature smells; and physically feel whatever the creature is feeling. The force user does not control the creature, but can make suggestions. The simpler or less threatening the request, the more likely it will be agreed to. If a suggestion goes against the nature of the creature or would put it in an obviously hazardous situation, the Force user will likely fail and the suggested will be ignored.

While the Force users senses are merged with a creatures, the Force users body is motionless, its senses unable to function until, of course, the meld is broken. The link with the creature is also broken by the death of either the creature of the Force user. If the creature suffers damage or dies during a meld, the Force user suffers one-half the amount of damage.


Nature Affinity

You are especially in tune with natural surroundings. This mystical bond allows you to sense what the local environment contains.

By walking in a natural setting and meditating for a full minute, you can get a sense of what living organisms exist in the area. Under these conditions, people with Nature Affinity can detect the kinds of plant or animal lifeforms in a 200-meter-radius area. Living creatures that don't wish to be found can try to oppose this power. Due to the amount of strain this ability puts on its wielder, the Nature Affinity power can be used only once per hour.

A person with Nature Affinity can get a "sense" of the environmental state of well-being by "feeling" for it. This information translates as an emphatic result, such as "harmonious", "threatened", or "dying".


Poison Sense

Related to Danger Sense, but not dependant upon that power, Poison Sense allows the user to sense, in advace, any contaminants or other factors that could make a substance dangerous to ingest.


Postcognition

The character can visualize the events regarding a particular location or object. He must be in physical contact with the object, or he must be at the location, for the power to work. The Jedi can determine who has handled or touched the object and what events have transpired around it. The Jedi may "search" for specific incidents or simply review past events, somewhat like viewing a hologram.


Precognition

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


Predict Natural Disaster

This power allows the Jedi to sense local meteorological and geological conditions and predict imminent disasters, such as quakes, volcanic eruptions, floods, landslides, avalanches, cave-ins, mine subsidence, large scale conflagrations (such as forest fires) and even dangerous storms, tornadoes and hurricanes (which can also be predicted with weather sense). By opening his or her senses to the environment, the Jedi can predict these disturbances, much as animals can seemingly sense a quake hours or even days before it happens.

Like weather sense, this power does not lend itself to quick predictions. It customarily takes weeks for a Jedi to acclimatise to local weather patterns and topography.


Psychometry

This ability to use the Force seemed to be unique to the Kiffar race, and allowed an individual to discern past events by coming in contact with inanimate objects. A Jedi using psychometry would be able to view events from the viewpoint of the object's holder, as well as to feel the holder's emotions. While the Jedi Council did not prohibit the use of psychometry, it expressed frobade the use of psychometry on a dead body. Can work on the dead, but not the living.


Receptive Telepathy

Jedi can attempt to read the surface thoughts of a target. The Jedi "hears" what the target is thinking, but cannot probe for deeper information.

A Jedi can read the minds of more than one person at a time, but each additional person but it increases it's difficulty for each additional person. This power may be used on creatures and other sentient species, although it cannot be used on Droids.


Sense Force

This power is used to sense the ambient Force within a place. It cannot be used to detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Force which can be sensed with this power.


Sense Force Potential

This power allows a Jedi to probe the mind of a target, and determine whether that person has the potential to be strong in the Force.

The deep subconscious of a Force-sensitive person is shielded by a protective barrier which prevents another Force wielder from penetrating his or her inner mind. This shield pushes violently back at an intruder, sending him or her stumbling back. This "shield" is an involuntary defence mechanism maintained by every Force-sensitive person. It is one reliable way to determine which people might have the potential to become Jedi.

The magnitude of the backlash generated by the shield depends on the character's strength in the Force. A person who is merely Force-sensitive will shove the intruder back several feet. Someone with actual Force skills will produce a more intense reaction. Those with little training will send the intruder reeling back across the room. Someone who is well-trained, or who has a great deal of raw talent in the Force, might actually hurl an intruder across the room.


Sense Path

This power tells a character what "path" he is on: whether his current actions are likely to lead him to the Dark Side, and whether any specified future actions are likely to do so. (This power may be thought of as far-seeing without control). Bear in mind that without control, the Jedi has no control over whether he sees the past, present or a possible future. The visions he receives are more likely to be allegorical in nature; to receive specific details, the far-seeing power must be used. When giving the results of this power, be honest but obscure: if the character has been tainted by the Dark side and is attempting to atone, this power will tell him how successful he is being.


Sense Surroundings

Sense surroundings allows a Force-user to extend his senses through the Force, permitting him to fight and sense things despite darkness or obstruction. This power doesn't duplicate the Magnify Senses power, but it does allow a character to perceive things normally through the Force instead of through a normal sense. This power can only be used to counter either blindness or deafness. In order to counteract both lack of sight and sound, the power would need to be used twice.


Shift Sense

The character may shift his senses so as to detect phenomena of a different type than normal; shifting the spectrum of vision into the infra-red or even radio waves, setting olfactory nerves to detect specific chemical combinations which are not normally perceived, or improving hearing to frequencies above or below that which can usually be heard.

Please note that this power is exceptionally useful in some aspects, but fairly limited in others. For example, a Jedi may detect communication frequencies, but that does not mean the Jedi can listen in on the transmission. The Jedi will be able to detect that a transmission is present, but may not necessarily be able to locate the signal's source, and certainly will not be able to decode the information carried by the transmission.


Thought Sensor

Using the Force, a powerful telepath can sense the psychic vibrations of all living beings within a radius of anywhere upto 20 meters depending on their power. A Force-sensitive being can try to mask their psychic vibrations if they are more powerful in telepathic abilities. A successful mask means the telepath cannot sense the beings presence using this ability. The telepath cannot be surprised in combat by any being or creature they detect with their thought sensor.


Translation

This power allows the character to translate a language and speak it in kind. The Jedi may decipher body language, explore the spoken word, or translate ancient Sith texts. In order for this power to work, the character must first hear the target speak, or see the words in written form (such as an ancient text or document). This power has many advantages. First, it takes only one application of this power to "understand" a language.

Because they also "speak" using beeps and whistles, droids may be communicated with using this power. Finally, the Jedi can translate ancient texts, even if the language has long since vanished from the galaxy.

Note that the character does not really know the language. Once this power is no longer in use, the Jedi is once again unable to decipher the target language.


Weather Sense

This power allows the Jedi to attune himself to the workings of local weather patterns. By sensing he movements of clouds, winds, tides, and solar bodies, someone using this power can discern patterns in the weather, and so make limited predictions regarding the behaviour of atmospheric phenomenon.

The power does not lend itself to quick predictions, however. It usually takes weeks for a Jedi to become accustomed to local weather patterns and become familiar with unique features of the local topography that it is possible to obtain accurate readings.


Neutral Sense & Alter Powers


Beast Trick

Beast Trick distracts a creature or beast making it easier to sneak by them. When this is used upon a beast, they are distracted for 30 seconds. Distracted targets won't notice the Force user unless they get too close or interact with them.


Blinding

By using this power, a Force user can cause one other person to become temporarily blinded, a combination of affecting optic nerves and collecting Force energy in front of that person's eyes. The target perceives a bright, blinding light just beyond the tip of his nose that makes any action nearly impossible.


Control Weather

Can be dangerous if the Jedi is unfamiliar with natural weather patterns; should only be used on a small scale (moving small clouds, summoning lightning to a certain spot during a storm).


Dim Other's Senses

This power can be used by the Jedi to reduce the awareness of a target.


Force Blast

This is the most basic attack a Force wielder will employ. Literally a blast of pure Force energy, used to disorient and stun an opponent.


Force Wave

Also known as the "Force Push," this power generates a wave of telekinetic energy that knocks opponents down with surprising force. The power is often used in order to clear a path or deflect away several opponents at the same time, doing minimal damage directly. Qui-Gon Jinn and Obi-Wan Kenobi displayed this power several times during the invasion of Naboo when fighting against Trade Federation Battle Droids.


Friendship

Proper application of this power can calm a hostile person or animal. Use of Friendship employs calming emotions that can cause enemies to re-think their motives, or open them up to discussion and parley. Friendship does not make them forget past events (such as when you tried to kill them), but it might give you a chance to bring about a peaceful solution to a disagreement. The target of Friendship will remain calm until a situation occurs that alters that state.


Greater Force Shield

An advancement over the Lesser Force Shield power, Greater Force Shield functions in a similar manner, though with two powerful side effects. In addition to providing more protection from physical damage, any energy attacks, such as blaster fire, whose damage is absorbed completely by the shield will "bounce" off the shield in a random direction, as though striking against a magnetically-sealed door. Additionally, any time the Greater Force Shield power completely absorbs any damage from Force Lightning, the shield will retain some of the electrical charge.


Group Mind

Allows user to telepathically communicate with all creatures within 30 meters.


Kinetic Release

This power allows a Jedi to release the inherent kinetic energy of an object in a way which transforms it into an explosive force. This power may be used normally on anything smaller than 1 cubic meter.


Lesser Force Shield

The Jedi surrounds himself with a Force-generated shield. The shield repels energy and physical matter. It can block objects down to a molecular level depending on the power of the Force user.


Malacia

This power causes extreme dizziness and nausea in a single target within the user's line of sight. Any target of this power is stunned for roughly 1 minute, and can not do anything in that time.


Mind Shard

With this power, the telepath can drive daggers of psychic energy into others' minds, disrupting their neural pathways.

The telepath's maximum range with the mind shard is 20 meters. The telepath must be able to sense the target's thoughts (Thought Sensor is good for this) to use this ability.


Neural Storm

With this power, a telepath can overload a living creature's neural network, causing momentary disorientation.

Triggering a neural storm can take a few seconds, and the telepath must be able to see their target or sense their thoughts.


Psychic Scourge

With this power, a telepath can lash one or more opponents with tendrils of psychic energy.

Using psychic scourge can take a few seconds, and can affect more people the more power the Force user has, and the more training is put into it, with no maximum limit to the amount of people. The telepath needs to either see their targets or sense their thoughts.


Remove Force Imprint

This power removes the Force imprint left by a Force user (or the ambient imprint) on an object or area.

This power requires intense meditation and the Jedi must go into a trance to erase all of the imprint over long periods of time. Short breaks may be taken every week to eat and drink, but the power must be "maintained" and the delay must not be more than 10 minutes. While in the Remove Force Imprint trance, the Jedi must not be distracted by any large stimulus (e.g. a loud bang or shout, a slap, an extremely strong smell, etc.). After finishing, the Jedi should leave the vicinity of the object or area, preferably within 24 hours. Contact longer than this increases the probability of a new Force imprint being created. Using the Force near the object or area, after erasing the imprint (convert cubic meters to meters of distance, eg. 100 cubic meters=100 meters from the object or place is considered "near") creates a new imprint.

Removing the Force imprint of a Force Nexus, especially a Dark Side Nexus (like the Dagobah Cave) is extremely dangerous for your mental health.


Dark Side Powers


Dark Side Alter Powers



Bolt of Hatred

The Force user creates in his or her hand a radiant sphere of pure hatred which he or she can hurl at any target within his or her line of sight. The bolt is slower than a normal bolt from a blaster. The stronger the Force user, the more powerful the Bolt of Hatred is. The more powerful it is, the slower the bolt travels towards it's destination. If a character is hit square in the chest or head with a Bolt of Hatred without bringing up a defense, he or she will die instantly.


Dark Side Web

When successfully initiated, this power summons strands of dark side power that wrap arround the Force user's target, ensnaring them in a mesh of brilliance. The lattice of energy severs the connection between the Force and the trapped individual and saps the strength from their body.


Deadly Sight

Sariss' trademark in Jedi Knight, this is one of the most painful mental attacks. Victims feel their skin and bones burning and their blood boiling within them (an illusion; the actual damage is comparable to a mild sunburn). If the necessary line of sight (or attacker's concentration) is not broken, the victim will die from pain.


Fear

This power causes fear in a single target, such that they cower in fear of the attacking Force user for roughly 6 seconds. It is easy for other Force users to negate the effects of this power.


Force Bolt

This power was displayed by the Dark Jedi Jerec, who used it to attack a former Jedi Knight. This power allows the Force user to manifest a luminescent sphere of Force energy, covered in tendrils of colored energy, which is fired at an opponent for one of two effects (stunning the opponent, or actually harming them). Many Jedi use this power for the first effect, as it is simpler and more practical than carrying a blaster.


Force Crush

The Force user uses the dark side of the Force to telekinetically crush an opponent.


Injure/Kill

The antithesis of Control Pain. The character inflicts pain, injury, or death upon an opponent. He/She must be in physical contact to perform this power.


Wound

This power triggers spasms in the victim's lungs, causing great pain and inflicting damage, which increases based on the power of the Force user. It is, however, possible for powerful Force users to resist this power completely, taking no damage what-so-ever.


Dark Side Control Powers



Channel Rage

This power, when used, channels the characters anger and rage into a berserk fury, which increases his/her prowess in battle. It temporarily increases the users strength while decreasing their ability to defend themselves slightly. Raging characters are unable to perform any Force power that requires patience and/or concentration. When use of Channel Rage ends, the user loses a lot of strength depending on how long the power was kept up.


Rage

This power allows a character to feel the dread influence of the Dark Side. It functions as a counterpart to emptiness.

The character must tense himself completely, and allow the mindless rage of the Dark Side to possess him. When using this power, a character will appear lifeless. They are amplifying the negative aspects of their own personality, leaving the face clenched in a rictus of horror and fear.

A character must determine how long he wishes to be in rage when he enters the trance. Barring an attack or the arrival of a specific person (as explained below), the Jedi will stay in the trance for the chosen duration.

When the Jedi leaves this state, he an increase to all Force skill for a period of time equal to the time spent in rage.

Like emptiness, this power makes characters oblivious to their surroundings; they cannot move. Unlike emptiness, however, characters in this state strongly exude the Dark Side. The internal focusing does provide some protection for the character against others using the Force on them.

Characters dehydrate and hunger twice as fast normally when using rage and are even more susceptible to damage. Characters who plan on an extended trance will need intravenous nourishment.

In rage, the character is less oblivious to her surroundings than a corresponding Jedi in emptiness. For example, any physical contact by a living being may revive them which provokes an instant berserk-like attack, regardless of who the person may be. It is then very difficult for a character to stop before killing the beign that woke them.

A character using rage can choose to anticipate the arrival of a foe. This will allow them to instantly awaken if the expected person comes within five meters of the person in rage. This power may be used in a preparation ritual for the transfer life power. When a raged person uses transfer life, their original body is instantly and totally consumed by the Dark Side, often bursting into unholy blue flames.


Dark Side Control & Alter Powers


Affliction

Affliction causes a target to suffer as though poisoned, unless they are able to resist. It will, however, take some effort to resist and failure to resist upon having tried will only make this power all the more effective. The target of this power is also slowed for the duration it is kept up.


Blackness

This power causes people to overlook the user as he or she blends into the surroundings and any smells or sound emanating from them are muffled. However, the user may not use combat oriented Force powers while this power is up. e.g. Lightsaber Combat, Combat Sense, Injure/Kill, Inflict Pain etc. This power does not affect ant electronic sensors.


Drain Energy

This is the ability of a Dark Jedi to use his power to 'rip' the enrgy from something. Accounts of Dark Jedi draining Lightsabers or Blasters have brought fear to many. You can draw energy out of power packs, energy cells, and similar power sources. This effectively renders electronics and powered weaponary useless until the power pack is replaced. It also shuts down items using other power sources (such as energy from generators).


Energy Trap

This was a form of protective defense that could be created by Dark Jedi and Sith practitioners. The energy trap was essentially a concentration of Dark Side energy that was nearly invisible to the naked eye. However, it could sometimes be discovered in a being's peripheral vision as a brief flash of deep color. When a Jedi Knight stumbled into an energy trap, they found themselves instantly immobilized, unable to move without tightening the trap. Only those Jedi Masters who managed to dedicate their complete concentration to escaping the trap could break free. Because of this, many Sith left energy traps just outside areas where they could ambush the Jedi, forcing a being that was trapped to choose between utter withdrawal or useless thrashing in order to break free.


Feed on Dark Side

The Dark Jedi can feed on the fear, hatred, or other negative emotions of those around him/her to make his/herself more powerful. The reason for the emotion does not matter to the Dark Side, the emotion alone is the key. The character will seek to make her foes angry, afraid, or filled with hatred, then she will feed upon those emotions to augment her own strength.


Force Choke

With this skill the Force-user telekinetically chokes an enemy. Only living (and breathing) beings can be affected. This power can be countered easily enough by a Force user who simply uses Force Push on the attacker. The person this is used on may be temporarily stunned for a small amount of time after they are released.


Force Lightning

Truly a corruption of the Force. The Dark Jedi who wields this power can hurl bolts of white, blue or purple energy that take the appearance of lightning from his/her fingertips. The bolts rip through the target causing fantastic damage. Since this power is Force-generated, it can be repelled by using Dissipate Energy depending on the power of the user compared to the target.


Force Storm

Different from the power Create Force Storms, this power is in fact simply a more powerful version of Force Lightning. This power unleashes a direct energy attack on all hostile creatures within 10 meters of a target enemy. Upon being hit by this power, a being will lose both stamina and Force power at a varying degree dependant on the power of the user. It is possible to fight back against this power slightly, but it will only half the damage done at most.


Hatred

With this power you can release all your hatred in a blast of pure Force energy, dealing damage to all those within a 10 meter radius of yourself. Force users may attempt to counteract this power but this can only decrease the damage to half its original power at best. Also, if the user moves while still usnig this power, then the radius moves with him. The effect always stays centered on the user and moves as they move.


Horror

This power causes all hostile creatures within a 5-meter radius of a target enemy to cower in catatonic fear of the attacking Force user for roughly 12 seconds. It is possible for stronger Force users to negate the effects of this power.


Inflict Pain

The character can use this to inflict great agony in her target. The actual physical result of the power is that the target is not able to move for several minutes after the attack. The Dark Jedi can not kill using this power, for it only stuns the target. He/She does not need to be in contact with her target to use this power.


Insanity

This power can greatly confuse an enemy force, inflaming paranoia and doubt. All enemies within a 10-meter radius of the target must attempt to fight against this power or cower in catatonic terror for roughly 12 seconds.


Plague

Plague causes a target to suffer as though deathly ill from poison, although they are really not. This power will slowly drain the targets health out of them. The target is also slowed for the duration this power is kept up. It is impossible to save against this power's effects making it extremely dangerous.


Shock

This power unleashes an energy attack on a single target enemy. The target suffers small amounts of damage each time it hits unless they are strong enough to resist it.


Slow

This power clouds the mind, making a target's actions unusually sluggish. It is possible for a strong Force user to resist this power however.


Slow Another's Healing

Typically used by Jedi who had fallen to the dark side of the Force, persistent stories abound regarding a fallen Jedi who returned to the light side and used this power to heal a President who was healing unnaturally quickly, sealing an alien poison in his veins. Whether this is truth or not is not my place to decide, but it is an interesting story. This is the opposite to the power Accelarate Healing...it slows the natural healing process so that it takes twice as long to heal.


Summon Storm

With this power you can manipulate the atmosphere to create rain, winds, and lightning. This can include creating rain that reduces visibility, winds that hinder activities, and intermittent lightning. The rain provides nine-tenths concealment to anyone in the area (in addition to thoroughly soaking anyone that isn't waterproof). The winds are strong enough to cause folliage to whip about violently and hurl loose leaves and paper about, providinf a significant distraction to ordinary activities. The storm is not strong enough to move objects heavier than 1 kg. The lightning strikes are random, as with an ordinary storm; the user cannot direct them. Lightning hits a being rarely, although its presence does provide significant trouble for piots flying vessels through the storm. The storm can only be generated outdoors, and may not be possible in some cases (This power could not be used to generate rain on Tatooine for example). The size of the storm depends greatly on the power of the Force users summoning it.


Waves of Darkness

The user delves into the darkness of his/her own spirit and dredges up the feelings of hatred, jelousy, greed, and rage yhat linger in shadowed reccesses. Using the Force as a power source, he/she expels these vile emotions in waves of dark side energy that radiate outward in an expanding sphere. Anyone caught in the disturbance suffers immediate confusion, and a few seconds later, flees in feer.


Dark Side Control, Sense, & Alter Powers


Awaken

The Emperor, having trained many loyal subjects, often found it a major inconvenience to have to skip over potentially valuable minions due to their lack of Force Sensitivity. As a result, Palpatine learned of an ancient uses of the Force that delves deep into the Dark Side to awaken latent powers in average beings. The result of this power's use is that the recipient gains the ability to sense the Force as though he had been born with it, still requiring instruction to learn but now able to manipulate the Force as any other Force user can.


Control Mind

The Dark Jedi can take control of another person, turning them into a puppet who must obey the character's will. If he/she attempts to take control of another Force sensitive person, he/she can not make them do anything that would cause the target harm, or do anything that would go completely against the Jedi code (if they follow the Light.)


Create Force Creature

Since the dawn of time, the Jedi have ruled the galaxy. It was not until the great Sith War, and the Great Purge, were the ways of the Jedi Knights lost forever. During the Jedis reign however, there were those who despised order, and peace. Those were the individuals of the Dark Side.

For many centuries, those of the Dark Side were shunned and their numbers and subsequent effect on the galaxy dwindled. It was not until a Dark Magician by the name of Kalraan harnessed the ways of the Dark Side to create a living being - laced with the power of the Dark Side. This creature was called the Homonculous. This creature was later to be known as the Scout Homonculous.

It was unknown how Kalraan had come about using this power. It was rumoured that Kalraan had found ancient scrolls belonging to the Great Sith Lords of Old. But this was only rumour. While those of the Jedi council speculated, Kalraan continued his study with this power, and created creatures of terrifying power. Those of the Burden Homonculous, and the Assassin Homonculous. The Assasins were the most feared, and none but the greatest Dark Side adepts created these creatures of horror.

When The Dark Jedi Kalraan was killed over 500 years ago, his secret was thought lost. This however was not the case. In recent times, a number of incidents involving a Dark Magician by the name of Dhar Bullwin, have been reported. It is rumoured that Dhar was able to create a magical construct also rumoured to be called The Homonculous.

Creation of these creatures was and still is considered to be nothing but evil, as the user is creating life from the Dark Side itself.

This power creates a Force construct that can be controlled by the Jedi, yet also has some degree of "free will". A Jedi whop uses this power can create one of the following creatures: a) Assassin; b) Scout; or c) Burden

Any life force the creature may seem to have is simply a physical manifestation of the Force and while the Homonculi are capable of limited independent thought, they tend to simply follow the last command given.

When the creature suffers damage greater than a wound, it begins to disintegrate, then fade, and finally returns to the dust its physical form was created from.

When a Jedi creates this creature, he or she must determine what type of creature.

Assassin's have the following attributes: Bat-like wings, sharp teeth and claws, long tail, dark motley green and brown coloured body, poison claw glands. The poison claw glands secrete a poison onto the creature’s claws. This poison is strong enough to knock most beings unconcious for roughly 3 hours.

Scout's have the following attributes: Bat-like wings, sharp teeth and claws, long tail, dark motley green and brown coloured body, acute vision, auditory sensitivity.

Finally, Burden's have the following attributes: Flat back, furry, small dull teeth and large climbing claws, muscular, stubby stout legs set low to the ground dark black coloured body, webbed digits.


Create Force Storms

This could be the single most destructive Force power known. With this power, the Dark Jedi can rend the space-time continuum to trigger mighty storms of Force energy. He/She can also control the storms (sort of). The user of this power must focus his/her hate and anger to a nearly palpable degree, which can be dangerous. If he/she loses concentration, the storm could consume him/her.


Crush Opposition

This power saps the will of everyone the Force user chooses to target within a 15-meter radius of a target enemy. Targets can attempt to fight against this power with their own willpower, but usually fail. This power lasts 45 seconds.

If the Force user chooses to walk the path of the light side, this power will no longer function.


Dark Familiar

This power allows a character to bind another character to his own will, creating an ever-submissive servant bound by the Dark Side to his master. The use of this power gives the master and familiar certain advantages. They each gain the ability to automatically use the Receptive Telepathy and Projective Telepathy powers only with each other (the familiar need not be Force-sensitive to use this power with his master). Furthermore, the master can locate his familiar at will by direction at any time, from any distance.


Death Field

Death Field targets all enemies within a 10-meter radius, draining life to heal the attacking Force user. The damage done by this power, and thus the healing available for the attacking Force user, is dependant on how powerful both the attacker and defenders are.


Drain Force

With this power you are able to draw life energy from living beings, gradually absorbing it yourself. Draining the Force from other beings in this fashion provides you with additional Force sensitivity, but each time you attempt this, you go over to the dark more and more. For this to work the target(s) must be within 10 meters from the user and this may only be attempted once per week.


Drain Life

This power allows the Force user to drain the life of others to heal himself from fatigue. Targets of this power can fight back, but at most can only half the effects. This power can not be used on droids.


Drain Life Essence

The character can draw life energy from the sentient life around him/her and channel the negative effects of the Dark Side into those victims. All living beings are a part of the Force, even if they are not aware of it. Many go through their day to day lives wasting a lot of their energy. This power allows the character to draw the energy that would be wasted from those beings. He/She then uses that energy for his/her own means.


Kill

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 some damage to their internal organs which could possibley kill them if the Force user was strong enough. Some targets may fight against this power and if they are successful then they do not choke, although they will still suffer some damage to their internal organs.


Telekinetic Kill

This power allows the Dark Jedi to telekinetically kill his/her opponent. The exact method varies: crushing a trachea, pure the brain, stop the heart, or a host of other ruthless methods.


Transfer Life

The Dark Jedi can transfer his/her life energy into another body. This is a key to immortality, and one of the most twisted and evil of the Dark Side powers. It is nearly impossible to overcome a body when the original spirit is still residing in it, so this power is nearly useless without the ability to clone. Any Force user who uses this power to escape death immediately loses access to the Light Side of the Force


Dark Side Sense & Alter Powers


Drain Knowledge

You can drain specific memories, relating to a single subject, from a victim's mind. This allows temporary access to this knowledge. This is much easier when performed on a sleeping/unconcious being. It will take roughly 5 minutes to take the knowledge from a victim and you must be in contact with them for it to work.


Force Drain

Also from Jedi Knight, this was Jerec's trademark. Simply put, a Jedi can suck up a certain amount of Force energy from a victim, leaving the victim helpless.


Dark Side Special Powers


Force Scream

Dark Jedi who become enraged can lose control of their emotions. This sometimes triggers ripples in the Force. Actually, "ripple" is a bit of an understatement. Tidal wave is more appropriate. It is sometimes defined as "a wave of hatred amplified and fueled by the Dark Side, that is capable of smashing through mental and physical defenses with ease." The Force Scream is a devastating occurrence. It not only brings harm to the enemies of the Dark Jedi causing it, but to the Dark Jedi himself. It encompases an area of roughly 50 meters.


Sith Book of Spells


Basic Sith Powers


Control Pain

Control Pain lets a Dark Jedi/Sith continue a task despite great pain.


Hibernation Trance

Sends a Force user into a hibernation where their body needs less attention.


Infectious Wound

This enchantment causes the wounds inflicted by a weapon to become impervious to healing. Most often employed on blade weapons.


Inflict Pain

Allows a Sith to cause extreme pain in an adversary, usually involves the throat.


Projective Telepathy

This power lets a Force user project their thoughts and feelings to someone.


Rage

Sith equivalent to Emptiness, when you come out of rage, all Force skills are greatly increased.


Reduce Injury

Similar to accelerate healing, except reduces extent of injury, doesn't actually heal.


Sense Force

Allows you to sense the Force in a certain place, and whether it is light or dark.


Sith Aeromancy


Clouds

This is a similarity to the effect of the nuclear winter, but only there is no radiation. This spell is effective against a whole planet or moon. The caster summons the forces of the winds and tries to force them into and out of the realm of the spirits at a very quick rate, thus making the winds turn black. And since the winds are usually always present in the higher layers of the atmosphere, the winds would make the whole sky dark, completely blacking out the sun for the inhabitants of a planet. This effect has no possible reverse and causes most of the planet's population to die from cold and hunger.


Denial of Life

Only available to Masters and above, this skill consists of removing the air around your opponent, making it impossible to breathe.


Flight

Manipulation of the air currents to levitate one's self. This can be modified to use on other objects.


Forcewind

This spell alters the path of any shots aimed against the caster so that they will miss him/her and hit beside the caster. The attacker won't see anything strange because the the shoots departs form its course on its way for the caster, and the attacker will see it as a usual failure.


Pressure

Altering of the air pressure around one's opponent that results in extreme discomfort, possible nausea, and if the user is strong enough and the pressure is increased, the person or object under the stress can either be crushed due to the pressure, or is severely crippled.


Wind Blast

Direction of the air towards an opponent used to knock them off balance, distract, or to hurdle them towards something. Can be used in reverse to "shove" the opponent towards the Aeromancer.


Sith Alteration


Alchemy (Click For Picture of Machinery)

Using ancient Sith equipment and arcane formulae, a character with this Force power can alter the molecular composition of living beings, creating Dark Side mutants. All changed made to a being with this power create horrific physical mutations. To use this power successfully requires thousands of credits worth of alchemical equipment and raw materials (as well as a subject). Each alteration made causes considerable damage to the person it is used on. This power can also be used to reshape inanimate matter. Examples of alchemy include: adding claws or fangs, adding horns, adding natural armour, altering the physical appearance of a being, granting a being Darkvision, making a being more obediant and increasing the natural speed of a being. Each alteration made to a being increases the difficulty of performing the next one.

You can also reshape inani-mate matter, making it sharper or stronger, as the ancient Sith frequently did with their weapons and armor.


Body Strengthening

The Dark Side can give you many boons, often extracted at a terrible price. Once such boon was the way the Dark Side could make the body stronger, faster, more able.


Change of Style

Altering an object, such as a saber into a serpent, for a sustained amount of time dependent upon the user's level.


Dark Double

This spell creates an illusion of the caster that is under the caster's complete control. It appears to be a perfect duplicate since the caster is familiar with all the nuances of his own body and mannerisms.

Despite the skill of the image, the illusion is flawed at this level. It cannot make any sound and has no substance. Thus anyone viewing the illusion would see an exact duplicate of the caster, but the image could not speak, would make no sounds as it walked, etc. The caster must also be able to see the illusion he is creating so that he can concentrate on his actions(either by being in line of site or viewing it with some sort of surveillance equipment).


Emplace Rune

Upon touching the said individual the Sith has the ability to alter the very body of the being, placing onto it the mark of the Sith. It is a lasting memory of the Sith.


Facial Manipulation

This spell enables the caster to copy the face of another being, either living or dead. The caster gains the facial features of the chose individual, providing the caster can clearly see the face he/she/it is trying to emulate. The caster does not gain any sensory abilities (or disabilities) associated with the new face. Note that the false face is NOT an illusion, it can last for several hours depending on the casters rank, or until he/she/it chooses to end it.


Full Body Manipulation

Completely changing the shape of the user into something ranging from a small bird to a larger beast of burden, depending on how skillfully the molecules are arranged.


Instantaneous Healing

Though the Dark side of the Force, the Dark Lords of the Sith were able to heal Exar Kun's shattered body in moments, though the pain was extreme he recovered fully, in body at least.


Lethargic Sleep

A millennium ago, an unknown Sith sorcerer used this spell to trick his enemy into thinking that the sorcerer was dead. This spell simulates the condition of clinical death by slowing down every body function almost to the point of real death, but still keeping the subject alive. It launches a specially configured wave right to the surface of the brain lobes which slows down the synaptic reactions. The person under lethargic sleep will look and feel dead, exhibiting lowering temperatures, showing no pulse, heartbeat or breath. The only drawback of this spell is that it's difficult to predict its effects. A person may be in a state of lethargic sleep a few hours, OR a few years. The range is that wide.


Manipulation of Others

Skill reserved for Masters and above, this skill allows the user to manipulate his or her opponent into something less hostile. Extremely draining, a four step process.


Shapeshifting

This spell allows a Sith sorcerer to again touch the Prime wave and open all channels of communications to let the Force flow through his body. However, the user must search out the proper frequency of the Force to successfully cast this spell. To do that, he needs to meditate on the spell's meaning . As the Force flows through the user's body, his appearance slowly morphs from human to animal. The Sith may choose what animal he/she wants to morph into. The frequency of the spell depends on the wanted animal. It is sad to say that when the spell is completed, along with the body morphs user's mind into that of the animal. The user literally becomes an animal, his mind changed into bestial. From that point on , the only counteraction one can take against this spell is for some other Sith user to cast a "Werewolf" spell on the animal.


Sith Animism


Mind Joining

In this special the caster is able to control any animals that he so wishes.


The Tongue

When using this power any animal that the caster comes upon is able to understand what the caster is saying just as the sounds projected are able to be understood by the caster.


Sith Cryomancy


Cryofreeze

This spell has never found practical use in history, but theoretically its advantages can be found. If one plans to embark on a long voyage without a hyperdrive, one may wish to cast this before doing so. After this is cast, the Sith Sorcerer falls into trance similar to both hibernation and cryostasis. However, such trance may last for millions of years, while cryochambers preserve a person only for a maximum of 100,000 years with 15% mental and bodily degradation. The caster may choose when to wake up. Although, I can not see how one may find this spell useful in today's technology, this proves that the Sith have existed long before anyone even got an idea of building a hyperdrive.


Crystallize

This spell only has one purpose and that is offensive and destructive. Based on the early human attempts at cryostasis, it was first pioneered by the primitive Sith Magicians about 40000 years BSW. A Sith Magician launches a bolt of energy at the target. As the bolt enters the target's body, it cools it immediately down to the temperature of -40 degrees Celsius. However, the cooling is so brief, that the target does not die at once. And yet, as the temperature is lowering with the bolt, the water in the cells contracts and then at -30 it expands again and crystallizes causing massive cellular damage. When the body gains temperature again, osmosis in the cells is resumed, and most of the cells explode from the holes caused in them by crystallization. The damage is 100% fatal.


Force Capsule

It is best to cast this spell in unison with the Cryofreeze. After the casting, a Sith Sorcerer is completely covered with a bubble about the size of an escape pod completely consisting of the Force. After that, if the user doesn't cast Cryofreeze, he will simply suffocate in the limited space of the bubble. Then the bubble may act as a rocket and fly up carrying the sorcerer away into deep space. It is completely guided by the directions put in it by the sorcerer before the casting. The bubble senses when the sorcerer feels that the journey is complete and then disperses, even if it might dissipate in outer space Then, automatically, the Cryofreeze is disengaged and the sorcerer wakes up. It is very useful if one wants to leave and never return somewhere and spend his life as a hermit.


Freezing Of The Exterior

A powerful spell that affects organic and non-organic substances alike. This spell uses the Dark side to suck out all kinetic energy from the molecules of the target, thus lowering the target's temperature to zero degrees Kelvin. This sudden freezing makes the target become brittle, and can thus be easily shattered. There is legend of a Sith Sorcerer who made Ice sculptures out of his opponents through the use of this spell.


Life Suspension

A Sith Lord may cast this spell on themselves prior to their own bodies death. The dark side will hold the body at the health when it is cast, even if the body does not remain in one piece.


Sacrificial Gain

A Sith Lord sacrifices the life of a force sensitive individual to extend their life in ratio to the force strength of the individual with only minor bodily degeneration.


Sith Divination


Augment Holocron

It is known that the Sith Holocron can not teach one who wishes to learn the true wisdom of the Darkness about that which was a long time ago. It is known that the first jedi appeared about the same time the hyperdrive was constructed. But only the Nightsisters can contact the forces that were before the jedi-the shadows, but even they can not see or hear a shadow. But with this spell, the caster shall learn more from one shadow through the Holocron than he has ever learned from most of the people in his life. One shadow houses more than two million years of experience and intelligence. And the most important thing, one will be able to SEE a shadow. It's been said that the shadows are beyond a human's comprehension. But the Holocron can prove otherwise. I suggest this spell be taught only to the trusted ones of the Sith.


Dark Prophet

At this level of this spell group the Sith Master can Glimpse the secrets of another individual, the dark secrets that we all have and hide. These become apparent to the Sith master.


Psychic Parallel

Using this spell, a Sith Sorcerer can alter reality in his target's mind. He creates a separate world, parallel to the real one. So, his target can be mislead for a long, long time. Even forever, sometimes, if some lucky psychiatrist doesn't discover it. However, if the target is hurt in the real world,he will be most likely hurt in the dream world and vice versa. A person under this effect can be easily detected, however, because of the absent minded look, muteness, and sleepwalker-style of walking. For example, a guy dreams that he is in the hospital, while in reality, he is lying on the floor.


Sith Electrics


Charge Stone

This spell allows a VDSM "charge" a rune stone with magical energy. It transfers the mentioned energy from the caster of the spell, first through the rune structure itself and then into the body of the stone. Let it be noticed that the magical energy does not destroy the rune stone. When such a spell is cast upon it, it becomes a sort of a magical storage battery. However, a charged rune stone is an extremely volatile material and that gives it a possible use as a weapon. If a charged stone is thrown against a hard surface or detonated, it will explode producing the effects of a thermal detonator or a grenade killing anyone close to the explosion. But, fire or other flammable chemicals will have no effect on such a stone.


Dark Ball

The dark ball is actually a concentrated sphere of kinetic and electric energies created again only to serve its master and therefore is under his control. The dark ball, when created may act in many roles. It can act as a Force mask or turn into a Sith talisman. It can also act as a shield in battle and protect its master. It has been rumored that the little sphere can even kill. Being able to change sizes, the Sith sorcerer may find it a great asset if he wishes to retrieve some hard-to-get or rare item.


Electronic Manipulation

This power allows a Sith to channel his anger into the electronic circuits of a computer, droid, or machine, and reprogram it by manipulating its physical and electrical components. The reprogramming can only restore original programming which has been altered, not actually rewrite a computer's programming.

Since this Sith power can only be evoked in a state of rage, the Jedi have long avoided using it.


Mechu-deru

This was one of the many ancient Sith forms of Force magic, which could be used to infuse a mechanical object with Dark Side energy. It was believed to have been lost by the era of the New Order, but Roganda Ismaren discovered several ancient scrolls which documented its usage. She passed most of this information onto her son, Irek.


Protect Possessions

This spell was written to have been first used at the burial of the Dark Lord Edor Kalgh by his "friends", the magicians of the Sith. These mages first covered all of the targeted possessions in some kind of gray-red dust and then after an incantation was said, the possessions and the body of the Dark Lord burst into flames. I researched this spell, and found that the flame consists of negative kinetic energy which not only protects a possession from someone's robbery, it also causes all in the flames to come to a state of time stop. That means that if a dead body is covered with the flames, it will forever remain in its original form. Only the caster of the spell can dissolve the flames and touch the possessions. The flame "recognizes" he who cast the spell, and allows the Sith sorcerer to come in physical contact with the object.


Scrambling Of The Electric

This spell is the Sorcerer's equivalent of EMP devices. Here, the Dark Side of the Force is used to cause "ripples" in the electromagnetic field; ripples that could in fact scramble any electrical device in the vicinity, up until the point that the electrical device is unusable. This is a good spell for disabling enemy equipment.


Trigger

This spell relates to Charge Stone above. When the rune stone is charged, the magic in it can be triggered by this sorcery. As with the impact on the hard surface, the stone will explode in a white flash acting like a grenade. Such a spell in complement with the stone itself makes an excellent assassination weapon without the burden of buying expensive explosives or detonators.


Sith Geomancy


Abnormal Germination

This spell is used upon a patch of plants anywhere under 800 meters long, and will make them sprout from seeds to mature planets in 6 days. Often used where the Sith has nothing to eat, but cannot Hibernate.


Block Lightsaber

Using an object, the caster can use the Force to increase the power of the object to sustain multiple lightsaber blows. The object can also be transformed to act as a lightsaber.


Sinkhole

This spell will create a depression in the earth anywhere from 2 meters to 2000 meters wide, and varying in depth from 1 foot to 30 feet.


Sith Gravitics


Accel

In accel the caster is able to speed up the speed of an object my manipulating the gravitational Force Put upon it.


Gravatic Collapse

This spell is very hard to master since you can either create new life or destroy all life with it. This Spell Allows the caster to implode a star or other celestial body under the influence of its own gravity. Resulting in a body that is many times smaller and denser than the original body. This Spell is to be used with great caution.


Gravisphere

The caster in this spell can create a field around them like a force shield but instead of using the force they harness the field of gravatics.


Graviton Affection

With this spell the caster can change the Graviton waves that are coming to a planet to suit his better needs.


Harness Grav

This spell allows the caster to harness the power of a gravity wave and travel at a speed equal to that of the speed of light.


Levitation

This spell allows the caster to levitate them self off the ground to any height. They are able to move backwards and towards upwards and downwards. Speed depends upon the level of the caster. This spell requires a small amount of concentration but if it is broken the caster will plummet from where they are to the ground.


Telekinesis

This very important power involves using the force to pick up and move/stop solid objects Difficulty: varies according to weight of object.


The Rift

With this spell the caster controlling gravity can cause a small star to compress and create a black hole. The holes dimensions are 200 Square Feet. They caster Must be warned though, for if he get to close to the black hole he will be sucked in and deatomized.


Wreak Havoc

In this spell the caster manipulates the gravitation force of his surrounding area to change the change the tides and weather patterns. He Can cause anything from swells in the ocean and water spouts to whole Tsunamis.


Sith Hydratics


Death Rain

A rain is caused by the caster that kills all that it hits and can destroy solid matter. It can be consider similar to acid rain but more potent. The caster must be under cover or the rain will harm him/her as well.


Sith Mentalism


Aura of Uneasiness

This power allows a Sith to project a field of vague discomfort and unease arround him, which causes non-sentient creatures to avoid him. Sentient creatures sense a vague "uneasiness" about the person.


Curse of the deceased

This minor illusion causes spirits to rise from the ground and attack a target chosen by the caster. Although the spell can not actually harm the target, their frenzied attack and horribly wailing can be most unsettling to an unprepared opponent, and it is a good distraction during combat. The spell can last for several minutes, and be directed to attack any opponent as dictated by the caster.


Fear

The Sith can use the Fear spell to ward off or even completely destroy an enemy of any size. The only energy the spell requires is that of sheer will. It is a known fact that each and every person in the universe has something to fear. And another fact is that each person has a full manifestation of such fear. That is what the spell uses. The Sith affects the mind of its victim so that instead of a human before their eyes appears such a manifestation. If the Sith increases his hold on the victim , the victim in the end gets so terrified that he dies with his heart stopping. But, if even then, the Sith won't let the spirit of the victim leave his body by increasing his hold on the victim even more , the body shall burn up and turn to ashes in a matter of minutes.


Hallucinations

With this spell, many sorcerers used to drive their enemies mad. The user collects all of his negative emotions, or energies and through the Force channels them right into the body of the victim. This spell causes severe rise in body temperature of the target and also causes multiple hallucinations. The victim can be affected by these for a long time before they wear off, time long enough to drive a person to insanity.


Illusion

Characters with the power of Illusion can manifest images that seem completely real to those who perceive them. These illusions cannot cause physical harm, thought they might cause others to make mistakes if they do not realize their true nature. The maximum range for an illusion is 10,000 meters from the user. Maintaining an illusion takes complete concentration. Each person who perceives the illusion perceives the same event (instead of his or her own slightly different interpretation).


Illusionary Armies

Though trickery and illusion any one fleet/army can appear to be twice the size as normal, while the phantasm armies inflict no damage, the opposition will not be able to distinquish between what is real or not. Effects last only while the user remains undistrubed.


Life Bind

A Sith may use this power to form a link, similar in some respects to the Jedi power Life Bond, but of a master-servant nature. It is not restricted to one other individual as the Jedi power. Instead, as more links are formed, the difficulty to form a link increases.

To form a link the recipient must be prepared to be completely subservient and loyal to the 'master' figure. The power must be kept up by the master for 1 week during which time the recipient is in a state of hibernation and the master must be touching the recipient at the start and once every 24 hours thereafter until the week is up. At the end of this period the master-servant link is formed and will remain until the servant dies or somehow breaks free. Either may use Force of Will, Rage, Emptiness, or Force Harmony to improve their chances of success when the sevant tries to break free to improve their chances of success, provided they have access to these powers.

There is nothing in the scope of this power to stop a servant from using Life Bond to obtain servants of their own. However, their master may not approve of such an action. The link between the master and the servant will warn the master should the servant attempt this without the master's permission.

Servants may only have allegiance to a single master. Such is the delfish nature of the Dark Side. A master will not allow another to play with his 'toys'. If a servant wishes to serve another master, the link with the present master must be broken.

While this link is active the master is able to determine the general location of any of his/her servants at any given time, can send a telepathic message to them and can scan their surface thoughts and emotions. He can also see what they see, hear what they hear etc. at any given time and can also take over any 1 of their bodies at a time. Also the master can improve the servants force skills slightly and detect any treachery in the servant.

The servant, however, can only send and receive telepathic messages to the master. If the master dies then the servant will most likely complete his final order and then become free of the link.


Memory Wipe

This dreadful power allows a Sith to sift through another person's mind, and destroy all knowledge of specific events or learned skills. Use of this skill requires direct contact with the target, and only one specified objective can be pursued per wipe.


Neural Neutralization

This spell when cast would lead to the complete death of the enemy of the caster. Its effects produce a alpha radiation wave upon the body of the target. This causes the body to manufacture certain chemicals in the nervous system. These chemicals act as a poison to the neuron connections. They combine with the neuroreceptors at the end of the cells and cancel out the chemical reaction between the neurons ,preventing the transfer of information from one neuron to another and that way shut down the entire nervous system causing almost instant death in an enemy.


Nightmare

Ancient Sith masters created a dark side version of the Dream power, Nightmare, which allows them to alter others' dreams to harm or warn them from a path. Adopted by the Illusionist sect of the Sith especially, Nightmare allows a Sith to go so far as to implant a "spirit" of dark side energy within their victims. Sith must learn the Dream power before learning Nightmare.


Psychic parallel

Using this spell, a Sith Sorcerer can alter reality in his target's mind. He creates a separate world, parallel to the real one. So, his target can be mislead for a long, long time. Even forever, sometimes, if some lucky psychiatrist doesn't discover it. However, if the target is hurt in the real world,he will be most likely hurt in the dream world and vice versa. A person under this effect can be easily detected, however, because of the absent minded look, muteness, and sleepwalker-style of walking. For example, a guy dreams that he is in the hospital, while in reality, he is lying on the floor.


The Dark Voice

At this level of the Voice, The Sith sorcerer can make suggestions to others of lesser rank and have them carried out as "good ideas". The Sith Adept can also at this point in his training also summon up the Weirding way and make there physical abilities increase through the Sith training in the Weirding Way. The Weirding Way is the special Sith Warrior combat training that they use through the Weirding Module however the Sith Adept at this point does not need the Weirding Module to achieve this power.


The Harrowing

This is taught to all Sith Warriors upon their becoming a Sith Warrior. It affords the Sith Warrior the ability to "sense" another Sith or Jedi near. Giving salt to the saying one cannot sneak up on a Sith.


Thought Bomb

This weapon, first devised and last used by Lord Kaan and the Brotherhood of Darkness, was essentially a seething collection of Dark Side energies. The ancient Sith discovered that the Dark Side of the Force could be extracted and mentally bound into an explosive sphere. When set off, in the final struggle of the Battle of Ruusan, the thought bomb obliterated the physical bodies of both the Sith and the Jedi, trapping their spirits in an unbreakable forcefield for all eternity. The natives of Ruusan believed that their imprisonment would last until another Force user came and disrupted the natural order of the Valley.


Sith Necromancy


Animate Dead Animals

This is one of the first spells most students of true Necromancy learns. Although the Sith Necromancy version is even less powerful it can be quite useful. This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this spell, it last until the animals are destroyed in combat.


Blight

This Sith Necromancy spell allows the caster to cause rapid egging in an opponent. The victim begins to suffer the effects of old age: Skin becomes pallid and thin, bones become brittle, and the victim may even begin to experience advanced effects of arthritis or other ailments of the elderly. The spell is not powerful enough to cause death directly, but a victim could die from a heart attack if undertaking strenuous activity etc.. This spell requires the caster to touch his victim to be cast successfully.


Bone Dance

This spell temporarily animates the physical remains of a humanoid being, it is currently the most powerful spell of animation known to the practitioners of true Necromancy. The Bone Dance creates a link between the corpse and the caster, allowing him to mentally control its movements. The skeleton or zombie animated by this spell is incapable of carrying out any independent actions, the caster must mentally command the undead to walk forward, pick up a vibroblade, strike an opponent with it etc.. The spell occupies the greater part of the casters attention, if concentration is broken the spell will end.


Create Force-Sensitivity in Another

He who can place awareness in others is one to defeat, the reasons are there to find.'As a master of the Sith ways, sometime one may wish to instill an awareness of the Force in a sentient being. This requires large amounts of preparation time and concentration. The Sith twists the Force surrounding the being to allow the midichlorians to thrive. This in turn causes the sentient to be able to sense the Force, and possibly even manipulate it to a certain degree. Although a Sith may be very powerful, it is impossible to create a fully Force-sensitive being with this power.


Drain Life Energy

This power allows a Sith to draw power from nearby non-sentient beings to boost his ability to go without sleep. As long as this power is kept up, the Sith will not fatigue or require sleep. Use of the power depends on a ready supply of nearby insects, small rodents, birds, and so on to draw energy from. This power may not be used to draw energy from sentient beings.


Embalm

An embalm spell enables the caster to protect a corpse (or a harvested part thereof) against the natural forces of decay and dissolution, until some later when it is needed for a spell. If the corpse is later animated, the greater strength and resiliency imparted by the spell to the dead tissue, will increase the strength and endurance of the undead. A corpse thus preserved, permanently retains the same odor and appearance it had at the time of casting. It does not reverse the effect of putrefaction.


Lord of the Dead

This spell enables the caster to command all undead within sight. This spell only affects undead raised by Necromancers of lower level than the caster, the undead raised without the use of true necromancy, or those created by the caster himself. The undead under influence of this spell will only obey the caster's verbal commands, unless he knows of other ways to communicate with them. Note that it is usually not necessary to employ this spell to control the undead of ones own creation.


Sense the Sin

This power allows the caster to see into the soul of his victim, to ferret out his/hers greatest weakness. This could be anything from a low Intelligence, or weak will to a derangement or just about anything else. This power is very useful in attempting to turn lightside Jedi's, or during interrogations.


Sith Sorcery

With this spell you have the ability to channel the spirits of deceased Sith lords, using their power to suplement your own - but at the risk of becoming their puppet.


Soul Combination

This spell belongs to the category of "Life drainers". It even has similar purpose. When cast, the spell will take the soul out of one human being and fuse it with that of another. The side effect is that when the "soul fusion" occurs the caster will then employ some of the personality traits, physical traits ,habits, or likes and dislikes. The exact purpose of the spell is like that of many is unknown, but it is hypothesized that it prolongs life.


Soul Shatter

This spell is used by a Dark Lord to shatter the soul of another being. The soul cannot be destroyed, but with this spell the soul can be shattered into so many pieces that in can no longer function as a single entity.


The Black Gaze

When cast bolts of pure dark magic leap from the necromancer's eyes. Where the beams touch the victim's flesh his skin blackens and withers, sloughing away until gleam of bone is visible beneath! The power has a rang of about 35 meters. It is usually fatal it will usually kill anyone weaker than the caster (of lower rank), the more powerful the victim is the more likely he is to survive, but anyone surviving this spell will be disabled by intense pain for a long period of time (it's even more painful than being struck by force lighting).


Transfer Essence

With this spell you can transfer your life essence from your own body into the body of another existing one - either an empty vessel (such as a clone) or, in more extreme cases, another developed, intelligent being. Your conciousness then over-writes that other individual's conciousness - leaving your mind in the other body. Your own body disintegrates, leaving behind your clothing and any items you previously held or carried. The being you are entering must be within 10 meters of your own body for this spell to work. If you fail to enter the body you try to enter then your essence will automatically select a new being and you will attempt to enter this body although the new body must still be within the 10 meter radius. If you fail this more than 3 times then your essence simply disintegrates and you die.


Sith Pyrism


Dragons Breath

This spell is a progressive spell one can learn it at but the Sith Sorcerer continues to advance with his/her ability to wield the spell. At its basic level the Sith Sorcerer can summon up a fiery blast that bellows forth from the casters mouth. This blast travels the length of line of sight in a straight line. As the caster grows within the Sith he/she can begin to customize the effect of the blast. At Level 2 The the caster can grant the fiery blast an illusionary effect such as placing a shadow of a cobra or the like into the blast. At level 3 The Sith the fiery blast no longer is a line of sight bolt. The fire is bellowed out of the casters month and the cast may animate the fiery cobra,for example, to chase the intended target so long as the cast can see the target. As Sith Lord level the target need only to have been in the Sith Lords sight prior to the casting of the spell as the Cobras in this case will follow the target as if locked on with a targeting lock from a TIE Fighter targeting computer. So long as the Sith Lord remains in the general region of the target. This spell is both devastating to the target and demoralizing to it.


Fire Demon

This spell is to be cast on a dead artifact i.e. a stone etc.. The artifact then takes the form of a Fire Demon in the same size of the original artifact. The Demon has vines and burrs constant, and there is no way to put out the fire. The Demon sets anything the caster wants into fire. The Demon lasts 5 min/Level and then it returns to its original shape.


Pyrokinetic Kill

A chosen target is ignited in a burst of dark flame. The flame of the dark side and thus can't be doused as normal flame. It burns until the target has been turned to ash or it is doused by the force.


Sith Abyssal Fire Spell

This is the most divesting attack devised by the Sith yet. What the Sith Lord is actually calling into existence is a ball of Kinetic energy. The fire is a by product of the chain reaction of the balls existing in a physical state. This ball of energy is so devastating is was once seen that a Sith Lord destroyed a Corvette class starship with one. The danger of this spell is if the caster is not careful it can go as far as to split atoms and cause a nuclear reaction that could destroy far more than just the intended target.


Sith Spectromancy


Blinding the Minds Eye

With this power the Sith Adept becomes invisible to other force wielders as if he were wearing a Sith Mask.(See Sith Talismans). The Adept is undetectable as the source of any Force related event.


Cloak Object

With this spell, a Sith Sorcerer can cause the targeted object to disappear from sight completely. The target is submitted to Sith magic which makes it reflect light in such a way that it is virtually invisible. However, the cloaked object can be found if someone simply stumbles on it, since it only disappears visually, not physically. The spell is not permanent and the amount of time that it will remain cloaked depends on the power the caster put in the spell.


Eye of Edor

This spell was originally invented by a Dark Lord Edor Loskol to spy on his enemies and rivals. What it does is that it gathers dark energy from the user's surroundings and compacts into one small area in space. After that, the small ball of darkness is battered with astronomical amounts of the Force flowing through it. This creates a living shadow. That shadow is completely bound to the will of the caster by the spell's words. The Sith sorcerer can use the shadow as an extension of his own body, being able to have an extra eye, an extra ear, and an extra hand. It may be used to spy, steal, or listen to others conversations. Such a shadow is completely undetectable by all the Sith. Only the most powerful of them can feel some fluctuations in the Force, but the others won't feel anything.


Hand of Darkness

The purpose of this spell is to cloak light sources, quickly and with great precision. When cast, the radiance caused by all light sources (even force lights) within 30 feet of the caster simply "goes out". The sources themselves are not extinguished (with the exception of Force Lights which is canceled), but simply give off no light.


Mask of Mirrors

This spell will cloak the Dark Jedi, and make the eye shift away, and although he is not invisible, he is difficult to see under bright light, and nearly impossible under dim.


Sith Translocation


Astral Translocation

The final form of teleportation. This makes the users tangible body go limp, while the life essence of a user moves through the astral plain to view things he cannot see. Unlike mental translocation, in the astral plain, a user can interact with others who use this power. This is a good way to fight duels where one side is notorious for pulling a saber, blaster, or other non force attack. If the material body is destroyed, the user is.


Corporal Translocation

This is the form of teleportation that lets the user translocate matter, I.E. themselves to another part of the galaxy. The use must have knowledge of their desired destination or they could be lost in a form of hyperspace for ever.


Mental Translocation

This is a form of teleportation that allows the user to have an "out-of-body" experience in which they see in a tunnel vision. They move anywhere and see anything, no barriers stop them, and cannot be sensed.







 


I donot claim any information as my own unless otherwise stated.


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