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Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

See also: Force Powers

You can draw The Force into yourself, turning you into a beacon of light that purges the taint of The Dark Side.

[Light Side]

Time: Standard Action

Targets: All creatures with a Dark Side Score of 1+, within 6 squares of you.

Make a Use the Force check. The results of the check determines the effects, if any:

DC EFFECT
20 Until the start of your next turn, any creature with a Dark Side Score of 1+, that begins it's turn within 6 squares of you, automatically takes 1d6 points of Force damage, and takes a -1 penalty on attack rolls. This is an Area Effect.
25 Until the start of your next turn, any creature with a Dark Side Score of 1+, that begins it's turn within 6 squares of you, automatically takes 2d6 points of Force damage, and takes a -1 penalty on attack rolls. This is an Area Effect.
30 Until the start of your next turn, any creature with a Dark Side Score of 1+, that begins it's turn within 6 squares of you, automatically takes 3d6 points of Force damage, and takes a -1 penalty on attack rolls. This is an Area Effect.
35 Until the start of your next turn, any creature with a Dark Side Score of 1+, that begins it's turn within 6 squares of you, automatically takes 4d6 points of Force damage, and takes a -1 penalty on attack rolls. This is an Area Effect.

Special: You can spend a Force Point to increase the damage dealt by an additional +1d6 points of Force damage.

You can maintain Force Light from round to round, extending the normal duration. Maintaining the Force Light Force Power is a Swift Action, and you must make a new Use the Force check each round. If you take damage while maintaining Force Light, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Force Light.

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