Force Power List (Version Two)

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.

Animal Control / Beast Trick
Prerequisites: Force Sense, Telepathy Description: Force ability to calm a wild 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 Telekinesis
Description: This ability allows a user to manipulate the Force with ones mind and apply this manipulation in several useful ways. A user is still relatively new to this ability cannot lift more than half their weight. Sub-skills:
 * Force Choke – The ability to telekinetically close off the windpipe of a victim, simulating strangulation.
 * Force Pull – The ability to pull an object to the user.
 * Force Push – The ability to push an object away from the user within the direction they point.


 * Force Throw – The ability to pick up and throw objects with some accuracy.


 * Telekinetic Strike – The ability to “throw” a burst of energy simulating a punch.

Enhance Ability
Description: Basic ability of a Force user to increase their strength, dexterity, vitality, stamina, and speed through control and manipulation of the Force Sub-skills:
 * Breath Control – The ability to hold ones breath longer than usual when breathing is impossible.
 * Force Jump – The ability to leap great distances. (Vertically and Horizontally)
 * Force Speed – The ability to run faster than physically possible

Enhance Senses
Description: A basic ability for the Force User to enhance their physical senses to super human levels, this includes your sense of sight, smell, taste, hearing and touch.

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 Persuasion
Description: The ability to use the Force to alter the way others think by implanting basic suggestions within their mind that seem reasonable. This ability has a strong effect on the weak minded and usually never work on the strong willed or other Force Users. If someone is asked to do something against their nature or something unreasonable they will be able to fight off the suggestion.

Force Sense
Description: Basic ability for all Force users, 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. Sub-skills:
 * Farsight – The ability to look into the past, present and future and gain vague impressions. (Permission is needed to gain impressions of enemy plans)
 * Force Comprehension – The ability to increase ones learning ability by speeding up neural processes.
 * Force Empathy – The ability to feel another's emotions through the Force.

Meditative/Hibernation Trance
Description: An ability that allowed a Force-user to go into a very deep hibernative state. This slowed the user's metabolism and breathing to a standstill inducing the bodies natural healing process to heal themselves depending on how long they remain in the trance. Normally one quiets their minds and enters a peaceful state, but Dark Side practitioners can focus on their anger or hate to enter their trance. A hibernating Force-user appears dead to all but another Force-user and remains fully aware of his or her surroundings.

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

Telepathy
Prerequisites: 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.

Uncontrolled Information Stream
Prerequisites: Force Sense 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

Control Pain
Description: A Force power used to allow the user to ignore pain and maintain focus despite great physical pain, this ability can be used on either the user themselves or on another.

Force Flash / Stun Droid / Ionize
Description: A Force power employed to temporarily disable an electrical 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. This technique gives off the appearance of Force lightning on with a purplish color and causes no pain to living organisms.

Force Healing (Self)
Description: A 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 used by focusing on the bodies natural healing process and using the Force to accelerate them substantially.

Aura of pain
Description: This power allows a Force User to create a wound on his/herself 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 but makes the user susceptible to other attacks. Added by: Volfe Von Kreig

Force Rage
Description: A Dark side Force ability that allows a user to tap into the innermost fears, pain, or hatred that the user converts 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. With the use of the power the one using it enters an almost feral and irrational state and loses the ability to think clearly or create/use strategy or tactics.

Kinetite
Description: The 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. The attack can be easily deflected away if the target has time to react and alter the attacks course.

Torture By Chagrin
Prerequisites: Telepathy Description: This power consists of reaching into the victim's subconscious and force them to relive all the worst memories of their life, both painful and embarrassing, over and over and over again to the point where it almost seems 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 unless otherwise specified.

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 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.

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.

Alter Elements (Alter Environment) I
Prerequisites: Enhanced Force Sense, Enhanced Telekinesis Description: This set of abilities when a Force User learns to create and control their specific element, allows them to manipulate nature and other natural weather phenomena to create devastating attacks and other useful effects. Elements/Sub-skills:

Air/Wind

 * Lesser Blast of Air – The ability to surge air into a small blast that can stagger opponents.
 * Dust Devil – The ability to create small constructs of dust to act as distractions.


 * Suffocate – The ability to drive the air out of an opponent’s lungs.


 * Tornado – The ability to manipulate air into a funnel and limitedly control it movements.

Water/ice

 * Freezing Touch – The ability to create ice over the surface of an object through touch.
 * Force Orb – The ability to create a ball of water and hurl it at an opponent.
 * Heavy Rainfall – The ability to manipulate the clouds and bring rain down over the area.
 * Crystallize – The ability to consume an object with ice into the objects core.

Fire

 * Flame Burst – The ability to spray fire at an opponent in a small cone.
 * Flare – The ability to shoot a blast of fire at an opponent, quick and accurate.
 * Fireball – The ability to create a ball of fire and hurl them at an opponent.
 * Superheat – The ability to warm or melt an object through physical touch.

Earth

 * Earthquakes – The ability to manipulate the planets tectonic plates and create earthquakes.
 * Fissure – The ability to create narrow cracks in the ground.
 * Magnetic Sense – The ability to sense a planets Magnetic field.


 * Sinkholes – The ability to create sinkholes in the ground.

Basic Art of the Small
Prerequisites: 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.

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.

Dream Tranquility
Prerequisites: Force Sense, 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: Force Sense 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. Sub-skills:
 * Battle Precognition – The ability to predict your opponents movements in combat.
 * Comprehend Speech – The ability to comprehend a foreign language and understand what’s being said without knowing the language.
 * Force Sight – The ability to see using the Force, allowing one to see through illusions, detect a person's alignment and even seen on the molecular level.

Enhanced Telekinesis
Prerequisites: Basic Telekinesis Description: Improved Telekinetic abilities – specifically the realization that “side matters not”, nor does the number of objects. A user with this ability possesses both greater refinements in control over the object(s) they levitate as well as an ability to lift up to stationary starfighter-sized objects. Sub-skills:
 * Force Grip – The ability to grab and lift an opponent into the air.
 * Force Whirlwind – The ability to create a small funnel with the Force used to disable an opponent.
 * Levitation – The ability to lift one’s self off the ground in a vertical motion
 * Rend – [Dark Side] – The ability to pull a victim in two different directions.
 * Throw Lightsaber – The ability to throw ones lightsaber at an opponent and call it back to ones hand.
 * Saber Barrier – The ability to create a telekinetic barrier while spinning the blade in a circle.

Force Adhere
Prerequisites: Enhanced Telekinesis, Enhance Ability 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 Barrier
Description: With this ability, the user could create defensive barriers for use in combat. 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. Sub-Skills:
 * Force Deflect – The ability to create a smaller barrier to deflect energy attacks away from the user.


 * Protection Bubble – The ability to create an enclosed bubble around the user that can be used offensively or defensively.

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 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
Prerequisites: 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.

Mental Translocation:
Description: This is a form of mental 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

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

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

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

Shatterpoint
Prerequisites: Enhance Force Sense 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.

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. Each member gains perspective of their fellow Jedi in the Meld and can coordinate their movements with their friends

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 and can the rationale of the request can drop dramatically.

Plant Surge
Description: Light side Force power that allows 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: The 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 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. Sub-Skills:
 * Create Armor – The ability to infuse armor with the Dark Side, increasing its durability.
 * Create Weapon – The ability to infuse a weapon with the Dark Side, increasing durability and sharpness.
 * Mechu-deru – The ability to infuse a droid or computer system with the Dark Side and reprogram them.

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 unless otherwise noted.

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.

Blood Tail
Prerequisites: Force Sense, 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

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).

Alter Elements (Alter Environment) II
Prerequisites: Alter Elements I (One element at a time), Enhanced Force Sense, 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. Elements/Sub-skills:

Air/Wind

 * Compress Air – The ability to supercharge the air and make it punch with greater force.
 * Greater Blast of Air – The ability to blast foes with powerful bursts of compressed air.
 * Wall of Air – The ability to construct a field of surging air to act as a barrier.


 * Hurricane – The ability to create powerful hurricanes.

Water/ice

 * Air to Water – The ability to draw water out of air molecules.


 * Hailstorm – The ability to alter rainfall into hail stones.


 * Blizzard – The ability to manipulate the clouds to cause a blizzard


 * Tidal Wave – The ability to surge water around the user and create a large wave.

Fire

 * Firewall – The ability to manipulate the molecules in the air to create a wall of fire, used for offense and defense.
 * Firestorm – The ability to create a hurricane like storm of fire around the user.
 * Heat wave – The ability to super charge the air surrounding an area with heat.
 * Infrared Vision – The ability to alter ones sight so they can see the heat signatures of living creatures.
 * Self-Immolation – The ability to surround ones body in flames, it leaves the user unharmed but any clothes or items not made to resist intense heat will melt or burn.

Earth

 * Create Construct – The ability to create constructs (Golems) out of rock, sand or other minerals.
 * Landscape – The ability to manipulate the planet to do things like Move Mountains, collapse caves and construct buildings and other structures.
 * Magnetism – The ability to alter magnetic fields to control and alter objects made of attractable minerals.


 * Rockslide – The ability to create a devastating rockslide/mudslide.

Astral Translocation:
Prerequisites: Mental 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: Enhanced Force Sense, Meditative/Hibernation Trance Description: [Permission Needed to see enemy plans] - 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 Call
Prerequisites: Telepathy, Enhanced Force Sense Description: A powerful Force technique that was utilized to only the strongest of Force Users, due to the amount of energy that was required to use this power. Using the Force, a Force User would call other Force Users to his or her position; this amounted to a literal shout that echoed throughout the Force itself. For those who heard this summons, it would have been hard to resist and the user of this technique can not control who answers the call, be it Jedi, Sith or others. Because of the energy required to perform this power it drains its User of its energy for a short period of time and requires rest before being done again. Added by: Xander Starkiller

Force Illusion
Prerequisites: Enhanced Alter Image 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 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: Enhanced Force Sense, Psychometry/Telemetry, Shatterpoint 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.

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 as if they had a remote control or were at a control panel. Added by: Xander Starkiller

Mastered Alter Image
Prerequisites: 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 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 or performing precise feats like surgery. Sub-skills: Force Crush – [Dark Side] - The ability to crush and object or person by wrapping it in telekinetic energy.
 * Force Desecration – [Dark Side] - The ability to trap a being or object in a telekinetic orb that applies enough pressure to make the victims body implode. Credit: Sara Arkelion, see her to learn.
 * Force Repulse – The ability to create a ball of kinetic energy around the user and expand it outward, this attack can vaporize enemies and other materials if used with enough power.
 * Force Flight – The ability to levitate ones body and control the direction they move in.
 * Force Wave – The ability to throw multiple objects or enemies away from the user.
 * Telekinetic Lightsaber Combat – The ability to telekinetically control ones lightsaber with the same skill as if they were actually holding it in their hands.

Memory Rub
Prerequisites: Enhanced Force Sense, Force Persuasion, Telepathy 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 (Force Secret)
Prerequisites: Enhanced Force Sense, Mastered Art of the Small, Mastered Telekinesis, Shatterpoint 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. Sub-skills:
 * Create Life – The ability to influence the Midi-Chlorians to create life from nothing. To perform this technique a user must have an adult woman, for which the new life form can be created.
 * Dark Transfer – [Dark Side] - The ability to surge the Dark Side of the Force into 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 anywhere from immense pain, injury and death.
 * Force Resuscitation – The ability to bring a recently deceased person back to life. The user of this technique floods the Force through the fault lines perceived in an individual as with Dark Transfer to revitalize the entire body.

Shadow III
Prerequisite: Shadow II

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

Tutaminis
Prerequisites: Enhanced Force Sense Description: Tutaminis is an umbrella term used for powers that allow a user to either negate or absorb energy, be it from a blaster or other energy based Force attacks. Aspects of this ability are considered a non-harmful Force Drain. Sub-skills:
 * Channel – The ability to channel absorbed energy from an enemy attack into another Force ability.
 * Force Absorb – The ability to absorb energy from a harmful attack to replenish vitality or spent Force energy. (This power is considered a means of healing)
 * Negate Energy – The ability to negate or dissipate an energy attack from either a blaster or Force power.

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.

Aura of suffering
Prerequisite: Aura of Anguish 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

Dominate Mind
Prerequisite: Enhanced Force Sense, Force Persuasion, Telepathy Description: A powerful Force technique that allows the user to control the mind of another as well as other horrifying abilities. Sub-skills:
 * Drain Knowledge – [Permission needed] – The ability to rip information from the mines of the victims.


 * Grant Knowledge – [Permission needed] – Much like Drain Knowledge, this power allows one to do the reverse and give a target mundane skills, this power cannot be used to teach Force Powers.


 * Mind Control – [Permission needed] - The ability to control the mind of a being and force them to do your bidding.

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 Spectre
Prerequisites: Astral Translocation, Enhanced Force Sense Description: The ability to phase part of the body such as an arm into a metaphysical plane and allow them to have an effect on a physical level, bypassing armor, flesh, bone and other hard materials. This does not allow a user to phase their entire body through an object. Added by: Xander Starkiller, Please turn to him to learn.

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

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 Mechu-deru Vitae which allows the user to create bio-weapons and create Technobeasts; sentient beings transformed into mindless droid hybrids. Sub-skills:
 * Alter/Create Sithspawn – The ability to transmute a beast or person's natural abilities and make them more vicious and easier to control.


 * Mechu-deru Vitae – The ability to create a Technovirus that sodomizes a being and slowly turns them into a droid hybrid version of themselves with no higher brain functions.

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 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, Please turn to her if you wish for your character to learn this ability.

Transfer Essence / Transfer Life (Force Secret)
Prerequisites: Astral Translocation, Enhanced Force Sense Description: A radical 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.

Witch Spells
All witch spells added by Petra Cavataio unless otherwise stated.

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. Added by: Petra Catavaio

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: Ancient ritual requiring great strength of will, a Sith could bind the restless ghosts of dead Sith to himself. Once bound, the user may draw from the ghost's power, channeling it into a powerful exertion of Force energy. No more than three spirits can be summoned at any one time, and the effect only lasts as long as the Sith in question is able to maintain complete focus or risk being consumed by said spirit(s).

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 and the damage can range from a mild scare, to insanity, to death.