Sie sind auf Seite 1von 76

The Jedi

The Jedi are a small group of psionic-like warrior monks that focus on the balance and protection of the universe.
They prefer diplomacy over battle, but can fight when the situation calls for it. Certain Jedi have been known to be
a general in an army, a leader of a small boarding party, or a diplomat to settle a treaty between two kings. They
channel a power that they call The Force in order to enhance their own bodies, modify the world around them,
or manipulate elements.

Prerequisites: A Jedi must be taught by another force wielder, a Holocron (artifact), or some other way
that is not self-taught. After first level, a Jedi may progress without aid.
Must have the Force Sensitive trait
Alignment:
Any
Hit Die:
d8
Starting wealth: 3d6 x 10gp (105 gp)
Class skills: Acrobatics (dex) Climb (str) Craft (lightsaber) (Int) Diplomacy (cha) Knowledge (Force,
History, Nobility) (int) Linguistics (int) Perception (wis) Profession (wis) Ride (Dex) Sense Motive (wis)
Spellcraft (Int) Stealth (dex) Swim (str)
Skill Ranks/level: 4 + Int modifier

Level BAB

Fort Ref
Sav Save
e

Will Special
Save

Force pool
Points

Force powers known


0

1st

+1

+1

+2

+2

Force pool, Force


combat, Force
Path, Force
Powers

1d6+Wis
mod

2nd

+2

+1

+3

+3

Lightsaber Form

+1d6+Wis

3rd

+3

+1

+3

+3

Bonus Feat

+1d6+Wis

4th

+4

+2

+4

+4

Movement Speed +1d6+Wis


+10 feet

5th

+5

+2

+4

+4

Evasion, Flurry

+1d8+Wis

6th

+6/+1

+2

+5

+5

Lightsaber Form,
Bonus Feat

+1d8+Wis

7th

+7/+2

+3

+5

+5

Canny Defense

+1d8+Wis

8th

+8/+3

+3

+6

+6

Parry

+1d8+Wis

9th

+9/+4

+3

+6

+6

Bonus Feat

+1d8+Wis

10th

+10/+5

+4

+7

+7

Lightsaber Form,
Flurry

+1d10+ Wis
+Int

11th

+11/+6/+1

+4

+7

+7

Improved Evasion +1d10+Wis


+Int

12th

+12/+7/+2

+4

+8

+8

Bonus Feat,
+1d10+Wis
Movement Speed +Int
+20 feet

13th

+13/+8/+3

+5

+8

+8

--

+1d10+Wis
+Int

14th

+14/+9/+4

+5

+9

+9

Lightsaber Form

+1d10+Wis
+Int

15th

+15/+10/+5

+5

+9

+9

Bonus Feat,
Flurry

+2d6+Wis
+Int

16th

+16/+11/+6/+1

+6

+10

+10

Defensive Roll

+2d6+Wis
+Int

17th

+17/+12/+7/+2

+6

+10

+10

--

+2d6+Wis
+Int

18th

+18/+13/+8/+3

+7

+11

+11

Lightsaber Form,
Bonus Feat

+2d6+Wis
+Int

19th

+19/+14/+9/+4

+7

+11

+11

Force Critical

+2d6+Wis
+Int

20th

+20/+15/+10/+5

+8

+12

+12

Jedi Master,
+1d20+Wis
Movement Speed +Int
+30 feet, Flurry

Class Features
Weapon and Armor Proficiency: A Jedi is proficient with simple weapons, Lightsabers, and light armor.
Force pool:
The force pool allows you to use your force powers. If you reach 0 force points in your pool, you
cannot use any force powers and you are Exhausted.
Your force pool replenishes after 8 hours of rest or meditation. These hours do not have to be
consecutive.
Force Combat:
A Jedi can use force abilities while wielding a lightsaber.
If a Jedi is using a non-lightsaber weapon, one hand must be free to use force powers
Instant cast powers do not provoke attacks of opportunity.
Force Path:
The side of the Force you pick. Light, Neutral, Dark. If you pick light or dark, the cost of the
opposite alignment costs 3 times the force points to use and neutral costs normal. If you pick
Neutral, both light and dark cost 2 times the force points to use. If your life choices do not
reflect your current Side of force, your GM may choose to shift your Side of force for you.
(Should be in line with your standard Alignment. Ex. A neutral evil character might choose the
neutral side of the force, but will not pick the light side of the force. Likewise, a Lawful Good
character will most likely pick the Light side of the force, but will never pick the dark side of the
force.)
(Authors note: This is really only relevant to the good vs. evil of the standard alignment
chart. I personally see no reason why a light side character couldnt be lawful or chaotic
good and a dark side character couldnt be lawful or chaotic evil.)

Force powers:
All Force powers (Regardless of magical or psionic origins) are treated as force powers and
cannot be Modified with metamagic and metapsionic feats. Metaforce Feats can be used for a
multiplication of base cost. Example: A Maximized Force power would cost 4 times the force
points than the base cost of the power being maximized. Maximized burning hands, originally 2
force points, would cost 8 points.
Standard concentration checks. The DC is determined by this table This Table
A Jedi cannot use force powers in heavy armor
You gain a number of bonus powers according to the Ability Score Spell Modifier thingy table
(based on wisdom)
When you learn new powers, you may choose a power from a lower level instead of highest
level you can use
Force abilities have no verbal, somatic, or material components, nor have an XP cost (even if the
equivalent power has an XP cost). The user activates them mentally.
Force powers are subject to Power Resistance (Which is equal to spell resistance)
List of powers is further down.
Lightsaber Form:
These bonuses are only active when using a lightsaber.
You lose these bonuses if you lose your dex bonus
Any known styles may be switched between as a move action
Starting at level two, and every 4 levels after, you may pick a lightsaber form, if you meet the
prerequisites:
Form I (padawan): Shii-Cho, Form III (padawan): Soresu, Form VI (padawan): Niman
At level 6, you may add the following to the list of available forms:
Form II (padawan): Makashi, Form IV (padawan): Ataru, Form I (Knight): Shii-Cho, Form III
(Knight): Soresu, Form VI (Knight): Niman,
At Level 10, you may add the following to the list of available forms:
Form V (padawan): Shien / Djem So, Form VII (padawan): Juyo, Form II (Knight): Makashi,
Form IV (knight): Ataru, Form I (Master): Shii-Cho, Form III (Master): Soresu, Form VI
(Master): Niman
At Level 14, you may add the following to the list of available forms:
Form V (Knight): Shien / Djem So, Form VII (Knight): Juyo, Form II (Master): Makashi, Form IV
(Master): Ataru,
At Level 18, you may add the following to the list of available forms:
Form V (Master): Shien / Djem So, Form V (Master): Shien / Djem So
(Authors note: any of these should work for any type of lightsaber you pick, double bladed and
duel wielding included. Just add the standard buffs, penalties and extra attacks normally
brought on by those styles)
Bonus feat:
Starting at 3rd level Every 3 levels after, you may pick a feat from the following list:
Blind-Fight, Dodge, Enlarge Power, Improved Initiative, Improved Two-Weapon Fighting,
Merciful Power, Power Attack, Reach Power, Spring Attack, Step up, Two-Weapon Defense,
Two-Weapon Fighting, Quick Draw, Weapon Finesse, Weapon Focus
At level 9 you may add the following feats to the list:

Agile Maneuvers, Cleave, Concussive Power, Greater Two-Weapon Fighting, Improved BlindFight, Intensified Power, Lightsaber Finesse, Mobility, Side Step and strike, Sundering Strike,
Weapon Specialization
At level 15, you may add the following feats to the list:
Great Cleave, Greater Blind-Fight, Greater Weapon Specialization, Landing Roll, Maximize
Power, Quicken Power
Movement speed:
Starting at 4th level and every 8 levels after, your base speed increases by 10 feet for +30 at 20th
level
Evasion:
Cost: 4 force points, as an Immediate Action, lasts until the beginning of your turn. Can be used
in surprise round, even if you are not in it.
At 5th level or higher, a Jedi can avoid damage from many area-effect attacks. If a Jedi
makes a successful Reflex saving throw against an attack that normally deals half damage on
a successful save, he instead takes no damage. Evasion can be used only if a Jedi is wearing
light armor or no armor. A helpless Jedi does not gain the benefit of evasion.
Flurry: (tl;dr 1 attack = 4 force points)
At 5th level, and every 5 levels after, when attacking as a full round action, a Jedi may spend
force points to increase the number of attacks. Use your highest attack bonuses for these
attacks. At 5th level, four points may be spent for one additional attack (at highest attack bonus).
At 10th level, up to eight force points may be spent two gain two attacks (at two highest attack
bonuses), Etc. Up to 4 extra attacks at level 20.
These attacks happen after normal attacks.
If, for some reason, you cannot use a full round action to attack (or magical restrictions to your
number of attacks), you cannot use flurry (this can be used at level 5, even though you only have
one attack).
If the remaining attacks somehow fail (like due the result of a swift action), the attacks are lost
but the points are still spent.
Example: A level 15 Jedi has a BAB of +15/+10/+5. Lets say the Jedi has no modifiers to
increase these bonuses. The Jedi chooses to spend 8 force points to give them two extra
attacks. The attacks would go in the order of +15/+10/+5/+15/+10.
Canny Defense:
When wearing light or no armor and not using a shield, a Jedi adds 1 point of Intelligence bonus
(if any) per Jedi class level to her Dexterity bonus to modify Armor Class while wielding a
lightsaber. If a Jedi is caught flat-footed or otherwise denied her Dexterity bonus, she also loses
this bonus.
Parry:
At 8nd level, a Jedi learns to parry the attacks of other creatures, causing them to miss.
Whenever the Jedi takes a full attack action with their Lightsaber, she can elect not to take one
of her attacks. At any time before her next turn, she can attempt to parry an attack against her
or an adjacent ally as an immediate action. To parry the attack, the Jedi makes an attack roll,
using the same bonuses as the attack she chose to forego during her previous action. If her
attack roll is greater than the roll of the attacking creature, the attack automatically misses. For
each size category that the attacking creature is larger than the Jedi, the Jedi takes a 4 penalty

on her attack roll. The Jedi also takes a 4 penalty when attempting to parry an attack made
against an adjacent ally. The Jedi must declare the use of this ability after the attack is
announced, but before the roll is made.
Improved Evasion:
Cost: 8 force points, as an Immediate Action, lasts until the beginning of your turn. Can be used
in surprise round, even if you are not in it.
This works like evasion, except that while the Jedi still takes no damage on a successful
Reflex saving throw against attacks, she henceforth takes only half damage on a failed save.
A helpless Jedi does not gain the benefit of improved evasion.
Defensive Roll:
At 16th level A Jedi gains Defensive Roll. With this ability, the Jedi can roll with a potentially
lethal blow to take less damage from it than she otherwise would. Once per day, when she
would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow,
not a spell or special ability), the Jedi can attempt to roll with the damage. To use this ability, the
Jedi must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes
only half damage from the blow; if it fails, she takes full damage. She must be aware of the
attack and able to react to it in order to execute her defensive rollif she is denied her
Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a
character to make a Reflex save for half damage, the Jedis evasion ability does not apply to the
defensive roll.
Force Critical
At 19th level, whenever a Jedi successfully confirms a critical hit, he can use a force power that
has a casting time of one standard action or less as a swift action. The power must include the
target of the attack as one of its targets or in its area of effect. Using the power does not
provoke an attack of opportunity. The caster must still meet all requirements to use the force
power.
Jedi Master
At 20th level, a Jedi may use two lightsaber forms and gain the benefits and the drawbacks of
each.
(Kinda stupid, I know, but I couldnt think of anything else)
Ex-Jedi
Ex-Jedi, or fallen Jedi, retains all force powers and abilities, the cost of each force power changes
to reflect your current alignment. An ex-Jedi does not have to fall from the light side of the
force, just as a neutral aligned Jedi is not necessarily a fallen Jedi. A fallen Jedi is no longer
affiliated with the Jedi Council and is marked for punishment (if neutral) or execution (if dark). If
you go against the councils orders, and you are still light, you could be exiled. If an exiled Jedi
tries to return to the monastery, it is possible that she will be attacked on sight, ignored, or
welcomed, depending on the situation or the circumstances of your exile.

Favored Class Bonus:


Aasimar Gain +1/3 will save against going to the dark side
Elves level 1 power
Goblin Be a BAMF like Yoda (no in game bonuses except flavor)
Half-Elves Pick either the Elves or the Humans bonus
Halfling Can use any level 1 or lower force power for free 1/3 times/day
Human Gain 1 additional Force Point
Traits:
Force Sensitive Force Trait Gain a force pool with 2 force points and can learn one level 0
power
Deceptive Diplomat Force Trait Gain Bluff as a class skill

Lightsaber Forms
Form I (padawan): Shii-Cho
Prerequisites: Jedi Level 2
+1 on damage rolls
+1 to AC when being flanked
+1 to AC against attacks of Opportunity
-2 to AC against lightsaber
-2 to saving throw against all magic, force, and psionic (force)
Form I (Knight): Shii-Cho
Prerequisite: Form I (padawan), level 6
+2 on damage rolls
+2 to AC when being flanked
+1 to AC against attacks of Opportunity
-2 to AC against lightsaber
-3 to saving throw against all magic, force, and psionic (force)
Form I (Master): Shii-Cho
Prerequisite: Form I (Knight), level 10
+3 on damage rolls
+4 to AC when being flanked
+2 to AC against attacks of Opportunity
-4 to saving throw against all magic, force, and psionic (force)

Form II (padawan): Makashi


Prerequisites: Jedi Level 6
Gain Weapon Finesse as a bonus feat with lightsaber only
+1 to hit and damage when not being flanked
-2 AC against Ranged Weapons
-2 AC
+1 to saving throw against all magic, force and psionic (force)
Form II (Knight): Makashi
Prerequisite: Form II (padawan), level 10
Gain weapon Finesse as a bonus feat with lightsaber only
+4 to hit and damage when not being flanked
-2 AC against Ranged Weapons
-3 AC
+2 to saving throw against all magic, force and psionic (force)

Form II (Master): Makashi


Prerequisite: Form II (Knight), level 14
Gain weapon Finesse as a bonus feat with lightsaber only
Gain Lightsaber Finesse as a bonus feat
+6 to hit and damage when not being flanked
-2 AC against Ranged Weapons
-4 AC
+4 to saving throw against all magic, force and psionic (force)

Form III (padawan): Soresu


Prerequisites: Jedi Level 2
+4 AC
-6 to hit
Only one attack/round
Cant use flurry
Form III (Knight): Soresu
Prerequisite: Form III (padawan), level 6
Gain Deflect Arrows Feat, as the Duelist feat

Gain Combat Expertise


+6 AC

-8 to hit
Only one attack/round
Cant use flurry

Form III (Master): Soresu


Prerequisite: Form III (Knight), level 10
Gain Deflect Arrows Feat, as the Duelist feat

Gain Combat Expertise


+10 AC

-8 to hit
Only two attacks/round
Cant use flurry

Form IV (padawan): Ataru


Prerequisites: Jedi Level 6
+1 Dodge AC
-3 AC if Flanked
-2 AC against ranged weapons
As a full round action, attack twice with a 5 foot step in between, up to your total number of
attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you
may attack once, take a five foot step, then attack twice)
you may take an additional 5 foot step per round
As a swift action, you can spend 2 force point to raise dodge AC bonus by +2 for number of
rounds = to half your Jedi level
Critical threat range increased by 1. This is added after other bonuses
Form IV (knight): Ataru
Prerequisite: Form IV (padawan), level 10
+2 Dodge AC
-3 AC if Flanked
-3 AC against ranged weapons
As a full round action, attack twice with a 5 foot step in between, up to your total number of
attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you
may attack once, take a five foot step, then attack twice)
you may take an additional 5 foot step per round
Can spend 4 force point to raise dodge AC bonus by +4 for number of rounds = to half your
Jedi level
Critical threat range increased by 1. This is added after other bonuses
Form IV (Master): Ataru
Prerequisite: Form IV (Knight), level 14
+4 Dodge AC
-4 AC if flanked
-4 AC against ranged weapons
As a full round action, attack twice with a 5 foot step in between, up to your total number of
attacks per round. This may be used in conjunction with flurry. (ex: if you have 3 attacks, you
may attack once, take a five foot step, then attack twice)
you may take two additional 5 foot step actions per round
Can spend 4 force point to raise dodge AC bonus by +4 for number of rounds = to half your
Jedi level. This stacks with other dodge bonuses.
Critical threat range increased by 2. This is added after other bonuses

Form V (padawan): Shien / Djem So


Prerequisites: Jedi Level 10
-2 to fort saves
-4 AC
+2 deflection AC against ranged weapons
Weapon Finesse with Lightsaber
+1 to hit if flanked (stacks if flanked multiple times)
+4 to damage rolls
Form V (Knight): Shien / Djem So
Prerequisite: Form V (padawan), level 14
-2 to fort saves
-2 AC
+4 deflection to AC against ranged weapons
Weapon Finesse with Lightsaber
+2 to hit if flanked (stacks if flanked multiple times)
+4 to damage rolls
Form V (Master): Shien / Djem So
Prerequisite: Form V (Knight), level 18
-2 to fort saves
+6 deflection to AC against ranged weapons
Weapon Finesse with Lightsaber
-4 AC If only one opponent is in your threat range
+2 AC if in more than 1 opponents threat range
+4 to hit if flanked (stacks if flanked multiple times)
+6 to damage rolls
+1 attack/round

Form VI (padawan): Niman


Prerequisites: Jedi Level 2
No Bonuses or Penalties
Form VI (Knight): Niman
Prerequisite: Form VI (padawan), level 6
+2 Deflection AC
+4 Force Points
Form VI (Master): Niman
Prerequisite: Form VI (Knight), level 10
+4 Deflection AC
+12 Force Points

Form VII (padawan): Juyo


Prerequisites: Jedi Level 10
-6 AC
-4 to will saving throws
+2 to reflex
+1 attack/round at lowest attack bonus (stacks with flurry)
+2 damage/hit
Crit Range +1 (added after abilities like keen and improved critical)
+1 on critical confirms
If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to
Dark side (Will save is made after battle is over)
Form VII (Knight): Juyo
Prerequisite: Form VII (Padawan), level 14
-6 AC
-4 to will saving throws
+4 to reflex
+1 attacks/round at last two attack bonuses (stacks with flurry)
+4 damage/hit
+4 to hit/hit
Crit Range +2 (added after abilities like keen and improved critical)
+2 on critical confirms
If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to
Dark side (Will save is made after battle is over)
Form VII (Master): Juyo
Prerequisite: Form VII (Knight), level 18
-6 AC
-4 to will saving throws
+6 to reflex
+2 attacks/round at last three attack bonuses (stacks with flurry)
+6 damage/hit
+6 to hit/hit
Crit Range +2 (added after abilities like keen and improved critical)
+4 on critical confirms
If light side of force, DC 20 of falling to neutral force. If neutral, DC 16 chance of falling to
Dark side (Will save is made after battle is over)

The Lightsaber
Lightsabers come in three different kinds, practically all colors, the blade is indestructible,
and each hilt is unique. Lightsabers are treated as light weapons
Lightsaber (longsword)
Has a hilt about the same length as your hand. The entire length is roughly the size
of a standard longsword.
Lightsaber (bastard)
Has a longer hilt than the longsword and can easily be wielded in one or two hands.
Lightsaber (double)
Must be wielded in both hands. If attempting to wield in your main hand, you take a
-4 to hit and damage. If attempting to wield in off hand, you take a -8 to hit and
damage and have a 20% chance of hitting yourself when attacking.
Any character not proficient with the Lightsaber has a 25% of hitting themselves with
each attack in addition to the normal penalties.
A Lightsaber hilt may be built using the standard rules for craft (Here) DC 15
This just makes the hilt. You still have to buy the gem and imbue it.

Lightsaber

Cost

Weight

Type

Special

Longsword

90

S or P

Lightsabers damage and Crit


information is determined by the gem
used inside of it

Bastard
sword

150

S or P

Lightsabers damage and Crit


information is determined by the gem
used inside of it

Double
Bladed

300

S or P

Lightsabers damage and Crit


information is determined by the gem
used inside of it

A Lightsaber may be built out of Adamantine, Bronze, Cold iron, Elysian Bronze, Fireforged steel, Frost-forged steel, Gold, Living Steel or Mithral, with the normal price
adjustment.
These materials do not affect the blade or the damage done in any way. The
materials just affect the hardness of the hilt

A Lightsabers base damage is determined by the quality of gem in it. (no, double sided
need only one gem)
To change a gem in a Lightsaber, a DC 16 craft check (with proper tools, this is reduced
to DC 12) is needed. If failed, the Lightsaber is flawed and deals the damage of a onestep lower quality gem. In addition, any attack rolls of natural 1 switch the faulty saber
off for 1d3 rounds.
Gems and what they do: Medium damage. For small or large lightsaber, go in this order.
Low quality (10gp) 1d4+str, 20/x2
Semi-precious (50gp) 1d6+str, 20/x2
Medium quality (100gp) 1d8+str, 20/x3 - ignores the first 5 points of hardness
High quality (500gp) 1d10+str, 19-20/x3 - bypass DR 2 , ignore the first 5 points of
hardness, treated as magic weapon for purposes of overcoming DR
Jewel (1000gp) 2d6+str, 18-20/x3 - bypass DR 2, Ignores 10 points of hardness, treated
as magic, cold iron and silver for purposes of overcoming DR
Grand jewel (5000gp) 4d4+str, 18-20/x4 - bypass DR 5, Ignores 10 points of hardness,
treated as magic, cold iron, silver and good or evil (depending on what your side of the
force was during the imbuing) for purposes of overcoming DR
For a gem to be used, you must imbue a number of your force points into the gem. This
takes longer and more force points the stronger the gem.
If a check is failed, of the required force points are spent, rounded up, and may be
attempted again after 12 hours and an 8 hours rest. The gem is not destroyed, until the
3rd fail, in which the gem explodes, causing you 5d4 piercing damage.
Gem
Low Quality
Semi-Precious
Medium Quality
High Quality
Jewel
Grand Jewel

Time (Concentration checks)


5 minutes (1, DC 7 in quiet)
20 minutes (2, DC 10 in quite)
1 Hour (3, DC 12 in quiet)
4 Hours (4, DC 15 in quiet)
6 Hours (5, DC 18 in quiet)
12 Hours (6, DC 20 in quiet)

Force points spent


4
14
29
47
71
106

(DM Optional - A Lightsabers color is determined by the color of the gem used in it,
otherwise, let the player choose)
(DM/Author Notes-The number of force points were calculated roughly for levels 1, 3, 6,
9, 12, and 16, in that order, meaning that should be roughly when they can use that gem
in their Lightsaber. 1 Low quality gem should be given at character creation and ready to
use. Level 1 was calculated for the purposes of the player wanting to dual wield, have a
second Lightsaber, or something along those lines at first level. Of course, A Jedi of any
level could use any tier gem, as long as they get the gem/Lightsaber from a much
stronger Jedi who has already imbued)

A jewel can be given enhancement bonus and special abilities


The following armor materials have the following effects against a lightsaber.
Adamantine
Shorts out the lightsaber. Deals 1d3+str. The lightsaber turns off and cannot be
turned on again for 1d4+1 rounds
Can get a special gem (or maybe just a grand jewel) to ignore the shorting out, in
which the lightsaber would deal damage normally against the subject. The wearer
still receives any DR due to armor. (Lightsaber does not bypass any DR from armor
made of adamantine nor does it ignore any hardness)
Dragonhide
A person wearing dragon hide adds only of his armor bonus to his AC against a
lightsaber with a high quality or better gem or none at Grand jewel quality
Mithral
A person wearing Mithral adds only of his armor bonus to his AC against a
lightsaber with a high quality or better gem or none at Grand jewel quality
Steel/leather
A person in normal steel/leather armor adds only their armor bonus to his AC
against a lightsaber with a medium quality or better gem or none at Jewel quality.
Natural armor (this one was tricky to figure out, so any opinions are welcome)
Creatures with Natural Armor add only their armor bonus to their AC against a
lightsaber with a High Quality or better gem.

Jedi Powers
0-Level Jedi Powers
Power Name

Alignment

Cost Description

Breeze

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 1 hour (D)
Saving Throw Will negates (harmless); Spell Resistance yes
Casting Time 1 standard action
You create a light wind that blows against the target, from a direction of your
choice. The breeze grants the subject a +2 bonus on saves against very hot
conditions, severe heat, breath weapons, and saves against cloud vapors and gases
(such as cloudkill, stinking cloud, and inhaled poisons). This power does not
function without air or underwater.

Daze

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This power clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that
it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is
not stunned, so attackers get no special advantage against it. After a creature has
been dazed by this power, it is immune to the effects of this power for 1 minute.

Detect Force

Neutral

Casting Time 1 standard action


Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect Force auras. A Force aura is given off by any active or permanent power,
or during the use of any Force feat. Characters who have levels in a Force class, the
Force Sensitive trait, and creatures with the Force subtype possess psionic auras.
The amount of information revealed by the manifestation of this power depends
on how long you study a particular area or subject.
1st Round: Presence or absence of Force auras.
2nd Round: Number of different Force auras and the strength of the most potent
aura.
3rd Round: The strength and location of each aura. If the items or creatures
bearing the auras are in line of sight, you can make Knowledge (Force) checks to
determine the Alignment of each aura. (Make one check per aura; DC 15 + power
level) If the aura emanates from a Force item, you can attempt to identify its
properties (see Spellcraft).

Ghost Sound

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Duration 1 round/level (D)

Saving Throw Will disbelief; Spell Resistance no


Ghost sound allows you to create a volume of sound that rises, recedes,
approaches, or remains at a fixed place. You choose what type of sound ghost
sound creates when casting it and cannot thereafter change the sound's basic
character.
The volume of sound created depends on your level. You can produce as much
noise as four normal humans per caster level (maximum 40 humans). Thus, talking,
singing, shouting, walking, marching, or running sounds can be created. The noise
a ghost sound power produces can be virtually any type of sound within the volume
limit. A horde of rats running and squeaking is about the same volume as eight
humans running and shouting. A roaring lion is equal to the noise from 16 humans,
while a roaring dragon is equal to the noise from 32 humans. Anyone who hears
a ghost sound receives a Will save to disbelieve.
Ghost sound can enhance the effectiveness of a silent image power.
Hinder

Dark

Casting Time 1 standard action


Range: 30 ft.
Target: 1 living creature
Duration: 1 minute or until discharged; see text
Saving Throw: none; Spell Resistance: yes
If you make a successful ranged touch attack against the target, it takes a -1 penalty
on the next attack roll, saving throw, or skill check. You must choose which type of
roll the penalty applies to at the time you use this power. If the target does not
make that type of roll before the power ends, it has no effect.

Induce Pain

Dark

Casting Time: 1 standard action


Range: 30 ft.
Target: 1 living creature
Duration: instantaneous
Saving Throw: none; Spell Resistance: yes
You attempt to cause a creature to feel pain. If you make a successful ranged touch
attack at the target, it takes 1d3 points of damage.

Know
Direction

Neutral

Casting Time 1 standard action


Range personal
Target you
Duration instantaneous
When you cast this power, you instantly know the direction of north from your
current position. The power is effective in any environment in which "north" exists,
but it may not work in extraplanar settings. Your knowledge of north is correct at
the moment of casting, but you can get lost again within moments if you don't find
some external reference point to help you keep track of direction.

Mage Hand

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one non-magical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction,
though the power ends if the distance between you and the object ever exceeds
the power's range.

Missive

Neutral

Casting Time 1 standard action


Range Close (25 ft. + 5 ft./2 levels)
Target One creature Effect Mental message delivered to subject
Duration Instantaneous
Saving Throw None; Spell Resistance Yes
You send a telepathic message of up to ten words to any living creature within
range. Missive is strictly a one-way exchange from you to the subject. If you do not
share a common language, the subject hears meaningless mental syllables.

Natural
Healing

Light

Casting Time 1 standard action


Range Personal
Target You
Duration Instantaneous
You rapidly accelerate your natural healing ability. You heal 3 hit points of damage.

Open/Close

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target object weighing up to 30 lbs. or portal that can be opened or closed
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle,
barrel, or other container. If anything resists this activity (such as a bar on a door or
a lock on a chest), the power fails. In addition, the power can only open and close
things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for
enormous creatures may be beyond this power's ability to affect.

Precognition,
Defensive

Neutral

Casting Time 1 standard action;


Range Personal
Target You
Duration 1 min./level (D)
Your awareness extends a fraction of a second into the future, allowing you to
better evade an opponents blows. You gain a +1 insight bonus to AC and on
all saving throws. If caught in a situation where your Dexterity bonus isnt applied
to your Armor Class, this bonus to AC and saving throws does not apply.

Precognition,
Offensive

Neutral

Casting Time 1 standard action


Range Personal
Target You
Duration 1 min./level (D)
Your awareness extends a fraction of a second into the future, allowing you to
better land blows against your opponent. You gain a +1 insight bonus on
your attack rolls.

Prescience,
Offensive

Neutral

Casting Time 1 standard action


Range Personal
Target You
Duration 1 min./level (D)
Your awareness extends a fraction of a second into the future, allowing you to
better aim blows against your opponent. You gain a +2 insight bonus on your
damage rolls.

Light

Casting Time: 1 standard action


Range: close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube

Sense Poison

Duration: instantaneous
Saving Throw: None; Spell Resistance: No
You determine whether a creature, object, or area has been poisoned or is
poisonous. You can determine the exact type of poison with a DC 20 Wisdom
check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy)
check if the Wisdom check fails, or may try the Craft (alchemy) check prior to
the Wisdom check. The power can penetrate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Sicken Body

Spark

Telempathic
Projection

Dark

Casting Time: 1 standard action


Range: 30 ft.
Target: 1 living creature
Duration: 1 round
Saving Throw: Will negates; Spell Resistance: yes
You cause the target to be sickened until the start of your next turn unless the
creature makes a successful Will save.

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Targets one Fine object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if
you were using flint and steel except that you can use spark in any sort of weather
and it takes much less time to actually ignite an object.

Light

Casting Time 1 standard action


Range Medium (100 ft. + 10 ft./ level)
Target One creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance Yes
You alter the subjects mood, adjusting its attitude toward you by one step in a
positive direction. For instance, an unfriendly creature can be made indifferent, or
a hostile creature unfriendly. You can grant a +4 bonus on your own (or
others) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving
the affected creature.

1st-Level Jedi Powers


Power Name
Alter Winds

Alignment
Neutral

Cost Description
1

Casting Time 1 minute


Range touch
Area immobile 10-ft.-radius emanation
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
You subtly enhance or diminish the effects of natural winds within the power's
area, which is an immobile emanation around a point touched by you as the
power is cast. Within the area, natural (but not magical) wind effects are either
increased or decreased by one step in intensity. The maximum wind force you
can affect with this power is based on your caster level, as shown on the table

below. Alter winds has no effect on magical wind effects.


Caster Level
Wind Force
1st-3rd
Light
4th-9th
Moderate
10th-15th
Strong
16th or higher Severe
Broker

Light

Casting Time One swift action


Range Personal
Target You
Duration One Diplomacy check within 1 round/level
You gain temporary, intuitive insight into dealing equitably with others. Your
next Diplomacy check gains a +2 insight bonus.

Burning
Hands

Neutral

Casting Time 1 standard action


Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Any creature in the area of the flames takes 1d4 points of fire damage per caster
level (maximum 5d4).
Flammable materials burn if the flames touch them. A character can extinguish
burning items as a full-round action.

Catfall

Neutral

Casting Time 1 immediate action


Range Personal
Target You
Duration Until landing or 1 round/ level
You recover instantly from a fall and can absorb some damage from falling. You
land on your feet no matter how far you fall, and you take damage as if the fall
were 50 feet shorter than it actually is. This power affects you and anything you
carry or hold (up to your maximum load). You can manifest this power with an
instant thought, quickly enough to gain the benefit of the power while you fall.
You can manifest this power even when it isnt your turn.

Cause Fear

Dark

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 5 or fewer HD
Duration 1d4 rounds or 1 round; see text
Saving Throw Will partial; Spell Resistance yes
The affected creature becomes frightened. If the subject succeeds on a Will save,
it is shaken for 1 round. Creatures with 6 or more HD are immune to this
effect. Cause fear counters and dispels remove fear.

Charm
Person

Light

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
This charm makes a humanoid creature regard you as its trusted friend and ally
(treat the target's attitude as friendly). If the creature is currently being
threatened or attacked by you or your allies, however, it receives a +5 bonus on
its saving throw.

The power does not enable you to control the charmed person as if it were an
automaton, but it perceives your words and actions in the most favorable way.
You can try to give the subject orders, but you must win an opposed
Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries
are not allowed.) An affected creature never obeys suicidal or obviously harmful
orders, but it might be convinced that something very dangerous is worth doing.
Any act by you or your apparent allies that threatens the charmed person breaks
the power. You must speak the person's language to communicate your
commands, or else be good at pantomiming.
Conceal
Thoughts

Neutral

Casting Time 1 standard action


Range Close (25 ft. + 5 ft./2 levels)
Target One willing creature
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance Yes (harmless)
You protect the subjects thoughts from analysis. While the duration lasts, the
subject gains a +10 circumstance bonus on Bluff checks against those attempting
to discern its true intentions with Sense Motive. It also gains a +4 bonus on
its saving throw against any power or spell used to read its mind (such as read
thoughts or mind probe).

Control
Flames

Neutral

Casting Time 1 standard action


Range Medium (100 ft. + 10 ft./level) Area One non-magical fire source; see text
Duration Concentration, up to 1 min./level
Saving Throw See text; Spell Resistance No
You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source can be controlled if it is equal to or smaller than the
maximum size of fire you can control according to your Caster level, as noted on
the accompanying table. You can freely switch control between fire sources, or
change the nature of your control, while you maintain concentration, but only
one specified change (keeping a fire burning, animating it, or altering its size) can
be made to one fire source in a round. When your control over a fire source
lapses, that fire immediately returns to its original state (or goes out if it has no
fuel or has been moved away from its original location). With this power, you
can artificially keep a fire burning that would normally expire for lack of fuel;
even dousing a controlled flame with water does not put it out (though
completely submerging the flame would). Normally, a creature at risk of catching
on fire can avoid this fate by making a DC 15 Reflex saving throw, with success
indicating that the fire has gone out. If the fire is one that has been kept burning
by the use of control flames, then the DC of the Reflex save needed to put out
the flames increases to 25.
This power also enables you to make a fire move as if it were a living creature.
You can animate only a naturally burning fire; if you attempt to animate one that
has been increased or decreased in size by your augmentation of this power, the
fire immediately returns to its original size. An animated fire moves at a speed of
30 feet. A fire that moves away from its fuel or its original location dies as soon
as your control over it lapses.
Jedi Level

Fire Size

Example

Maximum
Damage
per Round

Space

1st-2nd

Fine

Tindertwig

1 foot square

3rd-4th

Diminutive

Torch

1d3

1 foot square

5th-6th

Tiny

Small
campfire

1d6

1 foot square

7th-8th

Small

Large
campfire

2d6

1 foot square

9th-10th

Medium

Forge

3d6

1 foot square

11th-12th

Large

Bonfire

4d6

2-by-2-foot
square

13th-14th

Huge

Burning shack

5d6

3-by-3-foot
square

15th-16th

Gargantuan

Burning
tavern

6d6

4-by-4-foot
square

17th or
higher

Colossal

Burning inn

7d6

5-by-5-foot
square

An animated fire can enter any square, even if a creature already occupies it. If
an animated fire enters a square occupied by a creature, that creature can make
a Reflex save to get out of the way (DC 11 + the number of dice of damage the
fire does + your key ability modifier). A successful Reflex save moves the
creature to the nearest unoccupied square. The flames deal the indicated
damage to any creature that is either on fire or surrounded by the flames (in the
fires space); see the accompanying table). At the start of your turn, the
animated fire deals damage to any creature in its space, and the creature
catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire
takes 1d6 points of damage each round. Additional rounds in the same space as
the animated fire occupies mean additional chances of ignition. The damage
from multiple normal fires stacks, but the victim gets a saving throw each round
to negate each fire. It is possible to switch control from the animated fire
(causing it to disappear) to intensify flames that are already burning (thus
denying the foe Reflex saves after the first).
Cure light
wounds

Light

Casting Time 1 standard action


Range touch
Target creature touched
Duration instantaneous
When laying your hand upon a living creature, you channel the force to knit
wounds. Cures 1d8 points of damage +1 point per caster level (maximum +5).
This cannot harm undead, as it is not holy magic or positive energy.

Deceleration

Dark

Casting Time 1 standard action


Range Close (25 ft. + 5 ft./level)
Target One Medium or smaller creature
Duration 1 min./level
Saving Throw Reflex negates; Spell Resistance Yes
You warp space around an individual, hindering the subjects ability to move. The
subjects speed (in any movement mode it possesses) is halved. A subsequent
manifestation of deceleration on the subject does not further decrease its speed.

Demoralize

Neutral

Casting Time 1 standard action


Range 30 ft.
Area 30-ft.-radius spread centered on you
Duration 1 min./level
Saving Throw Will negates; Spell Resistance Yes
You fill your enemies with self-doubt. Any enemy in the area that fails its save
becomes shaken for the duration of the power. Allies and creatures without
an Intelligence score are unaffected.

Distract

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration concentration, up to 1 min./level (D)
Saving Throw Will negates; Spell Resistance Yes
You cause your subjects mind to wander, distracting her. Subjects under the
effect of distract make all Perception and Sense Motive checks at a 4 penalty.

Doom

Dark

Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This power fills a single subject with a feeling of horrible dread that causes it to
become shaken.

Empty Mind

Light

Casting Time 1 immediate action


Range Personal
Target You
Duration 1 round
You empty your mind of all transitory and distracting thoughts, improving your
self-control. You gain a +2 bonus on all Will saves until your next action.

Energy Ray

Neutral

Casting Time 1 standard action


Range Close (25 ft. + 5 ft./2 levels)
Effect Ray
Duration Instantaneous
Saving Throw None; Spell Resistance Yes
You create a ray of energy of your active energy type (cold, electricity, fire, or
sonic) that shoots forth from your fingertip and strikes a target within range,
dealing 1d6 points of damage, if you succeed on a ranged touch attack with the
ray.
Cold A ray of this energy type deals +1 point of damage per die.
Electricity Creating a ray of this energy type provides a +3 bonus on your attack
roll if the target is wearing metal armor and a +2 bonus on Caster level checks
for the purpose of overcoming Spell Resistance.
Fire A ray of this energy type deals +1 point of damage per die.

Expeditious
Excavation

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Area dirt in a 5-ft. cube
Duration instantaneous
Saving Throw see text; Spell Resistance no
You can excavate and move earth, dust, and sand up to the size of a 5-foot cube.

If you are buried, you may open a 5-foot cube around yourself, but the power
cannot be used for tunneling.
Besides its mundane applications, you can open a 5-foot-deep pit at a creature's
feet. A Medium or smaller creature falls prone in the pit unless it succeeds on
a Reflex save. With a successful save, it can choose to land harmlessly on its feet
in the pit or hop to an adjacent square; this movement does not provoke attacks
of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check.
Larger creatures may ignore pits smaller than their size.
The earth excavated by this power is ordinarily distributed harmlessly across the
power's range, but you may choose to throw up a burst of grit and debris when
you dig a pit. This cloud of debris provides concealment to any creatures in the
square affected and all adjacent squares for 1 round. Expeditious excavation has
no effect on solid rock or earth creatures.
Expeditious
Retreat

Neutral

Casting Time 1 standard action


Range personal
Target you
Duration 1 min./level (D)
This power increases your base land speed by 30 feet. This adjustment is treated
as an enhancement bonus. There is no effect on other modes of movement,
such as burrow, climb, fly, or swim. As with any effect that increases your speed,
this power affects your jumping distance (see the Acrobatics skill).

Far Hand

Neutral

Casting Time 1 standard action


Range Close (25 ft. + 5 ft./2 levels)
Target A non-magical, unattended object weighing up to 5 lb.
Duration Concentration, up to 1 min.
Saving Throw None; Spell Resistance No
You can mentally lift and move an object at will from a distance. As a move
action, you can propel the object as far as 15 feet in any direction, though the
power ends if the distance between you and the object exceeds the powers
range.

Light

Casting Time 1 standard action


Range Personal
Target You
Duration 1 min./level (D)
You create an invisible mobile disk of force that hovers in front of you. The force
screen provides a +4 shield bonus to Armor Class (which applies against
incorporeal touch attacks, since the force screen is a force effect). Since it hovers
in front of you, the effect has no armor check penalty associated with it.

Fortify

Neutral

Casting Time One standard action


Range Personal
Target You
Duration One minute/level
You imbue yourself with psionic energy that protects you from harm, granting
yourself a +2 resistance bonus on saves.

Hammer

Neutral

Casting Time 1 standard action


Range Touch Targets Creature or creatures touched (see text)
Duration Instantaneous
Saving Throw None; Spell Resistance Yes

Force Screen

This power charges your touch with the force of a sledgehammer. Your
melee touch attack deals 1d8 points of damage. This damage is not increased or
decreased by your Strength modifier.
Inertial
Armor

Light

Casting Time 1 standard action


Range Personal
Target You
Duration 1 hour/level (D)
Your mind generates a tangible field of force that provides a +4 armor bonus
to Armor Class. Unlike mundane armor, inertial armor entails no armor check
penalty or speed reduction. Because inertial armor is composed of psychokinetic
force, incorporeal creatures cant bypass it the way they do normal armor.
Your inertial armor can be invisible or can appear as a colored glow, at your
option. The armor bonus provided by inertial armor does not stack with
the armor bonus provided by regular armor.

Inflict Light
Wounds

Dark

Casting Time 1 standard action


Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
When laying your hand upon a creature, you channel the force to tear open
wounds. Deals 1d8 points of damage + 1 point per caster level (maximum +5).
This cannot heal undead, as it is not unholy magic or negative energy.

Neutral

Casting Time 1 minute


Range Personal
Target You
Duration Instantaneous
You generally know where you are. This power is useful to characters that end
up at unfamiliar destinations after teleporting, using a gate, or traveling to or
from other planes of existence. The power reveals general information about
your location as a feeling or presentiment. The information is usually no more
detailed than a summary that locates you according to a prominent local or
regional site. Using this power also tells you what direction you are facing.

Dark

Casting Time 1 swift action


Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw no; Spell Resistance yes
Your litany proclaims your target weak, sapping its strength. The target is
fatigued for 1 round. While subject to this power, the target cannot be the target
of another power that has the word "litany" in the title.

Neutral

Casting Time 1 standard action


Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
The subject gets a +10 enhancement bonus on Acrobatics checks made to
attempt high jumps or long jumps. The enhancement bonus increases to +20 at
caster level 5th, and to +30 (the maximum) at caster level 9th.

Know
Direction
and Location

Litany of
Weakness

Jump

Mind Thrust

Dark

Casting Time 1 standard action


Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration Instantaneous
Saving Throw Will negates; Spell Resistance Yes
You instantly deliver a massive assault on the thought pathways of any one
creature, dealing 1d10 points of damage to it.

Murderous
Command

Dark

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You give the target a mental urge to kill its nearest ally, which it obeys to the
best of its ability. The target attacks its nearest ally on its next turn with a melee
weapon or natural weapon. If necessary, it moves to or charges to the nearest
ally in order to make this attack. If it is unable to reach its closest ally on its next
turn, the target uses its turn to get as close as possible to the ally.

Obscuring
Mist

Dark

Casting Time 1 standard action


Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
A misty vapor arises around you. It is stationary. The vapor obscures all sight,
including darkvision, beyond 5 feet. A creature 5 feet away has concealment
(attacks have a 20% miss chance). Creatures farther away have total
concealment (50% miss chance, and the attacker cannot use sight to locate the
target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog
in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A
fireball, flame strike, or similar spell burns away the fog in the explosive or fiery
spell's area. A wall of fire burns away the fog in the area into which it deals
damage.
This power does not function underwater.

Returning
Weapon

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one weapon that can be thrown
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless,
object)
For the duration of the power, the target weapon acts as if it had the
returning weapon special ability.

Sanctuary

Light

Casting Time 1 standard action


Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance no
Any opponent attempting to directly attack the warded creature, even with a
targeted spell, must attempt a Will save. If the save succeeds, the opponent can
attack normally and is unaffected by that casting of the spell. If the save fails, the

opponent can't follow through with the attack, that part of its action is lost, and
it can't directly attack the warded creature for the duration of the power. Those
not attempting to attack the subject remain unaffected. This power does not
prevent the warded creature from being attacked or affected by area of effect
spells. The subject cannot attack without breaking the power but may use nonattack powers or otherwise act.
Shocking
Grasp

Dark

Casting Time 1 standard action


Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your successful melee touch attack deals 1d6 points of electricity damage per
caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on
attack rolls if the opponent is wearing metal armor (or is carrying a metal
weapon or is made of metal).

Silent Image

Neutral

Casting Time 1 standard action


Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft.
cube/level (S)
Duration concentration
Saving Throw Will disbelief (if interacted with); Spell Resistance no
This power creates the visual illusion of an object, creature, or force, as
visualized by you. The illusion does not create sound, smell, texture, or
temperature. You can move the image within the limits of the size of the effect.

True Strike

Light

Casting Time 1 standard action


Range personal
Target you
Duration see text
You gain temporary, intuitive insight into the immediate future during your next
attack. Your next single attack roll (if it is made before the end of the next round)
gains a +20 insight bonus. Additionally, you are not affected by the miss chance
that applies to attackers trying to strike a concealed target.

Unbreakable
Heart

Light

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Effect 1 creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The target creature gains a +4 morale bonus on saving throws against mindaffecting effects that rely on negative emotions (such as crushing despair, rage,
or fear effects) or that would force him to harm an ally (such as confusion). If the
target is already under such an effect when receiving this power, that effect is
suppressed for the duration of this power. It does not affect mind-affecting
effects based on positive emotions (such as good hope or the inspire
courage bard ability). A creature can still be charmed or otherwise magically
controlled while under this powers effects, but if such a creature ever receives a
new saving throw against that effect as a result of being ordered to attempt to
harm or otherwise oppose a true ally, he can roll that saving throw twice and
take the better result as his actual roll.
Calm emotions counters and dispels unbreakable heart.

2nd-Level Jedi Powers


Power
Name

Alignment

Cost

Animal
Affinity

Neutral

Casting Time 1 standard action


Range Personal
Target You
Duration 1 min./level
You forge a psychometabolic affinity with an idealized animal form, thereby
boosting one of your ability scores (choose Strength, Dexterity,
Constitution, Intelligence, Wisdom, or Charisma). The power grants a
+4enhancement bonus to the ability score you choose, adding the usual
benefits provided by a high ability bonus. Because you are emulating the
idealized form of an animal, you also take on minor aspects of the animal you
choose. If you choose to increase the ability you use to manifest powers, you do
not gain the benefit of an increased ability score long enough to gain any bonus
power points for a high ability score, but the save DCs of your powers increase
for the duration of this power.

Bears
Endurance

Neutral

Casting Time 1 standard action


Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The affected creature gains greater vitality and stamina. The power grants the
subject a +4 enhancement bonus to Constitution, which adds the usual benefits
to hit points, Fortitude saves, Constitution checks, and so forth. Hit points
gained by a temporary increase in Constitution score are not temporary hit
points. They go away when the subject's Constitution drops back to normal.
They are not lost first as temporary hit points are.

Blur

Neutral

Casting Time 1 standard action


Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject's outline appears blurred, shifting, and wavering. This distortion
grants the subject concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell
does.
Opponents that cannot see the subject ignore the power's effect (though
fighting an unseen opponent carries penalties of its own).

Light

Casting Time 1 round


Range Personal
Target You
Duration Instantaneous
You take control of your bodys healing process, curing yourself of 1d12 points
of damage. As usual, when regular damage is healed, an equal amount

Body
Adjustment

Description

of nonlethal damage is also healed.


Brow
Gasher

Dark

Casting Time 1 standard action


Range touch
Area one slashing melee weapon touched
Duration 1 round/level or until discharged
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless,
object)
You imbue a slashing melee weapon with the ability to deal a gruesome head
wound. When the target weapon hits a living creature, in addition to the normal
effects of that hit, the wielder can discharge this power as a free action to open
a gash on the targets forehead that deals bleed damage equal to half
your caster level. At the start of each of the targets turns, when it takes bleed
damage, it also takes a cumulative 1 penalty on all attack rolls. When that
penalty reaches 3, the target also treats all targets as having
concealment (20% miss chance). When the penalty reaches 5, the target is
blinded. Stopping the bleed damage ends the effects this power imposes on the
bleeding creature. A target that is immune to bleed damage is also immune to
all this powers effects

Bulls
Strength

Neutral

Casting Time 1 standard action


Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject becomes stronger. The power grants a +4 enhancement bonus to
Strength, adding the usual benefits to melee attack rolls, melee damage rolls,
and other uses of the Strength modifier.

Burning
Gaze

Dark

Casting Time 1 standard action


Range personal
Targets you
Duration 1 round/level
Saving Throw Fortitude negates (see text); Spell Resistance yes
Your eyes burn like hot coals, allowing you to set objects or foes alight with a
glance.
As a standard action as long as this power's effects persist, you may direct your
burning gaze against a single creature or object within 30 feet of your location.
Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire
damage. Unattended objects do not get a save. Creatures damaged by the
power must make a Reflex save or catch fire.
Each round, burning creatures may attempt a Reflex save to quench the flames;
failure results in another 1d6 points of fire damage. Flammable items worn by a
creature must also save or take the same damage as the creature. If a creature
or object is already on fire, it suffers no additional effects from burning gaze.
Note that this power does not grant an actual gaze attack- foes and allies are
not in danger of catching on fire simply by meeting your gaze.

Neutral

Casting Time 1 standard action


Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes

Cats Grace

The transmuted creature becomes more graceful, agile, and coordinated. The
power grants a +4 enhancement bonus to Dexterity, adding the usual benefits
to AC, Reflex saves, and other uses of the Dexterity modifier.
Cloud Mind

Neutral

Casting Time 1 standard action


Range Close (25 ft. +5 ft./2 levels)
Target One creature
Duration 1 min./level
Saving Throw Will negates; Spell Resistance Yes
You make yourself completely undetectable to the subject by erasing all
awareness of your presence from its mind. This power has the following effects.
First, you are invisible and inaudible to the creature. It cannot even detect your
presence by means of blind sense, blind sight, scent, or tremor sense. It cannot
pinpoint your location by any means.
Second, the subject remains unaware of your actions, provided you do not
make any attacks or cause any obvious or directly threatening changes in the
subjects environment. If you attack the subject creature, the effect ends.
If you take an action that creates a sustained and obvious change in the
subjects environmentfor example, attacking a creature aside from the
subject or moving a large or attended object the subject can seethe subject
immediately gains a new saving throw against the power. An ally of the subject
creature that is able to see or perceive you can use a move action to warn the
subject and thereby grant it a new saving throw.

Control
Sound

Neutral

Casting Time 1 standard action


Range Medium (100 ft. + 10 ft./ level)
Target One sound or mixture of related sounds
Duration Concentration, up to 1 min./level; see text
Saving Throw None; Spell Resistance No
You shape and alter existing sounds. You can target one sound, such as a person
speaking or singing, or a group of related sounds, such as the patter of many
raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping
finger can be controlled. You can substitute any sound you have heard for the
target sound. If you attempt to exactly duplicate the voice of a specific
individual, or an inherently terrifying sound (such as a dragons roar), you must
succeed on a Bluff check with a +5 circumstance bonus opposed by the
intended listeners Sense Motive check to avoid arousing suspicion.
You can entirely muffle a noise or magnify a sound to such loudness that it
drowns out all other conversation in the immediate area. In this way, you can
provide yourself or any with a +4 circumstance bonus on Stealth and audiobased Perception checks.
Alternatively, you can use up the power in an instant. You do this by modulating
a sound into a one-time destructive impetus that shatters non-magical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials,
bottles, flasks, jugs, mirrors, and so forth) in the area.

Converse

Light

Casting Time 1 standard action


Range Personal
Target You
Duration 1 min./level
Saving Throw None; Spell Resistance No

Darkness

Dark

Casting Time 1 standard action

Range touch
Target object touched
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
This power causes an object to radiate darkness out to a 20-foot radius. This
darkness causes the illumination level in the area to drop one step, from bright
light to normal light, from normal light to dim light, or from dim light to
darkness. This power has no effect in an area that is already dark. Creatures
with light vulnerability or sensitivity take no penalties in normal light. All
creatures gain concealment (20% miss chance) in dim light. All creatures gain
total concealment (50% miss chance) in darkness. Creatures with darkvision can
see in an area of dim light or darkness without penalty. Nonmagical sources of
light, such as torches and lanterns, do not increase the light level in an area of
darkness. Magical light sources only increase the light level in an area if they are
of a higher power level than darkness.
If darkness is cast on a small object that is then placed inside or under a
lightproof covering, the power's effect is blocked until the covering is removed.
This power does not stack with itself. Darkness can be used to counter or dispel
any light power of equal or lower power level.
Defensive
Shock

Neutral

Casting Time 1 standard action


Range personal
Target you
Duration 1 minute/level or until discharged
Electrical energy floods your body, shocking the next creature that touches you.
Any creature striking you with its body or a handheld weapon takes 1d6 points
of electricity damage per two caster levels (maximum 6d6). If the attacker
has spell resistance, it applies against this damage. Each time the power
discharges, the number of damage dice it deals is halved (rounded down); when
the powers damage dice reach 0, the power ends.

Detect
Hostile
Intent

Light

Casting Time 1 standard action


Range 30 ft.
Area 30-ft.-radius emanation centered on you
Duration 10 min./level (D)
Saving Throw None; Spell Resistance No
While the duration of this power lasts, you become aware of the presence of
any creatures with hostile intent within 30 feet of you, and their direction from
you (but not their specific location). The power detects active aggression, as
opposed to vigilance. In addition, while this power is active you cannot be
surprised or caught flat-footed by creatures that are susceptible to mindaffecting powers.
While under the effect of this power, you can make Sense Motive checks as
a free action against anyone within 30 feet of you.
The power can penetrate barriers, but 3 feet of stone, 3 inches of common
metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

Empathic
Condition
Relief

Light

Manifestation Time: One standard action


Range: touch
Target: Creature touched
Duration: instantaneous
Saving Throw: Fort negates (harmless); Spell Resistance: Yes (harmless)
You cleanse the subject's body of unhealthy influences and relieve 1d2+1

rounds' worth of debilitating conditions - dazed, confused, nauseated, shaken,


and/or stunned. The subject gains instant relief if she is dazed,
confused, nauseated, shaken, and/or stunned. If the duration of the debilitating
condition is longer than the relief provided by this power, the subject can
either, at your choice, remain affected by the debilitating condition, but for a
reduced time, or gain 1d2+1 rounds unaffected by the condition. So, if the
subject is dazed for 10 rounds, using this power can either grant them 1d2+1
rounds not being dazed or shorten that period by 1d2+1 rounds. You could
manifest this power again to relieve the additional rounds of the specified
debilitating conditions.
Empathic
Transfer

Light

Display Auditory and material


Range Touch
Target Willing creature touched
Duration Instantaneous
You heal another creatures wounds, transferring some of its damage to
yourself. When you manifest this power, you can heal as much as 2d10 points of
damage. The target regains a number of hit points equal to the dice result, and
you lose hit points equal to half of that amount. (This loss can bring you to 0 or
fewer hit points.) Powers and abilities you may have such as damage
reduction and regeneration do not lessen or change this damage, since you are
taking the targets pain into yourself in an empathic manner. The damage
transferred by this power has no type, so even if you have immunity to the type
of damage the target originally took, the transfer occurs normally and deals hit
point damage to you.
Alternatively, you can use this power to absorb one poison or one disease
afflicting the target creature into yourself. When you absorb a poison or
disease, you do not take any of the damage previously dealt to the target by the
affliction, but you do assume the burden of making the secondary and/or
continuing Fortitude saves to combat the affliction.
Finally, you can use this power to transfer up to 1 point of ability damage per
Caster level from the target to yourself.

Energy Stun

Light

Casting Time 1 standard action


Range Close (25 ft. + 5 ft./2 levels)
Area 5-ft.-radius burst
Duration Instantaneous
Saving Throw Reflex half or Fortitude half; see text; Spell Resistance Yes
You release a powerful stroke of your active energy type (cold, electricity, fire,
or sonic) that encircles all creatures in the area, dealing 1d6 points of damage to
each of them. In addition, any creature that fails its save for half damage must
succeed on a Will save or be stunned for 1 round.
Cold A stroke of this energy type deals +1 point of damage per die. The saving
throw to reduce damage from a cold stun is a Fortitude save instead of
a Reflex save.
Electricity Casting a stroke of this energy type provides a +2 bonus to the save
DC and a +2 bonus on Caster level checks for the purpose of overcoming Spell
resistance.
Fire A stroke of this energy type deals +1 point of damage per die.
Sonic A stroke of this energy type deals 1 point of damage per die and ignores
an objects hardness.

Neutral

Casting Time 1 standard action

Fog Cloud

Range medium (100 ft. + 10 ft. level)


Effect fog spreads in 20-ft. radius
Duration 10 min./level
Saving Throw none; Spell Resistance no
A bank of fog billows out from the point you designate. The fog obscures all
sight, including darkvision, beyond 5 feet. A creature within 5 feet has
concealment (attacks have a 20% miss chance). Creatures farther away have
total concealment (50% miss chance, and the attacker can't use sight to locate
the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+
mph) disperses the fog in 1 round.
The power does not function underwater.
Force Push

Neutral

Casting Time 1 standard action


Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
This power charges your hand with telekinetic force. Your successful melee
touch attack deals 1d4 points of force damage per level (maximum 10d4) and
causes the target to be pushed away from you in a straight line up to 5 feet per
two caster levels. For every size category of the target above Medium, reduce
the distance pushed by 5 feet (5 feet for Large, 10 feet for Huge, 15 for
Gargantuan, and 20 feet for Colossal) to a minimum of 0 feet. A
successful Fortitude save negates the movement but not the damage.

Fox's
Cunning

Neutral

Casting Time 1 standard action


Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The target becomes smarter. The power grants a +4 enhancement bonus to
Intelligence, adding the usual benefits to Intelligence-based skill checks and
other uses of the Intelligence modifier. Wizards (and other spellcasters who rely
on Intelligence) affected by this power do not gain any additional bonus powers
for the increased Intelligence, but the save DCs for powers they cast while
under this power's effect do increase. This power doesn't grant extra skill ranks.

Gust of
Wind

Light

Casting Time 1 standard action


Range 60 ft.
Effect line-shaped gust of severe wind emanating out from you to the extreme
of the range
Duration 1 round
Saving Throw Fortitude negates; Spell Resistance yes
This power creates a severe blast of air (approximately 50 mph) that originates
from you, affecting all creatures in its path. All flying creatures in this area take
a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC
25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage.
Small or smaller flying creatures must make a DC 20 Fly skill check to move
against the force of the wind.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10
feet, taking 1d4 points of nonlethal damage per 10 feet.
Small creatures are knocked prone by the force of the wind.

Medium or smaller creatures are unable to move forward against the force of
the wind unless they succeed at a DC 15 Strength check.
Large or larger creatures may move normally within a gust of wind effect.
This power can't move a creature beyond the limit of its range.
Any creature, regardless of size, takes a -4 penalty on ranged attacks and
Perception checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar
unprotected flames. It causes protected flames, such as those in lanterns, to
dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden
blast of wind would be expected to do. It can create a stinging spray of sand or
dust, fan a large fire, overturn delicate awnings or hangings, heel over a small
boat, and blow gases or vapors to the edge of its range.
Inflict Pain

Dark

Casting Time 1 standard action


Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration 1 round/level
Saving Throw Will partial; see text; Spell Resistance Yes
You telepathically stab the mind of your foe, causing horrible agony. The subject
suffers wracking pain that imposes a 4 penalty on attack rolls, skill checks, and
ability checks. If the target makes its save, it takes only a 2 penalty.

Levitate

Neutral

Casting Time 1 standard action


Range personal or close (25 ft. + 5 ft./2 levels)
Target you or one willing creature or one object (total weight up to 100
lbs./level)
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
Levitate allows you to move yourself, another creature, or an object up and
down as you wish. A creature must be willing to be levitated, and an object
must be unattended or possessed by a willing creature. You can mentally direct
the recipient to move up or down as much as 20 feet each round; doing so is a
move action. You cannot move the recipient horizontally, but the recipient
could clamber along the face of a cliff, for example, or push against a ceiling to
move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself
increasingly unstable; the first attack has a -1 penalty on attack rolls, the second
-2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows
the creature to begin again at -1.

Mental
Disruption

Neutral

Casting Time 1 standard action


Range 10 ft.
Area 10-ft.-radius spread centered on you
Duration Instantaneous
Saving Throw Will negates; Spell Resistance Yes
You generate a mental wave of confusion that instantly sweeps out from your
location. All creatures you designate in the affected area (you can choose
certain creatures to be unaffected) must make a Will save or become dazed for
1 round.

Dark

Casting Time 1 standard action


Range Personal

Metamorph
osis, Minor

Target You
Duration 1 min/level
You channel your psionic power, snapping bones and twisting flesh,
transforming yourself into a new shape or form. You can take the form
of any creature of the same size as yourself, but this is a purely cosmetic
change, your abilities, powers or stats do not change beyond the options
selected below. This grants you a +10 bonus on Disguise skill checks.
If you choose to imitate an existing person, you gain an additional
+2 circumstance bonus to Disguise checks to convince people that you
are that person. If you choose to take on an intimidating, horrifying, or
otherwise imposing form, you gain a +2 circumstance bonus to
Intimidate checks.
In addition, you get one choice from either the Enhancement Menu A
or Abilities Menu A.
Enhancement Menu A
+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size
penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls,
etc.). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size
penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls,
etc.). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.
Abilities Menu A
You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if
Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire,
and Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Missive,
Mass

Neutral

Casting Time 1 standard action


Range Long (400 ft. + 40 ft./level)
Targets All creatures in a 400 ft. + 40 ft./level radius centered on you; see text
Effect Mental message delivered to subjects
Duration Instantaneous
Saving Throw Will negates (harmless); Spell Resistance Yes (harmless)
You send a telepathic message of up to twenty-five words to all creatures within
range. You can include or exclude from this broadcast any creature you can see,
as well as any creature that you know or know of. Mass missive is strictly a oneway exchange from you to the subjects. If you do not share a common
language, the subjects hear meaningless mental syllables.

Pilfering
Hand

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)

Target one object


Duration see text
Saving Throw none; Spell Resistance yes (object)
You create and control an invisible telekinetic force, manipulating it with either
startling abruptness or careful deliberateness, allowing you to seize an object
from an opponent or remotely manipulate an object. You can utilize this force
to one of two ends.
Abrupt Maneuver: You instantaneously attempt a disarm or steal combat
maneuver against a target within range. Use your caster level as your Combat
Maneuver Bonus, adding your Charisma modifier (bard,
oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier
(cleric) in place of your Strength or Dexterity modifier. This combat
maneuver attempt does not provoke an attack of opportunity from its target,
but casting this power might. If you are successful, you pull the target object to
you, and if you have enough hands free, you can catch it. Otherwise, the object
lands in your square as if you dropped it.
Careful Maneuver: You attempt a Disable Device check or a Sleight of
Hand check to pick-pocket a target within range. This power lasts as long as you
need to accomplish the task, requiring your full concentration for that duration.
Once you resolve the skill check, the power ends. If you are successful on
your Sleight of Hand check, you pull the target object to you as with an abrupt
maneuver. The target gains a +2 bonus on its Perception check to notice the
successful attempt.
Pyrotechnic
s

Recall
Agony

Neutral

Casting Time 1 standard action


Range long (400 ft. + 40 ft./level)
Target one fire source, up to a 20-ft. cube
Duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud;
see text
Saving Throw Will negates or Fortitude negates; see text; Spell Resistance yes
or no; see text
Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of
choking smoke, depending on your choice. The power uses one fire source,
which is immediately extinguished. A fire so large that it exceeds a 20-foot cube
is only partly extinguished. Magical fires are not extinguished, although a firebased creature used as a source takes 1 point of damage per caster level.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing,
colored aerial lights. This effect causes creatures within 120 feet of the fire
source to become blinded for 1d4+1 rounds (Will negates). These creatures
must have line of sight to the fire to be affected. Spell resistance can prevent
blindness.
Smoke Cloud: A stream of smoke billows out from the fire, forming a choking
cloud that spreads 20 feet in all directions and lasts for 1 round per caster level.
All sight, even darkvision, is ineffective in or through the cloud. All within the
cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These
effects last for 1d4+1 rounds after the cloud dissipates or after the creature
leaves the area of the cloud. Spell resistance does not apply.

Dark

Casting Time 1 standard action


Range Medium (100 ft. + 10 ft./ level)
Target One creature
Duration Instantaneous

Saving Throw Will half; Spell Resistance Yes


The fabric of time parts to your will, revealing wounds your foe has received in
the past (or has yet to receive). That foe takes 2d6 points of damage as the past
(or future) impinges briefly on the present.
Resist Toxin

Neutral

Casting Time: 1 standard action


Range: personal
Target: you
Duration: 1 hr./level.
You become temporarily immune to poison. Any poison in your system or any
poison to which you are exposed during the power's duration does not affect
you until the duration has expired. This does not cure any damage that poison
may have already done.
Augment: This power may be augmented in one of the following ways.
1. If you spend 2 additional power points, this power can instead cure all
diseases from you are suffering. You must make a Casting level check (1d20 +
Caster level) against the DC of each disease affecting you. Success means that
the disease is cured. The power's duration changes to Instantaneous when
using this augment option. This does not prevent reinfection after a new
exposure to the same disease at a later date.
2. If you spend 4 additional power points, this power can instead detoxify any
sort of venom in you. You must make a Caster level check (1d20 + Caster level)
against the DC of each poison affecting you. Success means that the poison is
neutralized. You suffer no additional effects from the neutralized poison, and
any temporary effects are ended, but this does not reverse instantaneous
effects, such as hit point damage, temporary ability damage, or effects that
don't go away on their own. The power's duration changes to Instantaneous
when using this augment option.

Scorching
Ray

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes
You blast your enemies with a searing beam of fire. You may fire one ray, plus
one additional ray for every four levels beyond 3rd (to a maximum of three rays
at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6
points of fire damage. The rays may be fired at the same or different targets,
but all rays must be aimed at targets within 30 feet of each other and fired
simultaneously.

Share Pain

Dark

Casting Time 1 standard action


Range Touch; see text
Targets You and one willing creature, or two willing creatures; see text
Duration 1 hour/level (D)
This power creates a psychometabolic connection between you and a willing
subject so that some of your wounds are transferred to the subject. You take
half damage from all attacks that deal hit point damage to you, and the subject
takes the remainder. If your hit points are reduced by a lowered
Constitution score, that reduction is not shared with the subject because it is
not a form of hit point damage. When this power ends, subsequent damage is
no longer divided between the subject and you, but damage already shared is
not reassigned.

If you and the subject move farther away from each other than close range, the
power ends.
You can manifest this power on two willing subjects, one of which you
designate to share its damage with the other.
Shatter

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Area or Target 5-ft.-radius spread; or one solid object or one crystalline
creature
Duration instantaneous
Saving Throw Will negates (object);Will negates (object) or Fortitude half; see
text; Spell Resistance yes
Shatter creates a loud, ringing noise that breaks brittle, non-magical objects;
sunders a single solid, non-magical object; or damages a crystalline creature.
Used as an area attack, shatter destroys non-magical objects of crystal, glass,
ceramic, or porcelain. All such unattended objects within a 5-foot radius of the
point of origin are smashed into dozens of pieces by the power. Objects
weighing more than 1 pound per your level are not affected, but all other
objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid non-magical object,
regardless of composition, weighing up to 10 pounds per caster level. Targeted
against a crystalline creature (of any weight), shatter deals 1d6 points of sonic
damage per caster level (maximum 10d6), with a Fortitude save for half
damage.

3rd-Level Jedi Powers


Power Name
Body
Purification

Burst of
Speed

Call Lightning

Alignmen
t

Cost

Light

Casting Time 1 round


Range Personal
Target You
Duration Instantaneous
You restore up to 2 points of damage to a single ability score. You cannot use
body purification to heal ability drain.

Neutral

Casting Time 1 swift action


Range personal
Target you
Duration see text
Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot
bonus if you are wearing Medium or Heavy armor), your movement does not
provoke attacks of opportunity, and you can move through the space of
creatures that are larger than you are, but you cannot end your movement
this round in a space occupied by a creature.

Light

Casting Time 1 round


Range medium (100 ft. + 10 ft./level)
Effect one or more 30-ft.-long vertical lines of lightning

Description

Duration 1 min./level
Saving Throw Reflex half; Spell Resistance yes
Immediately upon completion of the power, and once per round thereafter,
you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that
deals 3d6 points of electricity damage. The bolt of lightning flashes down in a
vertical stroke at whatever target point you choose within the power's range
(measured from your position at the time). Any creature in the target square
or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even
spellcasting, can be performed first. Each round after the first you may use a
standard action (concentrating on the power) to call a bolt. You may call a
total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area - a rain shower, clouds and wind,
hot and cloudy conditions, or even a tornado (including a whirlwind formed
by a djinni or an air elemental of at least Large size) - each bolt deals 3d10
points of electricity damage instead of 3d6.
This power functions indoors or underground but not underwater.
(Lightside due to it coming from nature, not conjuring it like the dark side
power)
Cloak of
Winds

Danger Sense

Daylight

Light

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
You shroud a creature in a whirling screen of strong, howling wind. The
subject is never checked or blown away by strong winds of windstorm or
lesser strength (whether natural or magically created), and ranged attack
rolls against the subject take a -4 penalty. Tiny or smaller creatures must
succeed at a Fortitude save to successfully touch or attack the subject in
melee. Failure knocks the attacker prone and pushes it 5 feet away from the
subject per level of the caster. This movement can pass through the squares
of other creatures without affecting them and does not provoke attacks of
opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6
if the creature strikes a solid object that blocks its movement.

Neutral

Casting Time 1 standard action


Range Personal
Target You
Duration 1 hour/level (D)
You can sense the presence of danger before your senses would normally
allow it. Your intuitive sense alerts you to danger from traps, giving you a
+4insight bonus on Reflex saves to avoid traps and a +4 insight
bonus to Armor Class against attacks by traps.

Light

Casting Time 1 standard action


Range touch
Target object touched
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no
You touch an object when you cast this power, causing the object to shed
bright light in a 60-foot radius. This illumination increases the light level for

an additional 60 feet by one step (darkness becomes dim light, dim light
becomes normal light, and normal light becomes bright light). Creatures that
take penalties in bright light take them while within the 60-foot radius of this
magical light. Despite its name, this power is not the equivalent of daylight
for the purposes of creatures that are damaged or destroyed by such light.
If daylight is cast on a small object that is then placed inside or under a lightproof covering, the power's effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is
temporarily negated, so that the otherwise prevailing light conditions exist in
the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such
as darkness.
Displacement

Empathic
Transfer,
Hostile

Fireball

Neutral

Casting Time 1 standard action


Range touch
Target creature touched
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject of this power appears to be about 2 feet away from its true
location. The creature benefits from a 50% miss chance as if it had total
concealment. Unlike actual total concealment, displacement does not
prevent enemies from targeting the creature normally. True seeing reveals its
true location and negates the miss chance.

Dark

Casting Time 1 standard action


Range Touch
Target Creature touched
Duration Instantaneous
Saving Throw Will half; Spell Resistance Yes.
You transfer your hurt to another. When you manifest this power and then
make a successful touch attack, you can transfer 50 points of damage (or
less, if you choose) from yourself to the touched creature. The damage you
transfer may not exceed the damage you currently have. You immediately
regain hit points equal to the amount of damage you transfer.
You cannot use this power to gain hit points in excess of your full normal
total. The transferred damage is empathic in nature, so powers and abilities
the subject may have such as damage reduction and regeneration do not
lessen or change this damage.
The damage transferred by this power has no type, so even if the subject
has immunity to the type of damage you originally took, the transfer occurs
normally and deals hit point damage to the subject.

Neutral

Casting Time 1 standard action


Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A fireball power generates a searing explosion of flame that detonates with a
low roar and deals 1d6 points of fire damage per caster level (maximum
10d6) to every creature within the area. Unattended objects also take this
damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which
the fireball is to burst. A glowing, pea-sized bead streaks from the pointing

digit and, unless it impacts upon a material body or solid barrier prior to
attaining the prescribed range, blossoms into the fireball at that point. An
early impact results in an early detonation. If you attempt to send the bead
through a narrow passage, such as through an arrow slit, you must "hit" the
opening with a ranged touch attack, or else the bead strikes the barrier and
detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can
melt metals with low melting points, such as lead, gold, copper, silver, and
bronze. If the damage caused to an interposing barrier shatters or breaks
through it, the fireball may continue beyond the barrier if the area permits;
otherwise it stops at the barrier just as any other spell effect does.
Force Burst

Neutral

Casting Time 1 standard action


Range 40 ft.
Area 40-ft-radius burst centered on you
Duration Instantaneous
Saving Throw Reflex half or Fortitude half; see text; Spell Resistance Yes
You create an explosion of unstable Force energy that deals 5d6 points of
damage to every creature or object within the area. The explosion creates
almost no pressure. Since this power extends outward from you, you are not
affected by the damage.

Force Hook
Charge

Neutral

Casting Time 1 standard action


Range close (25 feet + 5 feet/2 levels)
Target one creature or object within range and you
Duration instantaneous
Saving Throw none; Spell Resistance yes
You create a hook of force that strikes the target and drags you to a space
adjacent to it. Make a ranged touch attack against the target; if the touch
attack succeeds, the target takes 1 point of force damage per caster level.
Whether or not the touch attack hits, the force hook drags you in a straight
line to a square adjacent to the target. This movement provokes attacks of
opportunity as normal. The pulling hook keeps you from falling as part of this
movement; therefore you can use it to cross a pit or chasm, or reach a higher
or lower elevation. If the line of effect from you to the target passes through
an area that is too small to fit your body (such as a portcullis or arrow slit),
the hook pulls you to that location and you take damage as if you had fallen
the distance from your starting point to that location. If you are restrained,
such as being chained to a wall, the hook pulls you to the maximum extent of
your restraints but does not break the restraints.
If your travel to the destination is not blocked, you land on your feet,
unharmed by the sudden motion. However, the power does not guarantee
you a safe landing space when you arrive. For example, if your target is flying
or on a ledge with no room for you to stand, once the hook pulls you
adjacent to the target, you begin to fall.
If you use this power with your spell combat class ability, you can make your
melee attack from your starting position or your ending position.

Force Punch

Neutral

Casting Time 1 standard action


Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes

This power charges your hand with telekinetic force. Your successful melee
touch attack deals 1d4 points of force damage per level (maximum 10d4) and
causes the target to be pushed away from you in a straight line up to 5 feet
per two caster levels. For every size category of the target above Medium,
reduce the distance pushed by 5 feet (5 feet for Large, 10 feet for Huge,
15 for Gargantuan, and 20 feet for Colossal) to a minimum of 0 feet. A
successful Fortitude save negates the movement but not the damage.
Haste

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra
speed has several effects.
When making a full attack action, a hasted creature may make one extra
attack with one natural or manufactured weapon. The attack is made using
the creature's full base attack bonus, plus any modifiers appropriate to the
situation. (This effect is not cumulative with similar effects, such as that
provided by a speed weapon, nor does it actually grant an extra action, so
you can't use it to cast a second power or otherwise take an extra action in
the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to
AC and Reflex saves. Any condition that makes you lose your Dexterity bonus
to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement,
burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the
subject's normal speed using that form of movement. This increase counts as
an enhancement bonus, and it affects the creature's jumping distance as
normal for increased speed. Multiple haste effects don't stack. Haste dispels
and counters slow.

Heightened
Vision

Neutral

Casting Time 1 standard action


Range Personal
Target You
Duration 1 hour/level
You increase your visual acuity, gaining the ability to see 60 feet even in total
darkness. Your increased vision is black and white only but otherwise like
normal sight.

Hustle

Neutral

Casting Time 1 swift action


Range Personal
Target You
Effect 1 extra move action
Duration Instantaneous
You gain an additional move action in the current round. Taking a full rounds
worth of attacks and then using this power to move away from your foe does
provoke attacks of opportunity.

Dark

Casting Time 1 standard action


Range 120 ft.
Area 120-ft. line
Duration instantaneous

Lightning Bolt

Saving Throw Reflex half; Spell Resistance yes


You release a powerful stroke of electrical energy that deals 1d6 points of
electricity damage per caster level (maximum 10d6) to each creature within
its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It
can melt metals with a low melting point, such as lead, gold, copper, silver, or
bronze. If the damage caused to an interposing barrier shatters or breaks
through it, the bolt may continue beyond the barrier if the power's range
permits; otherwise, it stops at the barrier just as any other power effect
does.
Locate
Weakness

Neutral

Casting Time 1 standard action


Range personal
Target you
Duration 1 minute/level
You can sense your foes weak points, granting you greater damage with
critical hits. Whenever you score a critical hit, roll the attacks damage dice
(but not extra or precision damage dice) twice and take the highest result.

Mend Body

Light

Casting Time: 1 Standard Action


Range: personal
Target: you
Duration: instantaneous
You mend your own wounds, healing 3d8 points of damage.

Pain Strike

Dark

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
Pain strike racks the targeted creature with agony, inflicting 1d6 points of
nonlethal damage per round for 1 round per level (maximum 10 rounds).
Additionally, the affected creature is sickened for the power's duration, and
the caster gains a +4 circumstance bonus on Intimidate checks against the
target.

Psionic Blast

Light

Casting Time 1 standard action


Range 30 ft.
Area 30-ft. cone-shaped burst
Duration Instantaneous
Saving Throw Will negates; Spell Resistance Yes
The air ripples with the force of your mental attack, which blasts the minds of
all creatures in range. Psionic blast stuns all affected creatures for 1 round.

Share Pain,
Forced

Dark

Casting Time 1 standard action


Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance Yes
As share pain, except as noted here.
You attempt to force the sharing of your wounds with an unwilling creature
for less time. If you are immune to the type of damage dealt, or if you
convert lethal damage into nonlethal, the target takes no damage.

Slow

Dark

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
An affected creature moves and attacks at a drastically slowed rate.
Creatures affected by this power are staggered and can take only a single
move action or standard action each turn, but not both (nor may it take fullround actions). Additionally, it takes a -1 penalty on attack rolls, AC,
and Reflex saves. A slowed creature moves at half its normal speed (round
down to the next 5-foot increment), which affects the creature's jumping
distance as normal for decreased speed.
Multiple slow effects don't stack. Slow counters and dispels haste.

Stinking Cloud

Dark

Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude negates; see text; Spell Resistance no
Stinking cloud creates a bank of fog like that created by fog cloud, except that
the vapors are nauseating. Living creatures in the cloud become nauseated.
This condition lasts as long as the creature is in the cloud and for 1d4+1
rounds after it leaves. (Roll separately for each nauseated character.) Any
creature that succeeds on its save but remains in the cloud must continue to
save each round on your turn. This is a poison effect.
Stinking cloud can be made permanent with a permanency spell. A
permanent stinking cloud dispersed by wind reforms in 10 minutes.

Neutral

Casting Time 1 standard action


Range Medium (100 ft. + 10 ft./ level)
Target One or more objects or creatures with a total weight of 250 lb. or less
Duration Concentration, up to 1 round/level, or Instantaneous; see text
Saving Throw Will negates (object); Spell Resistance Yes
You can use this power in one of two ways:
Move
You move an object, or even a creature, by concentrating your mind upon its
current location and then the location you desire, creating a sustained force.
You can move an object weighing no more than 250 pounds up to 20 feet per
round. A creature can negate the effect on an object it possesses or itself
with a successful Will save or with Spell Resistance. The weight can be moved
across the ground or through the air. This power ends if the object is forced
out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the powers duration, as
long as you dont stop concentrating on maintaining the power. An object
can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you
can attempt to break or burst it as if making a Strength check, except that
you apply your key ability modifier to the check instead of
your Strength modifier.
If a creature succeeds on its Will save against this effect, either to prevent
you moving the creature or an object in its possession, you cannot target
another item in that creatures possession nor the creature itself unless you

Telekinetic
Force

manifest the power again.


Thrust
You can affect one or more objects or creatures by concentrating your mind
upon, sending them in a deadly hail at your foesor simply by hurling your
foe! You can hurl one object or creature per Caster level (maximum fifteen
separate targets), as long as all are within the powers range and each is no
more than 10 feet away from another one. Each object or creature can be
hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown)
to hit the target of the hurled items with the items, applying your key ability
modifier to the attack roll instead of your Dexterity modifier. Hurled
weapons deal their standard damage (your Strength bonus does not apply;
arrows or bolts deal damage as daggers of their size when used in this
manner). Other objects deal damage ranging from 1 point per 25 pounds of
weight (for less dangerous objects such as an empty barrel) to 1d6 points per
25 pounds of weight (for hard, dense objects such as a boulder).
Creatures are allowed Will saves (and Spell Resistance) to negate the effect,
as are those whose held possessions are targeted by this power. Creatures
are not allowed a Will save if an object is thrust at them through the use of
this power.
If you use this power to hurl a creature against a solid surface, it takes
damage as if it had fallen 10 feet (1d6 points).
If you use the thrust option of this power, the duration is instantaneous.
Vampiric
Touch

Dark

Casting Time 1 standard action


Range touch
Target living creature touched
Duration instantaneous/1 hour; see text
Saving Throw none; Spell Resistance yes
You must succeed on a melee touch attack. Your touch deals 1d6 points of
damage per two caster levels (maximum 10d6). You gain temporary hit
points equal to the damage you deal. You can't gain more than the subject's
current hit points + the subject's Constitution score (which is enough to kill
the subject). The temporary hit points disappear 1 hour later.

Wind Wall

Light

Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Effect wall up to 10 ft./level long and 5 ft./level high (S)
Duration 1 round/level
Saving Throw none; see text; Spell Resistance yes
An invisible vertical curtain of wind appears. It is 2 feet thick and of
considerable strength. It is a roaring blast sufficient to blow away any bird
smaller than an eagle, or tear papers and similar materials from unsuspecting
hands. (A Reflex save allows a creature to maintain its grasp on an object.)
Tiny and Small flying creatures cannot pass through the barrier. Loose
materials and cloth garments fly upward when caught in a wind wall. Arrows
and bolts are deflected upward and miss, while any other normal ranged
weapon passing through the wall has a 30% miss chance. (A giant-thrown
boulder, a siege engine projectile, and other massive ranged weapons are
not affected.) Gases, most gaseous breath weapons, and creatures in
gaseous form cannot pass through the wall (although it is no barrier
to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path
along the ground that you like. It is possible to create cylindrical or
square wind walls to enclose specific points.

4th-Level Jedi Powers


Power Name

Alignment

Cost Description

Ball Lightning

Dark

10

Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Effect two or more 5-ft.-diameter spheres
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
You create two globes of lightning that fly in whichever direction you indicate.
For every 4 caster levels above 7th, you create an additional globe of lightning
(3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th).
These globes fly at a rate of 20 feet per round and have perfect
maneuverability. Wind does not affect a flying sphere's course.
If a globe enters a space with a creature, it stops moving for the round and
deals 3d6 points of electricity damage to that creature, though a
successful Reflex save negates the damage. Creatures wearing metal armor
take a -4 penalty on this Saving Throw.
Each globe moves as long as you actively direct it (it's a move action for you to
direct all the spheres created by a single casting of this power); otherwise
they stay at rest. These globes have no mass and cannot push aside unwilling
creatures or move solid objects. A ball lightning globe winks out if it exceeds
the power's range.

Correspond

Neutral

Casting Time 10 minutes


Range See text
Target One creature with an Intelligence score of 3 or higher
Duration 1 round/level
Saving Throw None; Spell Resistance No
You forge a passive mental link with a creature with which you have
previously had physical or mental contact. The subject need not be within
sight or even on the same plane as you are. The subject recognizes you, and
you can mentally communicate with it for the duration (though nothing forces
the subject to respond to you), exchanging messages of twenty-five words or
less once per round. Receiving a message is not an action and does not
provoke attacks of opportunity; however, sending a message is equivalent to
a standard action that can provoke attacks of opportunity. You do not need
line of sight or line of effect to use this power.

Cure Critical
Wounds

Light

10

Casting Time 1 standard action


Range touch
Target creature touched
Duration instantaneous
When laying your hand upon a living creature, you channel the force to knit
wounds. Cures 4d8 points of damage +1 point per caster level (maximum
+20). This cannot harm undead, as it is not holy magic or positive energy.

Cure Serious
Wounds

Light

Casting Time 1 standard action


Range touch
Target creature touched
Duration instantaneous
When laying your hand upon a living creature, you channel the force to knit
wounds. Cures 3d8 points of damage +1 point per caster level (maximum
+15). This cannot harm undead, as it is not holy magic or positive energy.

Death Urge

Dark

Casting Time 1 Standard Action


Range Medium (100 ft. + 10 ft./ level)
Target One living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance Yes
You plant a hidden death-urge impulse in the subjects unconscious. On the
subjects next turn, it looks for the quickest method to end its life and
attempts to do so. The subject takes no other action on its turn except
attempting to harm itself.
If armed, the subject attacks itself as a full-round action. The attack
automatically succeeds and deals damage as a critical hit. If unarmed, the
subject moves adjacent to the nearest enemy and provokes an attack of
opportunity, offering its opponent an opening, which the opponent may or
may not choose to take advantage of.
If the subject is unarmed and no enemy is nearby, the subject simply does
nothing at all. A subject close to an immediate and lethal hazard such as a cliff
or a fire might hurl itself off the cliff or into the fire instead of striking itself
with a weapon.

Detonate

Neutral

Casting Time 1 standard action


Range 30 ft.
Area 30-ft.-radius spread centered on you
Duration 1 round, then instantaneous
Saving Throw Reflex half; Spell Resistance yes
You flood yourself with a potent surge of elemental energy.
One round after completing the casting of the power, the energy explodes
from your body.
When this power creates the explosion of energy, choose one of the following
four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8
points of damage of that energy type per Caster level (maximum 10d8) to all
creatures and unattended objects within 15 feet, and half that amount to
targets past 15 feet but within 30 feet. You automatically take half damage
from the explosion, without a Saving Throw, but any other energy resistance
or energy immunity affects you may have in place can prevent or lessen this
overflow damage caused by the explosion.

Empathic
Feedback

Neutral

Casting Time 1 standard action


Range Personal
Target You
Duration 10 min./level
Saving Throw Will negates; see text; Spell Resistance Yes
You empathically share your pain and suffering with your attacker. Each time
a creature strikes you in melee, it takes damage equal to one quarter the
amount it dealt to you (rounded down, minimum 1) unless it succeeds on a
Will save. This damage is empathic in nature, so powers and abilities the

attacker may have such as damage reduction and regeneration do not lessen
or change this damage. The damage from empathic feedback has no type, so
even if you took fire damage from a creature that has immunity to fire,
empathic feedback will damage your attacker. The damage from empathic
feedback is a mind-affecting effect, a successful Will save negates this
damage, and the damage is subject to Spell Resistance.
Energy
Adaptation

Light

Casting Time 1 standard action


Range Personal
Target You
Duration 10 min./level
Your body assimilates some of the effect of an energy attack and converts it
to harmless light. You gain resistance 10 against any attack that deals acid,
cold, electricity, fire, or sonic damage.
When you absorb damage, you can choose to radiate visible light that
illuminates a 60-foot radius for a number of rounds equal to the points of
damage you successfully resisted, or merely dissipate the energy without
giving off a visual display.
The energy resistance provided by this power increases to 20 points at 7th
Caster level and to a maximum of 30 points at 11th level.
The power protects your equipment as well.
The resistance provided by this power does not stack with other forms of
energy resistance.

Fire of Justice

Light

Casting Time 1 standard action


Range Close
Target creature touched
Duration instantaneous
Evil target takes 3d8 damage. A dark side user cannot use this power.

Neutral

Casting Time 1 standard action


Range personal
Target you
Duration 1 round/level (D)
This power wreathes you in flame and causes damage to each creature that
attacks you in melee. The flames also protect you from either cold-based or
fire-based attacks, depending on if you choose cool or warm flames for your
fire shield.
Any creature striking you with its body or a hand-held weapon deals normal
damage, but at the same time the attacker takes 1d6 points of damage + 1
point per caster level (maximum +15). This damage is either cold damage (if
you choose a chill shield) or fire damage (if you choose a warm shield). If the
attacker has spell resistance, it applies to this effect. Creatures wielding melee
weapons with reach are not subject to this damage if they attack you.
When casting this power, you appear to immolate yourself, but the flames are
thin and wispy, increasing the light level within 10 feet by one step, up to
normal light. The color of the flames is blue or green if the chill shield is cast,
violet or red if the warm shield is employed. The special powers of each
version are as follows.
Chill Shield: The flames are cool to the touch. You take only half damage from
fire-based attacks. If such an attack allows a Reflex save for half damage, you
take no damage on a successful saving throw.
Warm Shield: The flames are warm to the touch. You take only half damage

Fire Shield

from cold-based attacks. If such an attack allows a Reflex save for half
damage, you take no damage on a successful saving throw.
Freedom of
Movement

Neutral

Casting Time 1 standard action


Range personal or touch
Target you or creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This power enables you or a creature you touch to move and attack normally
for the duration of the power, even under the influence of magic that usually
impedes movement, such as paralysis, solid fog, slow, and web. All combat
maneuver checks made to grapple the target automatically fail. The subject
automatically succeeds on any combat maneuver checks and Escape Artist
checks made to escape a grapple or a pin.
The power also allows the subject to move and attack normally while
underwater, even with slashing weapons such as axes and swords or with
bludgeoning weapons such as flails, hammers, and maces, provided that the
weapon is wielded in the hand rather than hurled. The freedom of
movement power does not, however, grant water breathing.

Forceful Strike

Neutral

Casting Time 1 swift action


Range touch or reach of melee weapon
Target 1 creature
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
You cast this power as you strike a creature with a melee weapon, unarmed
strike, or natural attack to unleash a concussive blast of force. You deal
normal weapon damage from the blow, but also deal an additional amount of
force damage equal to 1d4 points per caster level (maximum of 10d4). The
force of the blow may be enough to knock the target backward as well. To
determine if the target is pushed back, make a combat maneuver check with
a bonus equal to your caster level to resolve a bull rush attempt against the
creature struck. You do not move as a result of this free bull rush, but it can
push the target back if it defeats the targets CMD. A successful Fortitude save
halves the force damage and negates the bull rush effect.

Incite Passion

Dark

Casting Time: 1 standard action


Range: close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round/level.
Saving Throw: Will negates; Spell Resistance: Yes
The target creature's mind is subtly altered to embrace its more instinctual
urges instead of logic. For the duration of the power, the target creature takes
a -2 penalty on all Intelligence-related checks and may not take 10 or take
20 on any skill check. In addition, the target cannot competently grasp
combat tactics and suffers a -2 penalty on attack rolls and Armor Class, cannot
fight defensively, and cannot use Combat Expertise or any other feats that
require it.

Inertial Barrier

Light

10

Casting Time 1 standard action


Range Personal
Target You
Duration 10 min./level

You create a skin-tight psychokinetic barrier around yourself that resists


blows, cuts, stabs, and slashes, as well as providing some protection against
falling. You gain damage reduction 5/. Inertial barrier also absorbs half the
damage you take from any fall.
Inflict Critical
Wounds

Dark

Casting Time 1 standard action


Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
This power functions like inflict light wounds, except that you deal 4d8 points
of damage + 1 point per caster level (maximum +20).

Neutralize
Poison

Light

Casting Time 1 standard action


Range touch
Target creature or object of up to 1 cu. ft./level touched
Duration instantaneous or 10 min./level; see text
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless,
object)
You detoxify any sort of venom in the creature or object touched. If the target
is a creature, you must make a caster level check (1d20 + caster level) against
the DC of each poison affecting the target. Success means that the poison is
neutralized. A cured creature suffers no additional effects from the poison,
and any temporary effects are ended, but the power does not reverse
instantaneous effects, such as hit point damage, temporary ability damage, or
effects that don't go away on their own.
This power can instead neutralize the poison in a poisonous creature or object
for 10 minutes per level, at the caster's option. If cast on a creature, the
creature receives a Will save to negate the effect.

Physical
Acceleration

Neutral

Casting Time: 1 standard action


Range: personal
Target: you
Duration: 1 rnd./level.
You move and act more quickly than normal. This extra speed has several
effects.
When making a full attack action, you gain one additional attack. The attack is
made using your full base attack bonus, plus any modifiers appropriate to the
situation. (This effect is not cumulative with similar effects, such as that
provided by a speed weapon, nor does it actually grant an extra action, so you
can't use it to manifest a second power or otherwise take an extra action in
the round.)
You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex
saves. Any condition that makes you lose your Dexterity bonus to Armor Class
(if any) also makes you lose dodge bonuses.
All of your modes of movement (including land movement, burrow, climb, fly,
and swim) increase by 30 feet, to a maximum of twice your normal speed
using that form of movement. This increase counts as an enhancement
bonus, and it affects your jumping distance as normal for increased speed.
Multiple physical acceleration effects don't stack, nor does it stack with haste.
Physical acceleration negates slow.

Power Leech

Dark

Casting Time 1 standard action

Range Touch
Target Any living psionic creature
Duration Concentration, up to 1 round/level; see text
Saving Throw Will negates; Spell Resistance Yes
Your hand crackles with dark energy. Touching a foe drains it of 1d6 Hit
Points and adding 1 Force point to your reserve (unless that gain would cause
you to exceed your maximum). The drain continues in each round you
maintain concentration while the subject of the drain remains in range. If the
subject is drained to 0 Health, this power ends.
Concentrating to maintain power leech is a full-round action (you can take no
other actions aside from a 5-foot step) instead of a standard action.
River of Wind

Light

Casting Time 1 standard action


Range 120 ft.
Area 120-ft. line
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
Summoning up the power of the tempest, you direct a current of forceful
winds where you please. This power creates a 5-foot-diameter line of windthe direction of the wind is away from your location when you cast the
power, and remains constant in that direction for the power duration.
Creatures caught in a river of wind take 4d6 nonlethal damage and are
knocked prone. A successful Fortitude save halves the damage and prevents
being knocked prone.
A creature that begins its turn wholly or partially within a river of wind must
make a Fortitude save or be pushed 20 feet in the wind's direction of flow,
take 2d6 nonlethal damage, and be knocked prone-a successful Fortitude
save means the creature merely takes 1d6 nonlethal damage. Creatures
under the effect of freedom of movement and creatures with the air subtype
are unaffected by a river of wind.

Shout

Dark

Casting Time 1 standard action


Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fortitude partial or Reflex negates (object); see text; Spell
Resistance yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path.
Any creature within the area is deafened for 2d6 rounds and takes 5d6 points
of sonic damage. A successful save negates the deafness and reduces the
damage by half. Any exposed brittle or crystalline object or crystalline
creature takes 1d6 points of sonic damage per caster level (maximum 15d6).
An affected creature is allowed a Fortitude save to reduce the damage by
half, and a creature holding fragile objects can negate damage to them with a
successful Reflex save. A shout power cannot penetrate a silence spell.

Neutral

Casting Time 1 standard action


Duration 1 min./level
Spell Resistance no
This power functions like fog cloud, but in addition to obscuring sight, the
solid fog is so thick that it impedes movement. Creatures moving through a
solid fog move at half their normal speed and take a -2 penalty on all melee
attack and melee damage rolls. The vapors prevent effective ranged weapon

Solid Fog

attacks (except for magic rays and the like). A creature or object that falls into
solid fog is slowed so that each 10 feet of vapor that it passes through
reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while
in solid fog. Solid fog, and effects that work like solid fog, do not stack with
each other in terms of slowed movement and attack penalties.
Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and
it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent solid
fog dispersed by wind reforms in 10 minutes.
Telekinetic
Maneuver

Wither

Neutral

Casting Time 1 standard action


Range Medium (100 ft. + 10 ft./ level)
Target One creature
Duration Concentration, up to 1 round/level
Saving Throw None; Spell Resistance Yes
You can affect a foe by concentrating your mind upon its current status and
the status you desire, once per round. You can perform a bull rush, a disarm,
a grapple (including a pin), or a trip. Resolve these attempts as normal, except
that they dont provoke attacks of opportunity, you use your Caster level in
place of your base attack bonus, you use your key ability modifier in place of
your Strength modifier or Dexterity modifier, and a failed attempt doesnt
result in you being disarmed or knocked prone (if attempting a disarm or trip).
No save is allowed against these attempts, but Spell Resistance applies
normally.

Dark

Casting Time: 1 standard action


Range: touch
Target: Creature touched
Duration: instantaneous
Saving Throw: Fort negates; Spell Resistance: Yes
Your touch disrupts the target's physical form, draining the strength from its
muscles. The creature suffers 2d4 points of Strength damage. A successful
Fortitude save halves the Strength damage taken.

5th-Level Jedi Powers


Power Name

Adapt Body

Alignment Cost Description

Neutral

Casting time 1 standard action


Range Personal
Target You
Duration 1 hour/level (D)
Your body automatically adapts to hostile environments. You can
adapt to underwater, extremely hot, extremely cold, or airless
environments, allowing you to survive as if you were a creature
native to that environment. You can breathe and move (though
penalties to movement and attacks, if any for a particular
environment, remain), and you take no damage simply from being

in that environment. You need not specify what environment you


are adapting to when you manifest this power; simply activate it,
and your body will instantly adapt to any hostile environment as
needed throughout the duration.
You can somewhat adapt to extreme environmental features such
as acid, lava, fire, and electricity. Any environmental feature that
normally directly deals 1 or more dice of damage per round deals
you only half the usual amount of damage.
Call Lightning
Storm

Cloak of
Dreams

Light

10

Casting Time 1 round


Range long (400 ft. + 40 ft./level)
Effect one or more 30-ft.-long vertical lines of lightning
Duration 1 min./level
Saving Throw Reflex half; Spell Resistance yes
Immediately upon completion of the spell, and once per round
thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical
bolt of lightning that deals 5d6 points of electricity damage. The
bolt of lightning flashes down in a vertical stroke at whatever target
point you choose within the spell's range (measured from your
position at the time). Any creature in the target square or in the
path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions even
spell casting, can be performed first. Each round after the first you
may use a standard action (concentrating on the spell) to call a bolt.
You may call a total number of bolts equal to your caster level
(maximum 15 bolts).
If you are outdoors and in a stormy area - a rain shower, clouds and
wind, hot and cloudy conditions, or even a tornado (including a
whirlwind formed by a djinni or an air elemental of at least Large
size) - each bolt deals 5d10 points of electricity damage instead of
5d6.
This spell functions indoors or underground but not underwater.

Neutral

Casting Time 1 round


Range 5 ft.
Area 5-ft.-radius emanation centered on you
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
You are surrounded by a soporific aroma that causes living
creatures that begin their turn or end their movement within 5 feet
of you to fall asleep for 1 minute. Creatures must save each time
they begin their turn or end their movement within the cloak of
dreams, even if they have previously saved against the effect.
Sleeping creatures are helpless but can be awakened with
a standard action or after being wounded.
Creatures with the scent special quality have a -4 penalty on their
saves.

Control Winds

Light

Casting Time 1 standard action


Range 40 ft./level
Area 40 ft./level radius cylinder 40 ft. high
Duration 10 min./level
Saving Throw Fortitude negates; Spell Resistance no
You alter wind force in the area surrounding you. You can make the
wind blow in a certain direction or manner, increase its strength, or
decrease its strength. The new wind direction and strength persist
until the spell ends or until you choose to alter your handiwork,
which requires concentration. You may create an "eye" of calm air
up to 80 feet in diameter at the center of the area if you so desire,
and you may choose to limit the area to any cylindrical area less
than your full limit.
Wind Direction: You may choose one of four basic wind patterns to
function over the spell's area.
A downdraft blows from the center outward in equal
strength in all directions.
An updraft blows from the outer edges in toward the center
in equal strength from all directions, veering upward before
impinging on the eye in the center.
Rotation causes the winds to circle the center in clockwise
or counterclockwise fashion.
A blast simply causes the winds to blow in one direction
across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or
decrease wind strength by one level. Each round on your turn, a
creature in the wind must make a Fortitude save or suffer the effect
of being in the windy area. See Environment for more details.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies,
uproots small trees, knocks down light wooden structures, tears off
roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, uproot
large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all nonfortified buildings and often
uproots large trees.

Cure Light
Wounds, Mass

Light

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft.
apart
Duration instantaneous
Saving Throw Will half (harmless) or Will half; see text; Spell
Resistance yes (harmless) or yes; see text
You channel the Force to cure 1d8 points of damage + 1 point per
caster level (maximum +25) on each selected creature

This cannot harm undead, as it is not holy magic or positive energy.


Fold Space

Dark

12

Casting time 1 standard action


Range Long (400 ft. + 40 ft./level)
Target or Targets You and touched objects or other touched willing
creatures
Duration Instantaneous
Saving Throw None and Will negates (object); Spell resistance No
and Yes (object)
You instantly transfer yourself from your current location to any
other spot within range. You always arrive at exactly the spot
desiredwhether by simply visualizing the area or by stating
direction. After using this power, you cant take any other actions
until your next turn. You can bring along objects as long as their
weight doesnt exceed your maximum load. You may also bring one
additional willing Medium or smaller creature (carrying gear or
objects up to its maximum load) or its equivalent per three Caster
levels. A Large creature counts as two Medium creatures, a Huge
creature counts as two Large creatures, and so forth. All creatures
to be transported must be in contact with one another, and at least
one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you
and each creature traveling with you take 1d6 points of damage and
are shunted to a random open space on a suitable surface within
100 feet of the intended location.
If there is no free space within 100 feet, you and each creature
traveling with you take an additional 2d6 points of damage and are
shunted to a free space within 1,000 feet. If there is no free space
within 1,000 feet, you and each creature traveling with you take an
additional 4d6 points of damage and the power simply fails.

Inflict Light
Wounds, Mass

Dark

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft.
apart
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
Negative energy spreads out in all directions from the point of
origin, dealing 1d8 points of damage + 1 point per caster level
(maximum +25) to nearby living enemies.
This cannot heal undead, as it is not unholy magic or negative
energy.

Neutral

Casting Time 1 swift action


Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 or more rounds (see below)
Saving Throw no, see below; Spell Resistance yes

Litany of
Madness

This litany is a sermon of madness. The target is confused. At the


start of each of its turns, it can make a saving throw against
the confused effect (DC of the spell). If the target fails the save, it
continues to be confused. If it makes the save, the effect ends.
While subject to this spell, the target cannot be the target of
another spell that has the word "litany" in the title.
Psychofeedback

Dark

Casting time 1 standard action


Range Personal
Target You
Duration 1 round/level (D)
You can readjust your body to boost one physical ability score at the
expense of one or more other scores. Select one physical ability
score you would like to boost, and increase it by the same amount
that you decrease one or more other scores. All score decreases are
treated as ability damage.
You can boost your Strength, Dexterity or Constitution score by an
amount equal to your Caster level (or any lesser amount), assuming
you can afford to burn your other ability scores to such an extent.
When the duration of this power expires, your ability boost also
ends, but your ability damage remains until it is healed.

Resounding
Blow

Neutral

Casting Time 1 swift action


Range personal
Targets you
Duration 1 round/level
Saving Throw Fortitude partial; see text; Spell Resistance no
You must have a melee weapon in hand to cast this spell.
On a successful melee attack, your weapon resounds with a
thunderous clash. The target takes 1d6 points of sonic damage.
Your weapon is not harmed by this attack.
If you are using your judgment ability or smite ability against the
target, it is staggered for 1 round on a successful attack. A
successful Fortitude save negates the staggering effect.
On a successful critical hit, the target is stunned for 1 round
and deafened for 1d6 rounds. A successful Fortitude save negates
the stunning and deafening effects. If you are also using judgment
or smite, your foe makes only a single save against all effects.
This spell immediately ends if your weapon leaves your hand.
Resounding blow stacks with the thundering weapon property.

Pain Strike,
Mass

Dark

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Targets one living creature/level, no two of which can be more than
30 ft. apart
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
Pain strike racks the targeted creature with agony, inflicting 1d6

points of nonlethal damage per round for 1 round per level


(maximum 10 rounds). Additionally, the affected creature
is sickened for the spell's duration, and the caster gains a
+4 circumstance bonus on Intimidate checks against the target.
Pillar of Life

Light

Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-square pillar of positive energy, 20 ft. high
Duration 1 round/level
Saving Throw none; Spell Resistance no
You conjure a pillar of Force Energy in a single 5-foot square within
range that radiates light as if it were a sunrod. Living creatures
adjacent to the pillar can spend a standard action to touch the pillar
and heal 2d8 points of damage + 1 point per caster level (maximum
+20). Creatures can move into the square containing the pillar, but
if an undead creature moves into the pillar it takes 1d6 points of
damage per caster level (maximum 10d6). Undead creatures
vulnerable to bright light take 1d8 points if damage per caster level
(maximum 10d8). A creature cannot benefit or suffer more than
once from a single casting of this spell.

Psychic Crush

Dark

Casting time 1 standard action


Range Close (25 ft. +5 ft./2 levels)
Target One creature
Duration Instantaneous
Saving Throw Will partial; see text; Spell resistance Yes
Your will abruptly and brutally crushes the mental essence of any
one creature, debilitating its acumen. The target must make
a Will save with a +4 bonus or collapse unconscious and dying at
1 hit points. If the target succeeds on the save, it takes 3d6 points of
damage.

Restore
Extremity

Light

15

Casting time 3 rounds


Range Touch
Target Creature touched
Duration Instantaneous
Saving Throw Will negates (harmless); Spell resistance Yes
(harmless)
You restore a severed extremity to a creature that has lost a digit,
hand, arm, leg, or even its head. This power does not restore life,
but it returns a lost extremity to a living or dead creature if the
creature is otherwise mostly intact. The original extremity need not
be present when this power is manifested; a new extremity is
created by the power. If a head is restored to a body, the original
head (if not already destroyed) loses all spark of identity, and can be
considered dead tissue.

Telekinesis

Neutral

Casting Time 1 standard action


Range long (400 ft. + 40 ft./level)

Target or Targets see text


Duration concentration (up to 1 round/level) or instantaneous; see
text
Saving Throw Will negates (object) or none; see text; Spell
Resistance yes (object); see text
You move objects or creatures by concentrating on them.
Depending on the version selected, the spell can provide a gentle,
sustained force, perform a variety of combat maneuvers, or exert a
single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no
more than 25 pounds per caster level (maximum 375 pounds at
15th level) up to 20 feet per round. A creature can negate the effect
on an object it possesses with a successful Will save or with spell
resistance. This version of the spell can last 1 round per caster level,
but it ends if you cease concentration. The weight can be moved
vertically, horizontally, or in both directions. An object cannot be
moved beyond your range. The spell ends if the object is forced
beyond the range. If you cease concentration for any reason, the
object falls or stops.
An object can be telekinetically manipulated as if with one hand. For
example, a lever or rope can be pulled, a key can be turned, an
object rotated, and so on, if the force required is within the weight
limitation. You might even be able to untie simple knots, though
delicate activities such as these require DC 15 Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can
use telekinesis to perform a bull
rush, disarm, grapple (including pin), or trip. Resolve these attempts
as normal, except that they don't provoke attacks of opportunity,
you use your caster level in place of your Combat Maneuver Bonus,
and you add your Intelligence modifier (if a wizard)
or Charisma modifier (if a sorcerer) in place of
your Strength or Dexterity modifier. No save is allowed against
these attempts, but spell resistance applies normally. This version of
the spell can last 1 round per caster level, but it ends if you cease
concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a
single round. You can hurl one object or creature per caster level
(maximum 15) that are within range and all within 10 feet of each
other toward any target within 10 feet per level of all the objects.
You can hurl up to a total weight of 25 pounds per caster level
(maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object
thrown) to hit the target with the items, using your base attack
bonus + your Intelligence modifier (if a wizard) or Charisma modifier
(if a sorcerer). Weapons cause standard damage (with
no Strength bonus; note that arrows or bolts deal damage as
daggers of their size when used in this manner). Other objects cause

damage ranging from 1 point per 25 pounds (for less dangerous


objects) to 1d6 points of damage per 25 pounds (for hard, dense
objects). Objects and creatures that miss their target land in a
square adjacent to the target.
Creatures who fall within the weight capacity of the spell can be
hurled, but they are allowed Will saves (and spell resistance) to
negate the effect, as are those whose held possessions are targeted
by the spell.
If a telekinesed creature is hurled against a solid surface, it takes
damage as if it had fallen 10 feet (1d6 points).
True Seeing

Neutral

Casting Time 1 standard action


Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
You confer on the subject the ability to see all things as they actually
are. The subject sees through normal and magical darkness, notices
secret doors hidden by magic, sees the exact locations of creatures
or objects under blur or displacement effects,
sees invisible creatures or objects normally, sees through illusions,
and sees the true form of polymorphed, changed, or transmuted
things. Further, the subject can focus its vision to see into the
Ethereal Plane (but not into extra-dimensional spaces). The range of
true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way
confers X-ray vision or its equivalent. It does not
negate concealment, including that caused by fog and the like. True
seeing does not help the viewer see through mundane disguises,
spot creatures that are simply hiding, or notice secret doors hidden
by mundane means. In addition, the spell effects cannot be further
enhanced with known magic, so one cannot use true seeing through
a crystal ball or in conjunction with clairaudience/clairvoyance.

6th-Level Jedi Powers


Power Name

Age Resistance

Alignmen
Cost Description
t
Neutral

Casting Time 1 standard action


Range personal
Target you
Duration 24 hours
You ignore the physical detriments of being middle-aged. This spell does

not cause you to look younger, nor does it prevent you from dying of old
age, but as long as the spell is in effect, you ignore the penalties
to Strength, Dexterity, and Constitution that accrue once you become
middle-aged and old age. You retain the age-related bonuses to
Intelligence, Wisdom, and Charisma while under the effects of this spell.
Additional penalties that you accrue upon becoming venerable apply in full.
Chain Lightning

Dark

15

Casting Time 1 standard action


Range long (400 ft. + 40 ft./level)
Targets one primary target, plus one secondary target/level (each of which
must be within 30 ft. of the primary target)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
This spell creates an electrical discharge that begins as a single stroke
commencing from your fingertips. Unlike lightning bolt, chain lightning
strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum
20d6) to the primary target. After it strikes, lightning can arc to a number
of secondary targets equal to your caster level (maximum 20). The
secondary bolts each strike one target and deal as much damage as the
primary bolt.
Each target can attempt a Reflex saving throw for half damage. The Reflex
DC to halve the damage of the secondary bolts is 2 lower than the DC to
halve the damage of the primary bolt. You choose secondary targets as you
like, but they must all be within 30 feet of the primary target, and no target
can be struck more than once. You can choose to affect fewer secondary
targets than the maximum.

Cleanse

Light

Casting Time 1 standard action


Range personal
Targets you
Duration instantaneous
The force infuses and cleanses your body. This spell cures 4d8 points of
damage + 1 point per caster level (maximum +25) and ends any and all of
the following adverse conditions affecting you: ability damage, blinded,
confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated,
poisoned, and sickened.
In addition, cleanse functions as break enchantment upon a single
additional effect of your choice that is affecting you and that can be legally
affected by this effect.

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Targets three or more rays
Duration 3 rounds
Saving Throw none; Spell Resistance yes
You blast several enemies with beams of fire. You may fire three rays, plus
one additional ray for every four levels beyond 11th (to a maximum of five
rays at 19th level). Each ray requires a ranged touch attack to hit and deals
4d6 points of fire damage.
The rays may be fired at the same or different targets, but all rays must be
aimed at targets within 30 feet of each other and fired simultaneously.
Every round on your turn, a new ray of fire launches from each creature

Contagious Flame

who took damage from the spell in the previous round-these new rays
attack as if you fired them, but their point of origin is the previous creature
damaged. You can choose the new targets as a free action, all of whom
must be within close range (25 ft. + 5 ft./2 levels) of their new starting
point. This contagion of flame continues for a total of three rounds-a
creature can be struck more than once by this spell over the course of
these three rounds, although never by a ray of fire that launches from
itself.
Crisis of Life

Neutral

10

Casting time 1 standard action


Range Medium (100 ft. + 10 ft./ level)
Target One creature
Duration Instantaneous
Saving Throw Fortitude partial; see text; Spell resistance Yes
You interrupt the subjects autonomic heart rhythm, killing it instantly on a
failed saving throw if it has 11 Hit Dice or less. If the target makes its saving
throw or has more than 11 Hit Dice, it takes 7d6 points of damage.

Cure Moderate
Wounds, Mass

Light

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes
(harmless); see text
You channel the Force to cure 2d8 points of damage + 1 point per caster
level (maximum +30) on each selected creature
This cannot harm undead, as it is not holy magic or positive energy.

Enemy Hammer

Neutral

15

Casting Time 1 standard action


Range long (400 ft. + 40 ft./level)
Targets one creature
Duration 1 round/level (D)
Saving Throw Fortitude partial; Spell Resistance yes
You grab a creature with telekinesis and use it to batter nearby opponents
or objects. You must target a specific creature when casting this spell and
once you select that creature you cannot switch to another. Each round, as
a standard action, you can attempt to hurl the target at any creature or
object within 30 feet of it. You must make an attack roll whenever you use
the target as a weapon. The attack bonus for this attack is equal to
your caster level plus either your Intelligence or Charisma modifier
(whichever is higher). If you successfully hit the new target with the
creature both it and the creature take damage based on the creature's size.
Creature Size
Damage Dealt
Fine
1d4
Diminutive
1d6
Tiny
1d8
Small
1d10
Medium
2d6
Large
2d8
Huge
2d10
Gargantuan
3d6

Colossal
3d8
The target creature can make a Fortitude Saving Throw each time you
attempt to use it as a weapon. If it makes its Saving Throw it can act
normally, but if it fails its save it loses all actions for the round and ends its
turn prone in a square adjacent to the target of your attack. However, if
the creature chooses to resist your efforts to move it, taking no other
actions for the round, it gets a +4 circumstance bonus on its Saving Throw.
The spell ends immediately if the target creature dies or is destroyed.
Energy
Conversion

Light

Casting time 1 standard action


Range Personal and close (25 ft. + 5 ft./2 levels); see text
Effect Ray; see text
Duration 10 min./level
Saving Throw None; Spell resistance Yes
As energy adaptation, except that instead of radiating away energy as light,
you store up the energy and can later discharge it as a ray. To discharge a
ray requires a standard action. You can choose to fire any number of rays
during the powers duration. The ray you fire must be of one of the energy
types you have stored (if you have stored more than one type, you can
choose what kind of energy to use for each ray). If a ray successfully strikes
its target (requiring a ranged touch attack), the target takes damage equal
to the amount of energy damage of that type you have stored, up to a
maximum of three times your Caster level. As long as this power remains in
effect, you can continue to absorb energy damage and fire additional rays
using the stored damage. Damage you fire in rays is subtracted from the
damage you have absorbed, so you may not fire off rays if you have
depleted the energy you have absorbed.
This powers subtype is the same as the type of energy you discharge in a
ray; thus, its subtype can change during the course of the powers duration.

Euphoric
Tranquility

Light

Casting Time 1 standard action


Range touch
Targets creature touched
Duration 1 round/level
Saving Throw none and Will partial (see below); Spell Resistance yes
A creature under the effect of this enchantment enters a state of euphoria.
The target treats all creatures as dear friends and abhors violence, but may
rise up to protect itself if violence is perpetrated against it. Until the end of
the spell's duration, the creature's speed is halved, and it cannot make
attacks or cast spells. If the creature is attacked, it gets a Will Saving Throw.
If the Saving Throw succeeds, the creature can make act normally for 1
round. If the Saving Throw fails, the creature moves half its speed away
from the attacker as its next action.
Furthermore, if the creature is interacted with, or questioned while under
the effects of this spell, it is considered to have an attitude of Helpful (see
Table: Starting Attitudes and Diplomacy DC's to Modify below or see the
full Diplomacy skill details for more information), though any advice or
answers it gives may be disjointed or stream of consciousness due to its
euphoric state.
Starting Attitude

Diplomacy DC

Hostile

25 + creature's Cha Modifier

Finger of Death

Unfriendly

20 + creature's Cha Modifier

Indifferent

15 + creature's Cha Modifier

Friendly

10 + creature's Cha Modifier

Helpful

0 + creature's Cha Modifier

Dark

17

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
This spell instantly delivers 10 points of damage per caster level. If the
target's Fortitude saving throw succeeds, it instead takes 3d6 points of
damage + 1 point per caster level. The subject might die from damage even
if it succeeds on its saving throw.

Fire Storm

Neutral

Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Area two 10-ft. cubes per level (S)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
When a fire storm spell is cast, the whole area is shot through with sheets
of roaring flame. The raging flames do not harm natural vegetation, ground
cover, or any plant creatures in the area that you wish to exclude from
damage. Any other creature within the area takes 1d6 points of fire
damage per caster level (maximum 20d6). Creatures that fail
their Reflex save catch on fire, taking 4d6 points of fire damage each round
until the flames are extinguished. Extinguishing the flames is a full-round
action that requires a DC 20 Reflex save.

Force blast

Neutral

15

Casting time 1 standard action


Range 15 ft.
Area 15-ft.-radius spread centered on you
Duration Instantaneous
Saving Throw Fortitude; Spell resistance Yes
You create a telekinetic force that originates from you. The blast hits every
object and creature within the area of effect. The blast deals 1d6 per caster
level and knocks the target to the edge of the area of effect.
A successful fortitude save negates the knock back, but not the damage.

Forceful Hand

Neutral

Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Effect 10-ft. hand
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
Interposing hand creates a Large magic hand that appears between you
and one opponent. This floating, disembodied hand then moves to remain
between the two of you, regardless of where you move or how the
opponent tries to get around it, providing cover (+4 AC) for you against that
opponent. Nothing can fool the hand--it sticks with the selected opponent
in spite of darkness, invisibility, polymorphing, or any other attempt at

hiding or disguise. The hand does not pursue an opponent, however.


An interposing hand is 10 feet long and about that wide with its fingers
outstretched. It has as many hit points as you do when you're undamaged,
and is AC 20 (-1 size, +11 natural). It takes damage as a normal creature,
but most magical effects that don't cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot
push through a wall of force or enter an antimagic field, but it suffers the
full effect of a prismatic wall or prismatic sphere. The hand makes saving
throws as its caster.
Disintegrate or a successful dispel magic destroys it.
Any creature weighing 2,000 pounds or less that tries to push past the hand
is slowed to half its normal speed. The hand cannot reduce the speed of a
creature weighing more than 2,000 pounds, but it still affects the creature's
attacks.
Directing the spell to a new target is a move action.
Foresight

Light

Casting Time 1 standard action


Range personal or touch
Target see text
Duration 10 min./level
Saving Throw none or Will negates (harmless); Spell Resistance no or yes
(harmless)
This spell grants you a powerful sixth sense in relation to yourself or
another. Once foresight is cast, you receive instantaneous warnings of
impending danger or harm to the subject of the spell. You are
never surprised or flat-footed. In addition, the spell gives you a general
idea of what action you might take to best protect yourself and gives you a
+2 insight bonus to AC and on Reflex saves. This insight bonus is lost
whenever you would lose a Dexterity bonus to AC.
When another creature is the subject of the spell, you receive warnings
about that creature. You must communicate what you learn to the other
creature for the warning to be useful, and the creature can be caught
unprepared in the absence of such a warning. Shouting a warning, yanking
a person back, and even telepathically communicating (via an appropriate
spell) can all be accomplished before some danger befalls the subject,
provided you act on the warning without delay. The subject, however, does
not gain the insight bonus to AC and Reflex saves.

Harm

Dark

18

Casting Time 1 standard action


Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
Harm tears apart a living subject that deals 10 points of damage per caster
level (to a maximum of 150 points at 15th level). If the creature successfully
saves, harm deals half this amount. Harm cannot reduce the target's hit
points to less than 1.

Heal

Light

15

Casting Time 1 standard action


Range touch
Target creature touched
Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)


Heal knits together flesh to wipe away injury and afflictions. It immediately
ends any and all of the following adverse conditions affecting the
target: ability
damage, blinded, confused,dazed, dazzled, deafened, diseased, exhausted,
fatigued, feebleminded,insanity, nauseated, poisoned, sickened,
and stunned. It also cures 10 hit points of damage per level of the caster, to
a maximum of 150 points at 15th level.
Heal does not remove negative levels or restore
permanently drained ability score points.
Incendiary Cloud

Dark

18

Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Area cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level (D)
Saving Throw: Reflex half, see text; Spell Resistance: no
An incendiary cloud spell creates a cloud of roiling smoke shot through with
white-hot embers. The smoke obscures all sight as a fog cloud does. In
addition, the white-hot embers within the cloud deal 6d6 points of fire
damage to everything within the cloud on your turn each round. All targets
can make Reflex saves each round to take half damage.
As with a cloudkill spell, the smoke moves away from you at 10 feet per
round. Figure out the smokes new spread each round based on its new
point of origin, which is 10 feet farther away from where you were when
you cast the spell. By concentrating, you can make the cloud move as much
as 60 feet each round. Any portion of the cloud that would extend beyond
your maximum range dissipates harmlessly, reducing the remainder's
spread thereafter.
As with fog cloud, wind disperses the smoke, and the spell can't be cast
underwater.

Inflict Moderate
Wounds, Mass

Dark

14

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
The force spreads out in all directions from the point of origin, dealing 1d8
points of damage + 1 point per caster level (maximum +25) to nearby living
enemies.

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target/Effect you/one illusory double
Duration 1 round/level (D) and concentration + 3 rounds; see text
Saving Throw none or Will disbelief (if interacted with); see text; Spell
Resistance no
You become invisible (as greater invisibility, a glamer), and at the same
time, an illusory double of you (as major image, a figment) appears. You
are then free to go elsewhere while your double moves away. The double
appears within range but thereafter moves as you direct it (which requires
concentration beginning on the first round after the casting). You can make
the figment appear superimposed perfectly over your own body so that
observers don't notice an image appearing and you turning invisible. You

Mislead

and the figment can then move in different directions. The double moves
at your speed and can talk and gesture as if it were real, but it cannot
attack or cast spells, though it can pretend to do so.
The illusory double lasts as long as you concentrate upon it, plus 3
additional rounds. After you cease concentration, the illusory double
continues to carry out the same activity until the duration expires. The
greater invisibility lasts for 1 round per level, regardless of concentration.
Moment of
Prescience

Light

Casting Time 1 standard action


Range personal
Target you
Duration 1 hour/level or until discharged
This spell grants you a sixth sense. Once during the spell's duration, you
may choose to use its effect. This spell grants you an insight bonus equal to
your caster level (maximum +25) on any single attack roll, combat
maneuver check, opposed ability or skill check, or saving throw.
Alternatively, you can apply the insight bonus to your AC against a single
attack (even if flat-footed). Activating the effect doesn't take an action; you
can even activate it on another character's turn. You must choose to use
the moment of prescience before you make the roll it is to modify. Once
used, the spell ends. You can't have more than one moment of
prescience active on you at the same time.

Psychic
Reformation

Dark

All

Casting time 10 minutes


Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration Instantaneous
Saving Throw None; Spell resistance No
When this power is used, the subject can choose to spend its most recently
gained skill ranks differently (picking new skills and abandoning old ones if
it chooses) and to choose a different feat from the one it selected when
advancing from its previous level to its current level.
The subject can also choose to forget powers or spells it acquired when
advancing to its current level, replacing them with new ones.
The subject can undo decisions of these sorts that were made at lower
levels, although he suffers increased penalties the farther back he goes to
undo decisions. The subject must abide by the standard rules for selecting
skills and feats, and so it cannot take feats for which it doesnt qualify. Any
change made must have been available at the level selected. For example,
a 7th level Jedi who uses this power to change a 2nd level power gained at
3rd level Jedi cannot select a 4th level power to replace it he must choose
a 1st or 2nd level power.
The subject is not limited to changing only a single levels choices should he
decide to undo decisions from prior levels. Every level between his current
level and the earliest level may be altered, so long as the choices made
were valid at the appropriate level.
If the subject goes farther back than the changes from the previous level to
its current level, the subject suffers a cumulative 1 penalty on all ability
checks, attack rolls, combat maneuver checks, Combat Maneuver Defense,
saving throws, and skill checks for each level back the power changes. In
addition, the creature reduces its current and total hit points by 5 for each
level back the power changes. The creature is also treated as one level

lower for the purpose of level-dependent variables (such as spellcasting or


manifesting) for each level back the power changes. These penalties last for
24 hours.
Rampart

Neutral

12

Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-high earthen wall, in a line up to 10 ft. long/2 levels, or a circle
with radius of up to 3 ft. + 1 ft./level
Duration instantaneous
Saving Throw none; Spell Resistance no
You create a massive rampart of hard-packed earth and stone 5 feet thick.
The rampart cannot be conjured so that it occupies the same space as
another creature or object. Each 5-foot-wide section of the rampart has
hardness 0 and 180 hit points. A section of the rampart whose hit
points drop to 0 is breached. If a creature tries to break through
the rampart with a single attack, the DC for the Strength check is 60. A
creature can climb over the rampart with a DC 20 Climb check.

Scouring Winds

Light

12

Casting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Effect sandstorm in 20-ft. radius, 20 ft. high
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes (see text)
This spell brings forth a windstorm of stinging sand that blocks all vision.
You can move the storm up to 30 feet each round as a move action.
Any creature in the area takes 3d6 points of piercing damage each round.
The area is considered a windstorm (see Table: Wind Effects).
If a creature with spell resistance successfully resists this spell, it is
unaffected by the winds and sand, but still unable to see within the area of
the spell.

Shout, Greater

Dark

16

Casting Time 1 standard action


Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fortitude partial or Reflex negates (object); see text; Spell
Resistance yes (object)
This spell functions like shout, except that the cone deals 10d6 points of
sonic damage (or 1d6 points of sonic damage per caster level, maximum
20d6, against exposed brittle or crystalline objects or crystalline creatures).
It also causes creatures to be stunned for 1 round and deafened for 4d6
rounds. A creature in the area of the cone can negate the stunning and
halve both the damage and the duration of the deafness with a
successful Fortitude save. A creature holding vulnerable objects can
attempt a Reflex save to negate the damage to those objects.

Neutral

12

Casting time 1 standard action


Range Personal
Target You
Duration Permanent unless ended or dismissed; see text
You can place yourself into a trance so deep that you are almost in
suspended animation. Even powers that detect life or thought are
incapable of determining that you are alive.

Suspend Life

While you are suspended, you are aware of your surroundings. You feel the
passage of one day for every year that actually passes. Though on a slower
schedule, you grow hungry after a day without food (though a year
passes in actuality) and begin to suffer the effects of thirst and starvation
as appropriate. Time-based physical effects like aging are similarly slowed
down, although durations of psionic powers and similar effects are treated
normally.
If you take any damage, you come out of your trance 4 rounds later. The
trance can also be ended by a successful use of dispel Psionics. If you
choose to dismiss the power, your trance ends 10 rounds later.
Telekinetic
Sphere

Neutral

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Effect 1-ft.-diameter/level sphere, centered around creatures or objects
Duration 1 min./level (D)
Saving Throw Reflex negates (object); Spell Resistance yes (object)
This spell functions like resilient sphere, but the creatures or objects caught
inside the globe created by the spell are made nearly weightless. Anything
contained within a telekinetic sphere weighs only one-sixteenth of its
normal weight. You can telekinetically lift anything in the sphere that
normally weighs 5,000 pounds or less. The telekinetic control extends from
you out to medium range (100 feet + 10 feet per caster level) after the
sphere has succeeded in encapsulating its contents.
You can move the sphere, along with the objects and creatures it contains
that weigh a total of 5,000 pounds or less, by concentrating on the sphere.
You can begin moving a sphere in the round after casting the spell. If you
concentrate on doing so (a standard action), you can move the sphere as
much as 30 feet in a round. If you cease concentrating, the sphere does not
move in that round (if on a level surface) or descends at its falling rate (if
aloft) until it reaches a level surface. You can resume concentrating on your
next turn or any later turn during the spell's duration.
The sphere falls at a rate of only 60 feet per round, which is not fast
enough to cause damage to the contents of the sphere.
You can move the sphere telekinetically even if you are in it.

True Metabolism

Neutral

16

Casting time 1 round


Range Personal
Target You
Duration 1 min./level
You are difficult to kill while this power persists. You automatically heal
damage at the rate of 10 hit points per round.
This power is not effective against damage from starvation, thirst, or
suffocation. Also, attack forms that dont deal hit point damage (for
example, most poisons) ignore true metabolism. You can also use this
power to regrow lost portions of your body and to reattach severed limbs
or body parts, if you do nothing but concentrate on regrowing the lost
body part or reattaching the severed limb for the duration of the power.
You do not gain the benefits described earlier when you manifest true
metabolism for this purpose. You must have a Constitution score to gain
any of this powers benefits.

Light

14

Casting Time 1 standard action


Range long (400 ft. + 40 ft./level)

Whirlwind

Effect cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration 1 round/level (D)
Saving Throw Reflex negates; see text; Spell Resistance yes
This spell creates a powerful cyclone of raging wind that moves through the
air, along the ground, or over water at a speed of 60 feet per round. You
can concentrate on controlling the cyclone's every movement or specify a
simple program. Directing the cyclone's movement or changing its
programmed movement is a standard action for you. The cyclone always
moves during your turn. If the cyclone exceeds the spell's range, it moves in
a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You
can't regain control of the cyclone, even if it comes back within range.)
Any Large or smaller creature that comes in contact with the spell effect
must succeed on a Reflex save or take 3d6 points of damage. A Medium or
smaller creature that fails its first save must succeed on a second one or be
picked up bodily by the cyclone and held suspended in its powerful winds,
taking 1d8 points of damage each round on your turn with no save allowed.
You may direct the cyclone to eject any carried creatures whenever you
wish, depositing the hapless souls wherever the cyclone happens to be
when they are released.

th

7 level Jedi Powers


Power Name

Alignment

Cost Description

Apopsi

Light

34

Casting Time 1 round


Range Close (25 ft. + 5 ft./2 levels)
Target One living psionic creature
Duration Instantaneous; see text
Saving Throw Fortitude negates; see text; Spell resistance Yes
By using this power, you delete 1d4 powers or spells permanently from
the subjects mind. You specify the level of each power or spell, and the
GM randomly determines which of the subjects powers or spells is
actually deleted. After 24 hours, the target may make an
additional Fortitude save to negate the effect. Psychic
chirurgery or reality revision can be used to restore the lost powers or
spells, but it must be performed within 1 week of losing the powers or
spells. The deleted powers or spells no longer count against the
subjects powers or spells known the next time they gain a level. If a
character gains a level after losing powers or spells in this fashion, he or
she may choose new powers or spells to replace those lost, but they
must be the same level as the power or spell lost.

Cure Critical
Wounds, Mass

Light

28

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft.
apart
Duration instantaneous
Saving Throw Will half (harmless) or Will half; see text; Spell
Resistance yes (harmless) or yes; see text
You channel the force to cure 4d8 points of damage + 1 point per caster

level (maximum +40) on each selected creature.


Destruction

Dark

12

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
This spell instantly delivers 10 points of damage per caster level. If the
spell slays the target, it consumes the remains utterly in holy (or unholy)
fire (but not its equipment or possessions). If the
target's Fortitude saving throw succeeds, it instead takes 10d6 points of
damage. The only way to restore life to a character that has failed to
save against this spell (and was slain) is to use true resurrection, a
carefully worded wish spell followed by resurrection, or miracle.

Energy Wave

Neutral

38

Casting Time 1 standard action


Range 120 ft.
Area Cone-shaped spread
Duration Instantaneous
Saving Throw Reflex half or Fortitude half; see text; Spell resistance Yes
You create a flood of energy of your active energy type (cold, electricity,
fire, or sonic) out of unstable ectoplasm that deals 13d6 points of
damage to each creature and object in the area. This power originates at
your hand and extends outward in a cone.
Cold A wave of this energy type deals +1 point of damage per die. The
saving throw to reduce damage from a cold wave is a Fortitude save
instead of a Reflex save.
Electricity Manifesting a wave of this energy type provides a +2 bonus to
the save DC and a +2 bonus on Caster level checks for the purpose of
overcoming Spell resistance.
Fire A wave of this energy type deals +1 point of damage per die.
Sonic A wave of this energy type deals 1 point of damage per die and
ignores an objects hardness.
This powers subtype is the same as the type of energy you manifest.

Fickle Winds

Light

48

Casting Time 1 standard action


Targets one or more Medium creatures/level, no two of which can be
more than 30 ft. apart
Duration 1 minute/level (D)
Saving Throw none (see text); Spell Resistance yes
You create a mobile cylinder of wind encompassing every target of the
spell and protecting them as wind wall, but not interfering with them in
any way. For example, arrows and bolts fired at the targets are deflected
upward and miss, but the targets own arrows or bolts pass through the
wall as if it were not there.
A Large creature counts as 4 Medium creatures for the purpose of how
many targets you can effect with the spell; a Huge creature counts as 8,
a Gargantuan creature as 16, and a Colossal creature as 32. This spell
has no effect within the area of a higher-level wind or weather spell.

Harm, Mass

Dark

45

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Targets One or more creatures, no two of which can be more than 30 ft.

apart.
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
Mass harm uses negative energy to deal 10 points of damage per caster
level (to a maximum of 250 points of damage at 25th level to each
creature). If the creature successfully saves, mass harm deals half this
amount. Mass harm cannot reduce the target's hit points to less than 1.
Heal, Mass

Light

35

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target One or more creatures, no two of which can be more than 30 ft.
apart
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Heal enables you to channel positive energy into a creature to wipe
away injury and afflictions. It immediately ends any and all of the
following adverse conditions affecting the target: ability damage,
blinded, confused, dazed, dazzled, deafened, diseased, exhausted,
fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and
stunned. It also cures 10 hit points of damage per level of the caster, to
a maximum of 250 points at 25th level.
Heal does not remove negative levels or restore permanently drained
ability score points.

Inflict Critical
Wounds, Mass

Dark

38

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft.
apart
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
When laying your hand upon a creature, you channel the force to tear
open wounds. Deals 4d8 points of damage + 1 point per caster level
(maximum +5).
This cannot heal undead, as it is not unholy magic or negative energy.

Resurrection

Dark

120 Casting Time 1 minute


Range touch
Target dead creature touched
Duration instantaneous
Saving Throw none, see text; Spell Resistance yes (harmless)
This spell functions like raise dead, except that you are able to restore
life and complete strength to any deceased creature.
The condition of the remains is not a factor. So long as some small
portion of the creature's body still exists, it can be resurrected, but the
portion receiving the spell must have been part of the creature's body at
the time of death. (The remains of a creature hit by a disintegrate spell
count as a small portion of its body.) The creature can have been dead
no longer than 10 years per caster level.
Upon completion of the spell, the creature is immediately restored to
full hit points, vigor, and health, with no loss of prepared spells. The
subject of the spell gains one permanent negative level when it is raised,
just as if it had been hit by an energy-draining creature. If the subject is

1st level, it takes 2 points of Constitution drain instead (if this would
reduce its Con to 0 or less, it can't be resurrected).
You can resurrect someone killed by a death effect or someone who has
been turned into an undead creature and then destroyed. You cannot
resurrect someone who has died of old age. Constructs, elementals,
outsiders, and undead creatures can't be resurrected.
Stormbolts

Dark

42

Casting Time 1 standard action


Range 30 ft.
Area a 30-ft.-radius spread, centered on you
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
When you cast this spell, lightning spills forth from your body in all
directions. The bolts do not harm natural vegetation or creatures in the
area you wish to exclude from damage. Any other creatures within the
area take 1d8 points of electricity damage per caster level (maximum
20d8) and are stunned for 1 round. A successful Saving Throw halves the
damage and negates the stun effect.

Sustained
Flight

Neutral

46

Casting Time 1 standard action


Range Personal
Target You
Duration 1 hour/level (D)
This power functions like the nomad power flight, except you can fly at a
speed of 40 feet (30 feet if wearing medium or heavy armor, or if
carrying a medium or heavy load) with a competence bonus on Fly skill
checks equal to half your caster level. When using this power for longdistance movement, you can hustle without taking nonlethal damage (a
forced march still requires Constitution checks). This means you can
cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30
feet).

Wail of the
Banshee

Dark

52

Casting Time 1 standard action


Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level within a 40-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
When you cast this spell, you emit a terrible, soul-chilling scream that
possibly kills creatures that hear it (except for yourself). The spell affects
up to one creature per caster level, inflicting 10 points of damage per
caster level. Creatures closest to the point of origin are affected first.

Winds of
Vengeance

Light

34

Casting Time 1 standard action


Range personal
Targets you
Duration 1 minute/level
You surround yourself with a buffeting shroud of supernatural, tornadoforce winds. These winds grant you a fly speed of 60 feet with perfect
maneuverability. Neither your armor nor your load affects this fly speed.
The winds shield you from any other wind effects, and form a shell of
breathable air around you, allowing you to fly and breathe underwater
or in outer space.
Ranged weapons (including giant-thrown boulders, siege weapon

projectiles, and other massive ranged weapons) passing through the


winds are deflected by the winds and automatically miss you. Gases and
most gaseous breath weapons cannot pass though the winds.
In addition, when a creature hits you with a melee attack, you can shape
your winds so they lash out at that creature as an immediate action. The
creature must make a Fortitude Saving Throw or take 5d8 points of
bludgeoning damage and be knocked prone (if on the ground). On a
failed save, Huge flying creatures are checked and Large-sized or smaller
flying creatures are blown away instead of knocked prone.
On a successful save, the damage is halved and the creature is not
knocked prone (or checked or blown away).

Jedi Specific Feats


Cost
Benefit
Increase

Feat Name

Category/Type

Concussive
Power

Metaforce

x3

With sonic or force damage comes a concussive wave of


energy that rattles creatures affected by the Power. A
concussive power causes creatures that take damage from a
power that has the sonic descriptor to take a 2 penalty on
attack rolls, saving throws, skill checks, and ability checks for a
number of rounds equal to the actual power level of the
power. A concussive power only affects powers with the sonic
descriptor.

Empower
Power

Metaforce

x2

All variable, numeric effects of an empowered power are


increased by half including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are
powers without random variables.

Enlarge
Power

Metaforce

x2

You can alter a power with a range of close, medium, or long


to increase its range by 100%. An enlarged power with a range
of close now has a range of 50 ft. + 5 ft./level, while mediumrange powers have a range of 200 ft. + 20 ft./level and longrange powers have a range of 800 ft. + 80 ft./level.

Extend
Power

Metaforce

x3

An extended power lasts twice as long as normal. A power


with a duration of concentration, instantaneous, or permanent
is not affected by this feat.

Intensified
Power

Metaforce

x2

An intensified power increases the maximum number of


damage dice by 5 levels. You must actually have sufficient
caster levels to surpass the maximum in order to benefit from
this feat. No other variables of the power are affected, and
powers that inflict damage that is not modified by caster level
are not affected by this feat.

Maximize
Power

Metaforce

x4

All variable, numeric effects of a power modified by this feat


are maximized. Saving throws and opposed rolls are not
affected, nor are powers without random variables.

Merciful
Power

Metaforce

x1

You can alter powers that inflict damage to inflict nonlethal


damage instead. Powers that inflict damage of a particular
type (such as fire) inflict nonlethal damage of that same type.

Persistent
Power

Metaforce

x2

Whenever a creature targeted by a persistent power or within


its area succeeds on its saving throw against the power, it must
make another saving throw against the effect. If a creature

fails this second saving throw, it suffers the full effects of the
power, as if it had failed its first saving throw.
Piercing
Power

Metaforce

x2

When you cast a piercing power against a target with Spell


Resistance, it treats the Spell Resistance of the target as 5
lower than its actual SR.

Quicken
Power

Metaforce

x5

Casting a quickened power is a swift action. You can perform


another action, even casting another power, in the same
round as you cast a quickened power. A power whose casting
time is more than 1 round or 1 full-round action cannot be
quickened.

Reach
Power

Metaforce

x2

You can alter a power with a range of touch, close, or medium


to increase its range to a higher range category, using the
following order: touch, close, medium, and long.

Selective
Power

Metaforce

x3

When casting a selective power with an area effect and a


duration of instantaneous, you can choose a number of targets
in the area equal to your intelligence modifier.

Toppling
Power

Metaforce

x3

The impact of your force power is strong enough to knock the


target prone. If the target takes damage, fails its saving throw,
or is moved by your force power, make a trip check against the
target, using your caster level plus your casting ability score
bonus (Intelligence). This does not provoke an attack of
opportunity. If the check fails, the target cannot attempt to
trip you or the force effect in response.
A toppling power only affects powers with the force
descriptor.

Widen
Power

Metaforce

x4

You can alter a burst, emanation, or spread-shaped power to


increase its area. Any numeric measurements of the power's
area increase by 100%.

Feat Name
Lightsaber
Finesse

Category/T Prerequi
Benefit
ype
sites
Combat

Dex 16,
BAB +6

Add dex to damage instead of str when using a single bladed


lightsaber in your main hand.

*legal stuffs: I do not in any way, shape, or form, own the Star Wars copyright or anything pertaining to Jedi, the
force or any other copyrighted material. I also do not own any artwork contained within this document and shall
immediately be taken down upon the request of the owner.
That being said, you have my full permission to edit this information however you see fit in order to make the
Pathfinder game more enjoyable for those around you. Remember, it is a game, make it fun.
Feel free to send complaints, requests, tips, helpful and constructive criticism and other thoughts (no permission
to send spam, malware, hate mail, or to steal my identity (not that youd want it)) to jburkes92@gmail.com

Das könnte Ihnen auch gefallen