Force Powers List (Version One)

This is the first version of the Force Power list that was used on Star Wars: Descension. The list has been added to the Wookie for archiving purposes.

Alter Elements (Alter Environment) I
Description: Involves basic techniques, which enable a Force user to manipulate nature and other natural weather phenomena. (only one element at a time)
 * Air/Wind - Gentle breeze and Lesser blast of air, dust devil
 * Water/ice: Summon Water. Mist, Light Rainfall Fog, Freezing Touch, Crystallize
 * Fire: Create Fire
 * Earth: Summon Dirt (terra kinesis with touching), can control any natural mineral based matter that has not been processed. ( IE. Gold, silver, nickel, copper, aurellium, ores, natural gemstones.)

Animal Control / Beast Trick
Prerequisities: Telepathy Description: Force ability to calm an animal and (with enough effort) tame the creature to a degree, enabling it to be utilized as a mount

Basic Alter Image
Description: Basic Alter Image allows the Force User to alter the color of their skin, hair, and eyes. These changes could only be held up to an hour, and would be immediately dropped if the Force-user fell unconscious or simply lost concentration. However, other Force Users skilled in Enhanced Force Sense had a chance to see through this disguise which resulted in a contest of skills between the two Force-users. Added by: Shery and Fallon deWinter

Basic Healing (Self)
Description: A basic healing ability that allows one to heal themselves from injures such as mending bones and flesh as well as treating internal injuries.

Basic Telekinesis
Included Subskills: Force Pull, Force Push, Force Throw Description: Ability to lift small objects (no greater than half of the carrying capacity of the user) and move them, hovering the item in any direction. This ability also includes the ability to apply telekinetic energy in bursts to “push” and “pull” objects such as levers.

Breath Control
Prerequisites: Enhance Ability Description: Ability that allows the user to sustain themselves in conditions where normal breathing is impossible with just trace amounts of air in their lungs.

Enhance Ability
Sub-skills: Enhance Senses Description: Basic ability of a Force user to increase their strength, dexterity, vitality, stamina, and speed through control and manipulation of the Force

Farsight
Prerequisites: Force Sense Description: Force technique that enables the user to gain vague impressions of events happening in other places or times through the currents of the Force. Force users skilled in this technique are capable of detecting when friends and apprentices are in danger, examining details of past events, and predicting the probable outcome of a stated course of action. However, this ability is limited by the vagueness of the Force and the fact the future is constantly in motion.

Force Choke
Prerequisites: Basic Telekinesis Description: Ability to use a Force user’s telekinetic abilities to immobilize an opponent and, by targeting the neck, choke them. With prolonged focus it could lead to death by permanently closing the trachea or snapping the neck, though under shorter durations it could be used to induce unconsciousness.

Force Comprehension
Prerequisites: Force Sense Description: Ability that enables a Force User to absorb and interpret great quantities of information rapidly by speeding up the user's neural processes.

Force Cry
Description: At times of strong emotional turmoil, the force user's own crying is enhanced throughout the Force. The result is variable depending on the individual force sensitives who are near enough to feel its pulse. Force sensitives have been known to experience light depressing thoughts to annoyance to outright uncontrolled anger. (I.E.: Shift begins to cry as Xander utterly decimates his mortal self. His own emotions begin to seep into the Force, pulsating around those with sensitivity to the Force.) Added by: Shift Jaam

Force Empathy
Prerequisites: Force Sense Description: Ability that enables the user to gleam impressions of an individual’s emotional state through the Force.

Force Jump / Force Leap
Prerequisites: Enhance Ability Description: Force power that augments the user’s natural leaping ability, enabling leaps and jumps (vertically or horizontally) several times the height of the user.

Force Persuasion
Description: The ability to use the Force to alter the way others think, implanting basic suggestions. Only works on the weak minded.

Force Sense
Description: Basic ability for all Force sensitives, enabling the user to feel another being’s presence, see the future, sense impending danger, feel traumatic events through ripples in the Force, and enables the Jedi to “see” without relying on their physical senses.

Force Speed
Prerequisites: Enhance Ability Description: Core Force power that allowed the user to maintain sprinting speeds for a brief time, or to run for extended distances, with no visible signs of fatigue.

Meditative/Hibernation Trance
Description: An ability that allowed Force-user to go into a very deep hibernation state. This slowed the user's metabolism and breathing to a standstill, causing the individual to only use one tenth of the air of a normal individual. This induces the bodies natural healing process to heal themselves depending on how long their in the trance. Lightsiders clear their minds, and centering themselves, being at peace. Darksiders focus on anger and hate to fuel their healing processes. A hibernating Force-user would appear dead to all but another Force-user. This could lead to potentially dangerous results for the hibernating individual if nobody was aware of the truth. To avoid such situations, the person in a hibernation trance could provide a trigger phrase that, if recited by another person, would bring the Force-user out of the trance

Shadow I
Description: This power allows the user to generate a gray- or black-colored mist/fog to hide their physical presence from others. It can be used wherever the user wishes to employ it, but the power is used to full effect in dark, shadowy areas or at night. Or both, for even more effectiveness. At Apprentice-level, the user can only fill the immediate area around them for 2 to 6 feet with the mist/fog. Weaknesses of this power include an extreme vulnerability to Force Sight or the use of the Force to enhance one’s senses, particularly hearing. Added by: Jennica Sorsten

Shaping I
Description: Shaping, a power of the Shapers of Kro Var, allows the Shaper to manipulate an element of their choice - Earth, Water, Air or Fire. At the first level of Shaping, the Shaper can create and manipulate elements to create minor effects, depending on their choice of element. Effects such as fire blasts, water whips, earth shields and wind blasts can be created. A Shaper who has access to the element in question can create more powerful effects, but it is generally accepted that lesser effects can be created from nothing. A Shaper, to learn the arts of true Shaping, must forego all other Force powers to learn this talent. Each element must be learned separately. Added by: Lady Velori

Telekinetic Strike
Prerequisites: Basic Telekinesis, Enhanced Telekinesis (at Knight), Mastered Telekinesis(At Master) (See Description)

Description: A simple technique that can be taught as early as Apprentice level. This technique uses the telekinetic abilities of the Force User to create a force that is not unlike a punch. The wielder of this technique is also able to "throw" their punches, increasing the range of the users physical attack. The power of a users punch is dependent on what level of mastery they have achieved with Telekinesis. With Basic Telekinesis the user can punch with the strength of a average human, with Enhanced Telekinesis the user may punch with the strength of adult Wookiee and with Mastered Telekinesis the user may punch with the strength of Rancor. Added by: Xander Starkiller

Telepathy
Prerequisities: Force Sense

Description: The ability to mentally communicate over small or vast distances with other individuals using the Force. The distance this can be accomplished over depends on the abilities of both the sender and the receiver, as well as the connection between the two, be it emotional or genetic. Please note that this power does not grant the user the ability to read the thoughts of others

Uncontrolled Information Stream
Prerequisites: Force Sense, Enhance Senses

Description: This chaotic ability happens without the consent or the will of the Force User in question. When this power activates itself, the Force User is rendered physically and mentally impotent, losing the ability to think or move for the duration of the information stream. The Force User begins to utter every parcel of information they gather around them, down to the tiniest details (several examples: who was touched physically by whom, how long ago it was, when the furniture they are in was built, how big the staff that made them was, which planet the resources came from, etc). Added by: Morgaine deWinter. Note, using this power requires the approval of both Star Wars: Descension owners

Weather Control I
Prerequisites: Force Sense, Alter Elements I

Description: A difficult force power to master even at this level, usually only attempted by force users with exceptional will power given the difficulties involved when dealing with the primal power of the weather. This power allows for the user to start to alter the natural weather patterns of an area using existing weather as a focus at this level, the user can focus on any type of weather than is currently in the range of their force senses and attempt to either spread the area of effect, slightly move the area of effect or start to lessen or enhance the weather effects in place. This takes some effort on the part of the user and requires constant attention or the effort is lost given the constant motion that the weather has.

The power must be used in a place where there are natural weather patterns, artificial environements do not have the link with the force that a naturally occuring eco system has and therefore there are not threads for the force user to use to attempt to affect the weather pattern being targeted. Also it is easy to lose control of the weather pattern that is trying to be changed by the user and something as easy as someone interrupting their meditation is enough for the user to lose grasp of the force treads linking him to the weather pattern causing the attempt to fail.

This power also has the capability for the user to sense changes in local weather patterns through instinct alone, though they are not sure of the exact moment of the change to occur they are always certain of the weather and can also gauge what intensity that the weather pattern might have. Added by: Antares Marclonus

Control Pain
Description: Force power used to reduce the pain suffered as a result of an injury, either on the user or on another.

Force Flash / Stun Droid / Ionize
Description: Force power employed to temporarily disable a device. With surveillance devices such as a security holocam, this causes a brief period of static, allowing the user to pass while only alerting security to a minor holocam malfunction. In the case of a droid, this application of the Force can overload circuits, causing the droid to temporarily shut down to avoid damage. This ability can also be used to wipe information from datacards and datapads.

Force Healing (Self)
Prerequisities: Basic Healing (Self)

Description: Force power used to rapidly accelerate the natural healing process of their body, enabling the Jedi to heal bones, flesh, and even internal damage. This power is a more effective version then Basic Healing.

Aura of pain I
Description: This power allows a Force User to create a wound on his/her self or use a fresh battle injury to transfer the pain over a sixteen foot radius to all individuals within the area of effect. The pain that the victim/victims feel is one and one half times what the caster feels. This power can be sustained for ten minutes. Added by: Volfe Von Kreig

Force Rage
Description: Dark side Force ability that taps into the innermost fears, pain, and hatreds of the user and converts these emotions into an intense anger that can be channeled to enhance the speed, strength, stamina, constitution, ferocity, and/or increase the dark energies of the user for a short period of time.

Kinetite
Description: Ability to create a sphere of restrained kinetic energy which could be thrown at an enemy. These discharges could range in strength, with the most powerful possessing the potential to flatten ferrocrete bunkers.

Torture By Chagrin
Prerequisites: Telepathy

Description: Consists of mentally reaching into the victim's mind, forcing them to relive all the worst memories of their life, both painful ones and ones that were merely embarrassing, over and over and over again to the point where it almost seemed to cause physical pain. Victims demonstrated a slight increase in intelligence and efficiency after they recovered from use of this ability.

Witch Spells
All Witch Spells added by Petra Cavataio.

Arrows of Fire I
Description: When this spell is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame that shoot out at a 10 feet radius. The directions of the arrows are uncontrolled and random. The amount and speed of arrows varies as per the size of the original flame.

Force “Blanket” I
Description: Gives another the sensation of being covered or smothered, making normal breathing hard. This is a mental spell that aims to distract an enemy in combat.

Force Crush I
Description: Used to crush little items (small rocks, for instance) or holding down a single body part of a person.

Mountain Sense
Description: The ability to sense veins of unmined ore and gemstones within the rock of mountains. The more experience the caster has with this, the deeper into the rocks and mountains the sense can go. Although this spell does tell the caster if there is something, it does not detail as to what it exactly is.

Night Sight
Description: This skill allows the witch to call on the Force and enhance her sight to see more clearly in the dark.

Probe Spell I
Description: Search if there is life nearby. Probe for surface emotions and the existence of mental blocks.

Spell of Communication
Description: Communicate with others regardless of the language they speak, and with animals too.

Spell of Focus
Description: This spell is used by a witch to prepare her focus for extreme use of magic. If she has a difficult spell or task to perform, she usually will begin the spell or task with this spell to draw on the energies or strength she will need in the upcoming task.

Spell of Healing I
Description: Numbs pain in the caster’s body, helps slow bleeding down, helps enhance natural self healing speed a little bit.

Song of Power
Description: A witch casts the spell of power to increase a single attribute for a limited time to jump higher, see better, take more damage, run faster.

Spell of Water
Description: Using this spell one is able to locate pure water tables.

Telekinesis I
Description: Ability to lift small objects (no greater than half of the carrying capacity of the user) and move them, hovering the item in any direction. This ability also includes the ability to apply telekinetic energy in bursts to “push” and “pull” objects such as levers. This level also permits

Tempest I
Description: Call upon a gentle breeze, light drizzle or faint snow.

Weather Sense
Description: This skill allows the individual to sense coming weather patterns; storms, etc. This skill does not allow him/her to make swift and sure predication of coming weather patterns. The better the individual knows the area, the easier he/she will be able to sense the coming weather changes.

Hanoori Force Powers
''Hanoori powers are neutral, and can be learned with enough patience from both the teacher and student. They can be learned by a Hanoori Conductor, who has trained on Del Fann, or from a Conductor.'' All added by: Sedona Ojal.

Dancing Lights
Description: This ability is similar to Force cloak in that it is based in bending light, but to a different effect. Instead of obscuring the user, it causes light in the immediate vicinity of the Force user. The most common manifestation is a swirling aurora-like spectacle around the Hanoori. This is different from mind trick because it is not affecting a mind, but the actual light surrounding the Force User.

Unseen Instrument
Description: This is one of the first powers that a Hanoori will manifest. In Hanoori Force users who accidentally access powers, this is the most likely culprit. The range of problems associated with an accidental manifest can be an irritating hum to a pleasant symphony to accidentally shattering glass or crystal with an ultra high frequency. When controlled, a Hanoori can make a sound appear in the area around them rather than appearing to come from them, like normal Hanoori speech. The truly experienced will be able to make an imitation of a voice or the subtleties of a true instrument. This is different from mind trick because it is not affecting a mind, but the actual vibrations in the nearby vicinity of the Force user.

Alter Elements (Alter Environment) II
Prerequisites: Alter Elements I (One element at a time), Pyrokinesis Description: Involves Advanced techniques, which enable a Force user to manipulate nature and other natural weather phenomena to with advanced weaponized techniques.
 * Air/Wind: Strong gusts, tornado, levitation to a certain extent.
 * Water/Ice: Rainfall storm, Ice - Freezing Touch, Crystallize, Ice Shard, and Ice Bolt, Cryokinesis
 * Fire: Flame Burst, Flare, Fireball, Superheat
 * Earth: Terrakinesis advanced ( without touching) in a similar manner to telekinesis, levitating and propelling them. Use earth to “push” items into the air with. Cause sinkholes.

Basic Art of the Small
Prerequisites: Force Sense, Enhanced Force Sense Description: Radical Force technique through which, by narrowing their focus, a Force user can essentially shrink their presence in the Force to a microscopic size. While in this state, the user can alter substances, or themselves (anything that possesses mass) at a molecular level, turning them into something completely different, such as turning tear gas into harmless oxygen. This technique can be used to hide ones presence in the Force.

Battle Precognition
Prerequisites: Farsight Description: Ability that allows the user to stay one step ahead of opponents in battles by reading their movements and the currents of the Force.

Blood Tail
Prerequisites: Force Sense, Farsight, Dathomiri Witch training Description: A Blood Trail is a technique used to track a target. The user would mark the target using their own blood, often times without the target knowing they were even marked. The user would then track them through the blood mark if they were able to escape.The blood trail could not be removed by the target, but would fade with time and distance. Added by: Xaedrin Vondiranach

Body Adjustment
Prerequisites: Force Sense, Meditative Trance Description: User is able to use the Force adjust internal temperature, metabolic rate, skin durability/toughness, and other bodily functions to enhance survival in hostile environments.

Combustion
Prerequisites: Enhanced Telekinesis Description: Force ability that allowed users to make an object explode by sheer force of will. It was rarely used on a person, and the effects on inanimate objects and persons was devastating.

Comprehend Speech
Prerequisites: Force Comprehension Description: Power that allows the user to comprehend the language (but not speak or write it) of any sentient that he comes across.

Dream Tranquility
Prerequisites: Force Empathy, Force Persuasion, Telepathy Description: The ability for a Force user while awake or in a state of slumber, can induce a state of enhanced calm in another being, even to the point of inducing 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 Force User can also intensify use of the power to induce a near-vegetative state that lasts for up to a half-an-hour. Added by: Cordelia deWinter

Enhanced Alter Image
Perquisite: Basic Alter Image Description: Enhanced Alter Image allows the Force User to alter their height, weight, voice and general physical outlines. At this level, all the Alter Image changes could only be held up to three hours, and would be immediately dropped if the Force-user fell unconscious or simply lost concentration. However, other Force Users skilled in Enhanced Force Sense had a chance to see through this disguise which resulted in a contest of skills between the two Force-users. Added by: Shery and Fallon deWinter

Enhanced Force Sense
Prerequisites: Basic Force Sense Included Sub-skills: Force Sight Description: Through intensive attunement to the Force, this ability enables the individual to greatly enhance their Force Sense ability. The user can sense upcoming weather patterns to a high degree of sensitivity, sense danger sooner than the average Force user, and have incredibly accurate Force visions that enable them to foresee the destiny of individuals, star systems, and the very galaxy itself. The user is also able to use the Force sight ability and see what the alignment of any person or thing is.

Enhanced Telekinesis
Prerequisites: Basic Telekinesis Included Sub-skills: Force Whirlwind, Levitation, Throw Lightsaber, Saber Barrier Description: Improved Telekinetic abilities – specifically the realization that “side matters not”, nor does the number of objects. A Jedi with this ability possesses both greater refinements in control over the object(s) they levitate as well as an ability to lift stationary starfighter-sized objects.

Force Adhere
Prerequisites: Enhanced Telekinesis, Force Jump Description: The Force User gathers the Force into a concentrated form that coats the hands and feet, acting like an adhesive. This allows the Force user to cling to surfaces; walls, ceilings, starship hulls. The higher the level Force User the stronger the grip, allowing the Force user to move while adhered. Added by: TiCira Hawk

Force Blinding
Description: Ability to create a blinding flash of energy emanated from a user's hand, manifesting as a flash of light that overloaded a target's vision, causing temporary blindness. While nominally an ability associated with the Light Side of the Force, this ability can be utilized by Jedi and Sith alike.

Force Camouflage/Force Cloak
Description: Rare Force ability that enabled the user to bend light around their body like a cloaking device, enabling them to hide from the sight of most other beings. However, this ability has no effect on droids or any species capable of seeing in the IR spectrum. This power does not hide your presence in the Force and any user is susceptible to being sensed.

Force Deflect
Prerequisites: Protective Bubble Description: Force power used by Jedi and Sith, particularly those without a lightsaber, to create a wall of Force energy, typically isolated around one or both hands, to deflect blaster bolts and Force Powers such as Force lightning.

Force Grip
Prerequisites: Enhanced Telekinesis Description: An advanced level of Force Choke used to levitate and strangle multiple of the target's internal organs. The primary purpose of this skill to telekinetically immobilize or control a target's movement; choking the target to death is secondary and as with Force Choke can be induced by continued concentration.

Force Levitation
Prerequisites: Enhanced Telekinesis Levitation was a Force power that allowed Jedi to suspend themselves against the force of gravity. Levitation required no direct physical contact. Using the Force, an individual could then hover in place or move about wherever they desired.

Force Orb
Prerequisite: Enhanced Telekinesis, Alter Elements I (water) Description: A Force power which served as an attack. Under normal circumstances, it only worked underwater. It could also sometimes be used on land by gathering moisture in the area. Added by: TiCira Hawk

Force Scream
Description: A force user amplifies their voice with the force causing disorientation, confusion and at higher levels, pain. Added by: TiCira Hawk

Force Spark
Prerequisities: Organic Limbs Description: A Force power that allowed the user to create an energy spark that would track and damage the nearest enemy. The shock could be thrown at an opponent to stun and injure them, or could be set loose to track an opponent until it dissipates. The shock would not last more than five seconds or so before disappearing into a tiny burst of heat

Healing (Others)
Prerequisites: Basic Healing (Self) Description: A restricted version of Force healing. Using specialized knowledge of the light side allows the user heal others. Effective for healing an others injuries such heal bones, flesh, and even internal damage.

Mental Translocation
Description: 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

Mindscape
Prerequisites: Force Empathy, Telepathy, Force Meld Description: This power allows the user and a willing or helpless subject to travel to the subject's mindscape, a metaphysical representation of their mind. To do this, the user must go into a meditative state whilst within arms' reach of the subject, who must willingly enter a trance-like state, or else be unconscious, heavily sedated or similar.

The power user and the subject appear as themselves in the mindscape, with all of their own abilities and usual equipment. The mindscape can look like anything depending on the mind of the subject, and will mirror their emotional state, for example throwing up dangers if the subject is scared, or changing constantly if the subject is emotionally unstable. A subject with a considerable amount of mental discipline or a Master level user of this power may be able to consciously affect the mindscape, but most people can only act in it as their projected self.

Actions taken within the mindscape can permanently affect the personality of the subject, for example killing a giant spider might remove the arachnophobia that the beast represented. Exactly what affect these changes have is always up to the subject's writer. Being killed in the mindscape causes a serious mental backlash that can leave a person in a comatose state. Added by: Jesse Ariston. Anyone wishing to learn it should contact him.

Negate Energy
Prerequisites: Battle Precognition Description: This is the ability to use the Force and harmlessly negate energy attacks made against the user. A user must have a hand free and with it can negate blaster bolts and attacks with the Force that are energy based.

Phase
Description: Phase is a Force power that enables the user to pass through matter, such as walls and doors. The skill and capacity which a user can wield with this skill depends on their cumulative strength in the Force, meaning that Apprentices will trend towards the bottom end of the spectrum and Masters will be positioned at the top - but also that the user will need to develop it over the course of their career as a Force-user, whether they are Jedi, Sith, or Force Practitioner. The materials and thickness of anything they might attempt to move through, will also have an affect - wood and other such light density materials at Apprentice-level, stone, brick, and some of the lighter-density metals, at Knight-level (but using it on either level will cause extreme strain on the force user), and all other metals and reinforced structures, such as bunkers and the like, at Master-level. This also applies to containers such as boxes, chests, crates, etc., -Shields are extremely resistant to Masters- Added by: Xiamara Arkelion

Protection Bubble
Sub-Skills: Force Barrier Description: With this ability, the user could create a defensive sphere around their body. It is described as a shimmering blue globe of energy. It could protect the user from a wide range of attacks, deflect laser blasts, defend against lightsabers, vacuums and even inflict certain amounts of damage upon contact with the enemy. Protection bubbles can also be used offensively. Should the user surround the attacker in a Protection bubble, it is possible the attacker will become a victim of their own attack, having been trapped within its destructive radius. Due to the extreme concentration of needed to sustain the bubble however, the user would have to be momentarily immobile in order to enact the bubble, and sometimes, completely stationary in order to sustain it.

Psychometry / Telemetry
Prerequisites: Force Sense, Force Empathy Description: A mental technique for picking up impressions (particularly emotions) and traces of information from touching an object.

Pyrokinesis
Prerequisites: Alter Elements I (Fire), Combustion, Enhanced Telekinesis Description: The ability to control Fire with the mind, this ability is absolute crucial to be able control fire, either from a natural source or created from the user themselves. In order to progress further in the art of controlling fire a user must learn this power.

Shadow II
Prerequisite: Shadow I Description: This power allows the user to generate a gray- or black-colored mist/fog to hide their physical presence from others. It can be used wherever the user wishes to employ it, but the power is used to full effect in dark, shadowy areas or at night. Or both, for even more effectiveness. At Knight-level, the user can only fill the room that he or she is currently in with the mist/fog. Weaknesses of this power include an extreme vulnerability to Force Sight or the use of the Force to enhance one’s senses, particularly hearing. Added by: Jennica Sorsten

Shaping II
Prerequisite: Shaping I of the same element Description: Shaping, a power of the Shapers of Kro Var, allows the Shaper to manipulate an element of their choice - Earth, Water, Air or Fire. At the second level of Shaping, the Shaper can create and manipulate elements to create major effects, depending on their choice of element. Effects such as tornadoes, fire walls, small earthquakes and ice towers can be created. A Shaper who has access to the element in question can create more powerful effects, but it is generally accepted that lesser effects can be created from nothing. A Shaper, to learn the arts of true Shaping, must forego all other Force powers to learn this talent. Each element must be learned separately. Added by: Lady Velori

Shatterpoint
Prerequisites: Force Sense, Enhance Force Sense, Farsight Description: Force ability to sense “fractures” or “faults” in the Force; points where the fate of the galaxy or of the user can be influenced or altered by actions. When applied in physical terms, this skill could be used to find the cracks and fault lines of objects, enabling them to channel the energy of the Force into these flaws and crack and weaken objects.

Tapas
Prerequisites: Meditative Trance Description: Force power that allowed the user to draw on the power of the Force to remain warm in cold environments or to keep their body heat turned inward to avoid detection by heat sensors or infrared detection.

Weather Control II
Prerequisites: Force Sense, Alter Elements II, Weather Control I Description: At this level, the user has learned about the more subtle nature of weather and the various moods and emotions that are a part of any naturally occuring weather system. Along with the powers of the Apprentice level, the user is able to start building weather patterns in their area if the conditions are right for creating them. Examples of this is attempting to create a thunder storm if there is already a rain shower pattern in place or if there is alot of moisture content in the atmosphere, however you cannot for example create rain in the middle of a desert as there is no basis on which to build the requried weather pattern.

Also the user is able to affect currently running weather patterns in a more meaningful matter, with effort the user can try and draw elements out of existing weather patterns such as bolts of lightning out of thunder storms though they can only roughly aim them in a general area at this point so pin point accuracy with these things is impossible also the drain on the user when calling down such effects is immense and cannot be sustained for long.

Breaking of the users concentration during critical moments of this power can result in a dangerous back lash of energy through the force connection between the user and the weather pattern, given the amount of control and effort that must be used to sustain a power that requires the much effort, breaking of that connection without properly removing one self from the process can be devastating to the user and care must be taken to ensure that their concentration is not broken or the consequences for the user would be severe. Added by: Antares Marclonus

Force Healing (Other)
Prerequisites: Force Healing (Self) Description: Force power used to rapidly accelerate the natural healing process of another person’s body, enabling the Jedi to heal bones, flesh, and even internal damage, and purge toxins, poisons, and aid in the curing of diseases and viruses. This is sometimes accomplished by putting the patient hibernation trance, a long period of meditative unconsciousness over which the body heals itself. However this can only be done in the case of a Force sensitive patient.

Force Meld / United Jedi Cluster-Mind
Description: A technique where a number of Force users joined their minds together through the Force, drawing strength and control from each other.

Force of Peace Aura I
Description: When there is a feeling of unrest not only amongst themselves, but others as well, A Jedi Knight is able reach out to those in a 25 ft vicinity including themselves and up to 5 other people and/or animals and emanate an immediate surrounding of warmth, serenity and calmness. Thus assisting those in a state of turmoil to feel more at ease with themselves and what is occurring around them. Added by: Adrianna Fiore

Force Stun
Description: A light side power that temporarily deaden the senses and perceptions of a targeted enemy. It is used when is a Jedi faced a large number of opponents or if they wish to disable an enemy long enough to flee from or apprehend them.

Mind Trick
Prerequisites: Force Persuasion Description: Ability of a Force sensitive to alter the mind of another sentient being, making it easy to persuade, deceive, or distract them. This ability is far more successful on the weak minded.

Plant Surge
Description: Light side Force power that allowed the user to channel life energy into plants, causing the plant to grow at an accelerated rate and, in battle, to grow and twist around opponents. This ability allows the user to control vines, grass and thin sets of foliage.

Aura of Anguish
Prerequisite: Aura of Pain Description'': A higher level of Aura of Pain, with the exception that the wound can be a little older, (about twenty minutes) the radius has increased to twenty four feet, the victim/victims feel roughly feels twice the pain the user feels. This power can be sustained for twenty minutes.'' Added by: Volfe Von Kreig

Force Drain
Description: Ability of Dark Jedi and Sith to drain vitality off a living being and add it to their own by severing the connections between life of the target and the Force, and feeding upon the death it causes.

Sith Alchemy
Prerequisites: Sith Training Sub-Skills: Mechu-deru Description: Sith ability that enables the user to enhance the strength of weapons and armor or create unique poisons and substances. A Sith trained in Mechu-deru can imbue droids with the Dark Side and use the Force and allow them to reprogram droids.

Sith Sorcery
Prerequisites: Sith Training Description: Sith Sorcery are a number of mystical skills, training, and rituals developed first by the Sith species, and later adopted by the Dark Jedi Exiles who would become the first Lords of the Sith species that complimented their use of conventional dark side-aligned Force powers. For further information view the post below about Spells or click this here.

Spear of the Midnight Black
Description: Enables the user to summon the energies of the Dark Side of the Force to create an invisible spear that could be hurled at enemies like a real spear. If hit it could kill or seriously injure the target.

Witch Spells
All witch spells added by Petra Cavataio.

Animal Healing
Description: It is similar to Healing skill. The difference is that this skill is specifically designed for the healing of small animals.

Arrows of Fire II
Prerequisite: Arrows of Fire I Description: When this spell is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame that shoot out at a 20 feet radius. The directions of the arrows are now mostly under control, although the occasional arrow may shoot off at a random direction. The amount and speed of arrows varies as per the size of the original flame.

Call Mist
Description: Calls forth a mist or a fog to engulf the general area the caster is in, making the eyesight of potential enemies much more difficult.

Call Rain I
Description: The caster can call upon gentle drizzle. While the drizzle in itself is generally useless, this must be studied first for Call Rain II (see master level spells).

Force “Blanket” II
Prerequisite: Force Blanket I Description: The caster uses the Force to give its enemy a sensation of being covered or smothered to the point of physically choking them.

Force Crush II
Prerequisite: Force Crush I Description: Used to crush medium objects (bones, hard wood, slightly larger rocks, etc).

Ground Communications I
Description: This is used to sense when nutrients are too low to accommodate certain crops and when to plant.

Probe Spell II
Prerequisite: Probe Spell I Description: Probe a person’s mind to gain random surface thoughts. The castor cannot search for specific thoughts.

Seeking Spell
Description: the caster can sense the presence of a specific individual for whom she searches, the caster can see how badly wounded diseased or otherwise physically disturbed the person is.

Shield Spell
Description: This skill allows the witch to surround herself with a Force Shield, which can repel energy and physical attacks down to the molecular level. Can be sustained for short amounts of time only.

Spell of Deception
Description: Altering the perceptions of another person. Can be used to counter-spell the Probe spell.

Spell of Element Protection
Description: The caster can use this spell to create a wall of earth, fire, or any other natural element that is already present on the battle field in order to protect herself. The Witch should take into account the possible damage to the ecosystem this spell may potentially cause.

Spell of Fire Creation I
Description: By concentrating, a witch can generate localized sparks. These sparks are strong enough to start fires with. It has been theorized that these individuals are able to hyper accelerate particles in the air so that these sparks can occur.

Spell of Healing II
Prerequisite: Spell of Healing I Description: Numbs pain in the other people’s bodies, helps slow their bleeding down, helps enhance their natural self healing speed a little bit. If cast on self:

Telekinesis II
Prerequisite: Telekinesis I Description: Improved Telekinetic abilities – specifically the realization that “side matters not”, nor does the number of objects. A caster with this ability possesses both greater refinements in control over the object(s) they levitate as well as an ability to lift starfighter-sized objects.

Tempest II
Prerequisite: Tempest I Description: Call upon heavy rain or moderate snow.

Tide Sense
Description: This skill is used to sense the ebb and flow of the various rivers and other waters that have a high and low tide on Dathomir or other planets. Its helpful in finding the best time to fish, swim, and other activities that have to do with the water. (Essentially, this would be the advanced version of “Spell of Water”)

Warding Spell/ Deflection
Description: Simple hand gesture to deflection incoming objects (such as a blaster bold, person, incoming spells against oneself).

Hanoori Force Powers
''Hanoori powers are neutral, and can be learned with enough patience from both the teacher and student. They can be learned by a Hanoori Conductor, who has trained on Del Fann, or from a Conductor. Added by: Sedona Ojal''

Improved Dancing Lights
Prerequisite: Dancing Lights Description: An improvement on the original power, this ability extends and enhances the original power of Dancing Lights. A wider area can be affected, now. The ability to divert light and thus obscure the immediate area around the Force User in darkness is also possible, and inexperienced knights can darken a whole room or light up an auditorium. (Notice that darkness takes more effort than light.) More experienced ones might be able to lighten a much larger area, approaching possibly a whole city as the knight approaches master. The ability for precision increases, as well. Specific images, colors and illusions can be created. Again, as the knight approaches master, this application of the ability becomes greater, as well.

Improved Unseen Instrument
Prerequisite: Unseen Instrument Description: An improvement on the original power, this ability extends and enhances the original power of Unseen Instrument. Area of effect, volume of ability and precision all are increased by this upgrade. With proper concentration, a Knight could synthesize an entire orchestra or a room full of talking people. As the Force user progresses, the ability also progresses. One might be able to disorient a foe with the proper level of volume.

Alter Elements (Alter Environment) 3
Prerequisites: Alter Elements II (One element at a time), Mastered Telekinesis Description: Involves Master techniques, which enable a Force user to manipulate nature at its worst, and other natural weather phenomena with greater effectiveness: such as control, accuracy, and intensity.

Assault
Prerequisites: Enhance Ability, Force Push, Force Speed, Mastered Telekinesis Description: Assault allows the user to body-slam a target to the ground or a short or moderate distance from the Force-user, depending on the level of skill and power that the user and target have. Through Enhance Ability and Force Speed, Force energy is built up which the user can then transfer to the target via Force Push and Mastered Telekinesis, resulting in an attack/technique that disrupts any action the target was currently performing or attempting to perform. Assault can be disrupted by a barrage of attacks, whether they consist of blaster bolts, melee attacks, or Force attacks. It is only good as a preemptive strike in combat, or it can be used on an unsuspecting target. Added by: Sara Starkiller. Please turn to her if you wish your character to learn this ability.

Astral Translocation
Description: 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.

Dream Walking
Description: The ability to walk into a sleeper's dream, communicate with the sleeper, and affect their dreams. This ability takes years to master. The force user must first learn to gain control over their own dreams. Next, they must learn how to find the core of the presence of another dreamer. The window for this lasts only several seconds and is hard to catch, especially at first. The force user is limited; at the beginning they are limited to people they are in the same room with, then a general area, the planet, the area in the galaxy, and only ultimately around the entire galaxy. Unless entering random dreams which they can catch at close proximity around them, the force user must know the person whose dreams they intend to walk in. Added by: Shery deWinter. Please turn to her if you wish for your character to learn this ability.

Flow-walking
Prerequisites: Force Sense, Enhanced Force Sense, Meditative/Hibernation Trance, Farsight

Description: A rare Force power used by the Aing-Tii monks. Usually training with the Aing-Tii monks was necessary to learn this power but it is not uncommon for a Force User to learn it by accident. This power allows a user to view the past and the future as if one was present for the events that were taking place. When one used flow-walking, they could change a person's perception of the past, but not the past itself.

To utilize this ability, a user would enter a state of deep meditation exploring the force by flowing along its currents and reading its intentions. When using this method, it was important to remain attached and anchored in the real world, or else risk losing oneself to the flow. Users often left a blur when traveling through time. Added by: Xander Starkiller

Force Absorb
Prerequisites: Negate Energy Description: Force ability that enables the user to absorb harmful energy such as blaster bolts and Force lightning. This energy must then either be dissipated in some manner; otherwise it becomes harmful to the User, causing injury and, in more severe cases, death. Can also be used to power one's own abilities, or regain one's strength. It was said to be a rare ability among Force Practitioners.

Force Flight
Prerequisites: Mastered Telekinesis, Force Levitation Description: Force Flight was a Force power that enabled the user to telekinectically move themselves toward a specific destination, taking levitation to an extreme degree. To use this Force power took a great deal of concentration.

Force Illusion
Description: The ability to create Force manifestations that, when conjured, create visible, lifelike astral projections of whatever the conjurer desired. These illusions can range from duplicates of the user to swarms of insects, reptiles, and ghost-like apparitions.

Force Resuscitation
Prerequisites: Mastered Art of the Small, Midi-Chlorian Manipulation, Shatterpoint, Must be learned from a Master Description: An extremely rare Force Power that allows the user to bring the recently deceased back to life, originally attainable through the Dark Side of the Force, the user does not need to follow one side or the other to use this ability. The user of this technique floods the Force through the fault lines perceived in an individual, these lines and points working on faults in the bone and muscle to revitalize the entire body. The user influences the Midi-chlorian's within the user to restore life into the body, if the target in question has no Midi-chlorians or has been dead for longer then 1-2 weeks unpreserved then they can't be brought back.

Force Spectre
Description: The user of this power is able to reach into another realm of existence and have a physical effect on a metaphysical level. On the outside a user's body will glow and appear to be transparent. Using this power allows ones body to pass through solid matter and effect things on a different plane of existence. This power can be used to phase through solid objects. On a darker level one can pass through arm through another's body and solidify their body within another usually killing them or causing immeasurable pain. With enough control a Force user would also be able to pull another's very soul out of their body. This ability is considered extremely rare and only manifests itself to a victim of supernatural possession, and has enough willpower force their bodies into the metaphysical realm. it is unknown exactly how far this ability can be utilized. Added by: Xander Starkiller

Force Stealth / Force Concealment
Description: A power that utilized by highly skilled Force sensitives to mask their alignment (Light or Dark), their ability to use the Force, or even their entire presence from other Force sensitives. This skill does NOT allow the user to project a false Light or Dark side aura - it simply allows the user to mask their alignment, making them appear neutral in the Force.

Force Weapon
Description: A Force ability that allowed the user to imbue a weapon with the Force for a period of time. By channeling energy into the weapon, it allowed the wielder to strike and do more damage than the weapon's simple appearance would suggest. As a useful side effect, a Force-imbued weapon could be used to block lightsabers without damaging the weapon

Intuitive Aptitude (Technopathy)
Prerequisites: Force Comprehension, Shatterpoint, Force Sense, Enhanced Force Sense, Psychometry/Telemetry Description: A Psychic ability to analyze, understand and clarify the structure and operation of complex systems without special education or training. Utilizing certain aspects of the Force a user of this ability gains an understanding of systems such: Computers, Droids, Ships, Security and many more mechanical systems. Much like Force Resuscitation or its sinister counterpart Dark Transfer, Intuitive Aptitude's power acts the same way only its powers cover mechanical systems. A user only need touch a system and focus inward on the device itself. Using an advanced understanding of the Force, a user may analyze and understand how the system works. Through this understanding a person can operate the equipment with close to unerring accuracy. If the system is broken then the user may learn how to fix it, as well as how to turn it on and off, with little to no difficulty. Added by: Xander Starkiller

Mastered Alter Image
Prerequsites: Enhanced Alter Image Description: Enhanced Alter Image allows the Force User to alter all the things mentioned in precious levels of Alter Image. At this level, all the Alter Image changes could be held until the Force-user fell unconscious, lost concentration or went to sleep. However, a Master level Force Users skilled in Enhanced Force Sense had a chance to see through this disguise which resulted in a contest of skills between the two Force-users. Added by: Shery and Fallon deWinter

Mastered Art of the Small
Prerequisites: Basic Art of the Small Description: Radical Force technique through which, by narrowing their focus, a Force user can essentially shrink their presence in the Force to a microscopic size. While in this state, the user can alter items, substances, or themselves (anything that possesses mass) at a molecular level, turning them into something completely different, such as turning tear gas into harmless oxygen.

Mastered Telekinesis
Prerequisites: Enhanced Telekinesis Included Sub-skills: Force Repulse, Force Flight, Force Wave, Telekinetic Lightsaber Combat Description: Telekinetic abilities far beyond the average Jedi or Sith, enabling complex feats such as pulling a capital ship down to the surface of a planet, levitating a building, or unleashing a massive telekinetic wave capable of destroying an entire attacking force. This ability, when used to a degree as described, results in exhaustion and can only be used sparingly. It also permits use of telekinetic abilities without the use of hands or other limbs.

Memory Rub
Prerequisites: Force Sense,Telepathy, Force Empathy, Enhanced Force Sense Description: The ability uses the Force to erase or alter the memories of others. The victim can fight back if they are aware but if not the victim loses memories at the whim of the caster. There is a chance that the victim could gain their memories back if the user does not do a good enough job of hiding spots in the victims memory.

Midi-chlorian Manipulation Prerequisites: Mastered Art of the Small, the rank of Master, Must learn from a Master Description: This extremely rare technique is one that few ever learn, the user has the ability to influence the Midi-Chlorians to do their direct bidding including greater healing, resurrecting the recently deceased, creating life as well as ending it. It takes a great deal of concentration and control to use this ability properly and should only ever be attempted by a powerful Force User.

Shadow III
Prerequisite: Shadow I Description: This power allows the user to generate a gray- or black-colored mist/fog to hide their physical presence from others. It can be used wherever the user wishes to employ it, but the power is used to full effect in dark, shadowy areas or at night. Or both, for even more effectiveness. At Master-level, the user can fill all of the room that he or she is currently in, as well as one to one and a half other rooms in the vicinity, with the mist/fog. Weaknesses of this power include an extreme vulnerability to Force Sight or the use of the Force to enhance one’s senses, particularly hearing. At Master-level however (and only at Master-level), when used in conjunction with Force Stealth / Force Concealment, this power can render the user virtually undetectable to other Force users. Added by: Jennica Sorsten

Shadow walk
Description: Transfer the matter of a person and those touching them from one shadow to another. Must be in an area of shadowy illumination. A darkened corner, alley, even the shadow of another sentient would work. The effect is largely illusory, but the path is quasi-real. With Mastery over the Force, one can take more than one sentient, but all must be touching each other in order for it to work properly. This can be used to travel rapidly by stepping onto the plane of shadow using the Force, moving the desired distance through its shadowy currents, and then stepping back and reappearing onto the material plane. Added by: TiCira Hawk

Shaping III
Description: Shaping, a power of the Shapers of Kro Var, allows the Shaper to manipulate an element of their choice - Earth, Water, Air or Fire. At the third and final level of Shaping, the Master Shaper can create and manipulate elements to create extreme effects, depending on their choice of element. Effects such as multiple hurricanes, firestorms, tsunamis and earthquakes can be created, as well as unlocking advanced techniques. A Shaper can create their effects from nothing, and can create stronger ones with greater access to the element in question. A Shaper, to learn the arts of true Shaping, must forego all other Force powers to learn this talent. Each element must be learned separately. Added by: Lady Velori

Weather Control III
Prerequisites: Force Sense, Alter Elements II, Weather Control II Description: At this level the user has mastered the mysteries of the weather and though not a Master of the weather as no one can truly tame the unstoppable power of nature, the user is able to more effectively manipulate the weather into doing what the user wants to do. Through careful study the user has now learnt about the connection that the force has with the weather and how through careful application of the force rather than the more brutal thrusting for control that the other two levels of this power uses, the effort to use this power actually lessens as you learn how to more effectively use the force to dynamically control the weather.

At this level the user is able to summon weather at will though the environment still must be able to support normal weather patterns and is able to act normally while using this power where as the other two levels required careful control and meditation given the struggle that the weather poses to the user; at this point the weather and user are now allies as instead of resisting the user, the weather now accepts the user as a part of the natural process and thus the effort to use the power decreases.

The user is now able to summon elements within a weather pattern with more accuracy and precision then before, lightning bolts for example though still wild and fairly uncontrollable can be directed more into a general area rather than a specific spot. The user can summon small tornadoes but though they can summon this beastly weather pattern they are unable to control it, no amount of power or experience is able to tame such a destructive element of the weather and care must be used if one decides to summon such an entity as they take time to build up and all force sensitives in the area become aware of the massive surge in the force that is required to summon such a weather pattern and also the location of the person attempting being they would be a shining beacon in the force given how much power they would be raditating. To date there is no known way of shielding this signature from other force users, force power or other wise. Added by: Antares Marclonus

Electric Judgment
Prerequisites: Force Spark, Organic Limbs Description: Jedi power to channel the Force into a discharge of electrical energy (lightning) directed against one or a small group of opponents. This ability, given its similarity to the dark side technique known as Force Lighting, is highly controversial among the Jedi and, thus, uncommon.

Force Light
Description: When used against any individual powered by the Dark Side of the Force, Force Light weakens the opponent’s connection to the Force. With this power a Jedi could also purge or contain dark side manifestations, whether in places, spirits, or even living persons, by channeling the Force into blasts of light-side energy. By its very nature Force Light effects ANY use of the Dark Side, whether it be from a Sith, a Force Practitioner or Jedi using a power in a malicious manner.

Force of Peace Aura II
Description: When there is a feeling of unrest not only amongst themselves but others as well, A Jedi Master is able reach out to those in a 50 ft vicinity including themselves and up to 10 other people and/or animals and emanate an immediate surrounding of warmth, serenity and calmness. Thus assisting those in a state of turmoil to feel more at ease with themselves and what is occurring around them. Added by: Adrianna Fiore

Force Stasis
Prerequisites: Force Stun Description: A more potent version of Force Stun, Force Stasis is an ability for a Jedi to use the Force to deaden the senses of an enemy to induce a near-catatonic state and in effect freeze the target in place.

Malacia
Prerequisites: Force Stun, Telepathy, Mind Trick Description: Jedi technique utilizing the Force to induce a powerful dizziness and nausea onto their enemies to completely incapacitate them without doing physical damage. A victim hit by this power becomes overwhelmingly sick and without quick action or proper defense the victim will be rendered incapacitated.

Mastered Plant Surge
Prerequisites: Plant Surge Description: A Light side Force power that allowed the user to channel life energy into plants, causing the plant to grow at tremendous rates and, in battle, to grow and twist around opponents. By this level a user can influence trees to come to their aid as well as thick levels of foliage and roots within the ground.

Morichro
Prerequisites: Hibernation Trance, Force Healing (Self), Force Healing (Other) Description: Jedi ability to suspend an enemies biological functions, including breathing and heart rate almost to the point of suspended animation. This can be done either to the user or to an individual target. Given the nature of this ability it is potentially dangerous and can result in death.

Ray
Prerequisites: Battle Precognition, Force Deflect, Protection Bubble Description'': A Force technique used by Jedi skilled in energy manipulation. By managing this power, a Jedi could turn small amounts of nearby matter into energy that could be controlled. With this energy, a Jedi could block attacks from blaster bolts. Ray could also be employed to stop lightsaber attacks, although stopping a fast-moving lightsaber at close range could be highly dangerous and only the most skilled Jedi could use the ability for such a purpose.''

Aura of suffering
Prerequisite: Aura of Pain Description: The highest level of the aura of pain. The user can use a wound that's up to a hour old, the radius is increased to thirty-two feet. The pain that the victim/victims feel is three times what the Force User feels. This power can be sustained for forty minutes. Added by: Volfe Von Kreig

Control/Dominate Mind
Prerequisite: Telepathy, Torture by Chagrin

Description: A powerful Force technique that allows the user to control the mind of another and is considered the most sinister ability of Force Persuasion, passing over simply tricking the mind and instead controlling the mind.

Dark Transfer
Prerequisites: Midi-Chlorian Manipulation, Shatterpoint

Description: A more sinister ability related to Force Resuscitation, this power works much like Resuscitation, only the user surges the Dark Side of the Force through the fault lines perceived in an individual, these lines and points working on faults in the bone and muscle and force the points to explode causing immense pain and injury if not death.

Drain Knowledge
Prerequisites: Force Persuasion, Mind Control

Sub-skill: Give Knowledge

Description: Ability used to extract knowledge from the mind of a sentient being without consent. These thoughts and memories can either be left intact or "ripped" from the mind, unrecoverable to the subject. Beyond simply reading the thoughts and memories of the person subjected to the ability, Drain Knowledge disrupts the Force to steal deep memories and information in a violent and merciless manner, and thus may damage the subject psychologically. This power could also be used to make the subject relive the memories as each one is touched by the user.

Force Crush
Prerequisites: Mastered Telekinesis, Force Grip

Description: Quite possibly the darkest known Force ability, this power is used to lift an opponent into the air and, while the target is floating, crush the target in a field of Force energy, causing the body to implode.

Force Desecration
Prerequisites: Force Grip, Force Crush

Description: A variation of Crush, Desecration does not lift the target into the air and crush them. When used on a living being, it compresses the air around the target's body until the pressure makes their body implode, starting from the inside out; organs and then the skeletal structure, or simply the organs in the case of beings without skeletal structures. It results in massive bleeding out from all orifices barely seconds before the whole body collapses into a shattered, bloody mess. Death will follow if the individual does not get immediate medical aid.

When used on inanimate or artificial objects or individuals, it has the effect of making them implode, usually in a rather obvious fashion because of the non-flesh and blood nature of said objects or individuals. The weaknesses of this technique are that a Sith using this technique can be interrupted, disrupted, or distracted, as it requires intense concentration due to the complexity of any given target's internal biological structures, and that it takes a large amount of Force energy to fuel this ability, often leaving the user extremely vulnerable to Force attacks. Added by: Sara Starkiller. Please turn to her if you wish your character to learn this ability

Force Lightning
Prerequisites: Organic Limbs, Force Spark

Description: A purely energy-based attack used by practitioners of the dark side, especially the Sith. The attack channels Force energy down the user's limbs, hurling arcing bolts of electricity from the wielder's fingertips or palms (either through one or both hands). Powerful discharges are capable of branching out into dozens of smaller forks; thus, skilled practitioners can target several foes at once.

Force Reap
Description: An ability that allows the user to harvest strong emotions; fear, hate, anger, rage, sorrow, pain, from a single target at a time while simultaneously tormenting / torturing the individual until the target's mind and nervous system are unable to take any more stimulation, and die. This harvest, this "Reaping," allows the user to replenish their Force energy in normal circumstances, but in emergencies, ONLY in emergencies, it can be used to power another Force technique with the harvested energies. The ability is typically performed by first linking to the target's mind, which, depending on the target individual's natural or Force-enhanced mental defenses, can take a minimum of one post to however many are needed to defeat the aforementioned mental barriers. The more powerful the character, of course, the more potent their mental defenses will be.

With npc's, a sliding scale, like the the one above which is applicable to pc's, depending on who and what they are, as well as occupation and race, will apply. Hutt Lords and other races highly resistant or immune to mind-affecting Force techniques would be at the high end, the most difficult end of the spectrum, and those with weak wills, would be at the opposite end, the easy end of the spectrum. Added by''': Alita Velos. Please turn to her if you wish for your character to learn this ability.'''

Mastered Sith Alchemy
Prerequisites: Sith Alchemy Sub-skills: Mechu-deru Vitae Description: Sith ability that allows one to enhance sentient species (Humans/Aliens) and beasts, making them more dangerous and easier to control by the Sith Lord. Having this ability shows the character has mastered the art entirely. Those with practice in Mechu-deru could learn the art of Mechuderu Vitae which allows the user to create bio-weapons and create Technobeasts, sentinent beings transformed into mindless droid hybrids.

Mastered Sith Sorcery
Prerequisites: Sith Training Description: Sith Sorcery are a number of mystical skills, training, and rituals developed first by the Sith species, and later adopted by the Dark Jedi Exiles who would become the first Lords of the Sith species that complimented their use of conventional dark side-aligned Force powers. For further information few the post below about Spells or click this here.

Night Terror
Prerequisites: Dream Tranquility, Mental Translocation, Dreamwalking training, Control/Dominate Mind Description: The ability for a Force User to gain control over their own dreams, induce, communicate, and affect another dreamer's dreams, and eventually control a sleeper in a sleepwalk/talk method that will enact a Force users will and desires; a puppet master.

Once the ability to control and enter another dreams has been attained, this power will allow one to alter a target's dreams to allow the viewer to perceive dreams as directed by the Force User, in essence manipulating a world created in the mind of the dreamer. The connection is often broken when the opponent tries to break through it, but until that time, it appears to be entirely real. Force 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 Force Practitioners have used this power to warn allies, or even to communicate with others across vast distances.

At its most powerful, once within the dream, it enables the persuasive use of the Force. Using this power, the Force User creates a separate world within the sleeper, a dreamworld, parallel to the real one. In here, through the dreamworld, the Force users can control the sleeper with a puppet master method, so that the sleeper 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. The Force users via the dream world are able to force most beings to answer any question, and do most things as long as it does not go against their basic instincts. In essence, a puppet to the Force user's strings, able to talk and act as they deem fit in the real world through the dreamworld. If one is left unaltered in their dream state, they may never awake...

A strong will power can make this difficult on to enforce, as well as this power places the caster in a vulnerable position, as this is a dream like state that requires full concentration. If attacked or concentration is lost, the hold can be broken. The area of effect is also limited by distance; the farther away from the target, the more the risk increases that the target can break free. In the case of total control, if a PC character, they must agree to it being used on them prior to using to prevent GMing. Added by: Cordelia deWinter, For training of this power please see Lady Starkiller, Cordelia Isis deWinter

Transfer Essence / Transfer Life
Prerequisites: Master Rank, learn from a Master, Force Sense, Enhanced Force Sense Description: Radical dark side Force power that enables a person’s consciousness to travel into another body, overriding the existing consciousness. By doing this a user can stave off aging by either inhabiting a prepared clone body or attempting to invade another's body and take over their body. It is not guaranteed that a user will succeed and if the victim is has strong enough willpower the user of this technique can fail and be cast into Chaos, for that very fact this power is highly dangerous to both user and victim.

Witch Spells
All Witch spells added by Petra Cavataio.

Absorb
Description: Enables the caster to absorb harmful energy such as blaster bolts and Force lightning. This energy must then either be dissipated in some manner; otherwise it becomes harmful to the User, causing injury and, in more severe cases, death.

Alter
Description: Alters flow of energy, fire, water, and other materials around spell caster.

Call Frost/Snow
Description: Calls forth a frost or snow when the season goes too long. This is only used in dire circumstances to give the planets and ground time to rest in-between seasons so it will be fertile and not worn out for the next planting.

Call Rain II
Prerequisite: Call Rain I

Description: Calls forth rain when the season is too dry. This is used only in dire circumstances and the crops will wither and die without intervention.

Force Crush III
Prerequisite: Force Crush II

Description: Used to crush big and hard objects (blasters, metal, boulders, etc).

Forcing Minds
Description: Controlling of someone else's actions, thoughts, and emotions by invading that person's mind.

Ground Communications II
Prerequisite: Ground Communications I

Description:Users now also learn to use this communion to infuse a portion of their own life force into the ground to encourage the growth of crops.

Mind Weave
Description: This skill will allow two persons to interweave their thoughts so they can share experiences and emotions that cannot be communicated in words or actions. This skill is often shared most between those mated and strengthens the bonds of intimacy. While anyone can be mind weaved, the spell caster (who doesn’t have to be one of the weaved people) must be of Master level.

Probe Spell III
Prerequisite: Probe Spell II

Description: Probe into a person’s mind beyond any block they may have placed to search for information and sense their intentions.

Seer’s Spell
Description: Brings visions of the future.

Spell of Fire Creation II
Prerequisite: Spell of Fire I

Description: This skill enables the witch to cause fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness; to become mere coals. Note that this does not affect either fuel consumption or damage caused by the fire. The witch can affect any or all fires in the immediate area. She can alter their intensities with a single gesture while tapping into the Force. The effect lasts until the witch cancels it, all fuel is burned, or the user's will/energy/concentration expires. The witch can also extinguish all flames in the area.

Spell of Healing III
Prerequisite: Spell of Healing II Description: Stop pain in others and self; Awaken from unconsciousness; Stop bleeding; Close up wounds; Give strength or part of life force to the wounded.

Spell of Lighting
Description: Casting of this spell causes bolts of electrical energy (lightning)energy to spring from the caster's fingertips, directed against one or a small group of opponents, and to light fires.

Spell of Mind Touch
Description: Mind-speaking to another over distances; Send images or share sight to another over distances.

Spell of Ordering
Description: This skill allows the individual to make sense of apparent chaos. The individual can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints. The individual studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible--coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. The individual must study the random elements for one round. If the items studied are truly random, no information is gained, but if they were once part of a whole something can be gleaned from them. After the individual has visualized the pattern, he can attempt to reassemble the parts into their original form. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the individual can make only a reasonable copy of the item.

Summon Companion
Description: The summon companion spell/ritual is a form of teleportation that lets the user the ability to summon their pet (like Rancors for Witches of Dathomir) to appear at their desired destination. This is a heavily focused spell that takes two or more posts and can be interrupted during that time. Also the spell is consider completed when the creature starts to appear.

Telekinesis III
Prerequisite: Telekinesis II

Description: Enabling complex feats such as pulling a capital ship down to the surface of a planet, levitating a building, or unleashing a massive telekinetic wave capable of destroying an entire attacking force. This ability, when used to a degree as described, results in exhaustion and can only be used sparingly. It also permits use of telekinetic abilities without the use of hands or other limbs.

Tempest III
Prerequisite: Tempest II

Description: Cause a thunderstorm, blizzard or tornado.

Hanoori Force Powers
The only ability restricted to Hanoori force users only is Enhanced Shatterpoint. All other powers can be learned with enough patience from both the teacher and student. They can be learned by a Hanoori Conductor, who has trained on Del Fann, or from a Conductor. Added by Sedona Ojal.

Blinding Flash:
Prerequisite: Improved Unseen Instrument

Description: While one might be able to achieve a blinding light with the power Improved Dancing Lights, it would require a full concentration of the power, and would probably have to be achieved over a few moments of forcing someone to adjust to the higher level of light. With this power, the ability of Dancing Lights is concentrated into a single, powerful burst. The most powerful users can create a high enough energy level to sear skin, but most just create an intensity of light that ranges across the whole spectrum of the visible and IR spectrum that will cause most creatures to be unable to see for anywhere from the size of a saucer to the size of a full nuclear blast.

Sonic Burst
Prerequisite: Improved Unseen Instrument

Description: This is a concentration of the power used in the Unseen Instrument. The power of the sound wave is enough to knock someone to the ground just as if it were a wall of Force push moving outwards from the Force User in a spherical dispersal pattern. The same power can be focused on anything that can vibrate. With concentration, it can be maintained. This has less of the blast part previously mentioned, but an excellent ability for interrupting whatever is going on. The vibrations will produce a hum. This ability has a variety of applications, from interrupting air flow by vibrating the rib cage to knocking back a surrounding group of enemies.

Only available to a Hanoori Force Practitioner.

Enhanced Shatterpoint:
Prerequisites: Blinding Flash, Sonic Burst Description: Hanoori are capable of becoming extraordinary masters of harmony, due to the way their bodies are constructed. Their cells must be in union with one another in order for them to survive. As such, they naturally trend towards the ways in which physics overlaps with the Force: light, sound, harmony and union of all things. When they gain this ability, their entire body becomes aware of the sounds and colors oozing from the Great Symphony at all times. Precognitive abilities and physical abilities related to shatterpoint are capable of being drawn upon at will, as well as a better knowledge of where those lines of shatterpoint veins will lead. Anything that normally could be done with Shatterpoint can now be done with a mere thought and no time at all. The mastering of this ability requires multiple lifetimes of work, multiple Force discipline methods learned (Jedi, Sith, Dathomiri, Hanoori, etc.) and knowledge of all previous Hanoori techniques. Shatterpoint, Hanoori species, studying with the Master Conductor on Del Fann after learning Shatterpoint and 3 seperate full threads of using the Shatterpoint technique. This is a technique that should take YEARS to learn. Please that in mind. You can begin the progress in your Knighthood, but you need to be well into your Masterhood before you can learn it. Added by: Sedona Ojal

Aura of uneasiness
Description: An ability that projects a field of discomfort around an individual to ward off non-sentient creatures or cause extreme discomfort in sentient beings.

Animate Animals
Prerequisites: Enhanced Force Sense, Sith Sorcery Description: This Sith Spell is a very basic one. Although not very powerful, it can be very useful. Once the caster has located the bones of animals, he may raise them as skeletons from the ground. The animated obey simple verbal commands of the caster, regardless of the language used. This spell works only on naturally occurring animals of no higher than semi intelligence (dogs, cats, banthas are fine. Dragons are not), and lasts until the last of them is destroyed in combat. They skeletons are destroyed once their skull has been dispatched from the rest of their spine. Added by: Nessarose deWinter

Bolt of hatred
Description: Bolts of hatred were iridescent spheres of energy that tormented its victims the pain and hatred of thousands of tortured souls..

Dark Side Tendrils
Description: A mist of pure dark side energy in the form of tendrils, that was capable of causing immense mental and physical pain, and even the instant disintegration of flesh and bone.

False Lightside Aura
Description: A power utilized by a Sith in order to turn his aura into that of a light sider, primarily used to trick Jedi into believing the Sith is one one of them.

Force Blast
Description: Force blast was a concentrated blast of pure dark side energy projected at objects or opponents, that sometimes caused flesh burns, but caused the caster no pain.

Illusion Casting
Description: Illusions were lifelike, astral projections, of whatever the conjurer desired. The illusions touched all of an individual's sensory perceptions, and only through concentration on the Force was an individual able to perceive them as being false.

Spell of concealment‎
Description: Conjuring a spell of concealment through Sith magic allowed the caster to hide or cloak the presence of one or multiple individuals.

Waves of darkness
Description: Summoning darkness created visible, palpable waves of literal darkness, accompanied by a loud roaring sound

Animate Dead
Prerequisites: Sith Sorcery, Enhanced Force Sense Description: Once the Sith Mistress has located the bones of the dead, she may raise them as skeletons from the ground. Casting the spell to check if there are bones will yield no success. The animated obey simple verbal commands of the caster, regardless of the language used. This spells works only on the bones of humans and humanoids, and grants the animated no special powers. The skeletons can be stopped by losing their spines from the rest of their bodies, or if the Sith Mistress sends them back to their graves. Added by: Nessarose deWinter

Dark Side Web
Description: A Force net constricted around its victim to temporarily or permanently sever their connection to the Force.

Force Destruction
Prerequisites: Force Blast Description: A more powerful version of Force Blast, this is a dark side Force power used by certain gifted Sith and Dark Jedi, allowing them to create a massive energy field and throw it in any direction. When used, a massive amount of energy was stored up within the user, drawn from the dark side of the Force, and with incredible concentration, the energy could be discharged using the user's own body as a conduit. Usually fired through the arm or hand, it could blast a large radius vaporizing anyone who got too near it. Even those who escaped direct contact with the blast would be pushed asunder by the power's backlash. Using Force Destruction was a very exhausting power requiring a great deal of focus and concentration and could only be used a few times without requiring the user to rest.

Invoke spirits
Description: Invoking spirits summoned the spirit of a deceased darksider, usually to augment the requesting Sith magician with the deceased's power.

Life Bind
Description: A Sith Master may use this power to form a Force link of a master-servant nature.

Creating the Bind: 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 either of them dies, or the bond is artificially broken.

Presence of the Bind: 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 and such, but this renders the master’s body an empty shell for the duration of the scrying. 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.

Breaking the Bind: The servant may try to break free using Force Rage (if the servant knows this power).

Limitations: A person can only be in one bind at any given time, regardless of the direction of the bind (master or servant). Added by: Petra Catavaio

Summon Fear
Description: Summoning an individual's fear caused the victim to experience their worst fears to the point of hysteria. It is a very powerful ability, and the duration and intensity vary depending on the caster.