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Force Powers are special abilities available to anyone who takes the Force Training Feat. They allow characters to do astonishing things such as play tricks with the minds of others, move heavy objects, see into the future, and even blast foes with terrible arcs of lightning.

Learning Force Powers

A character who takes the Force Training Feat automatically learns a number of Force Powers equal to 1 + their Wisdom modifier (Minimum of 1). A character can learn additional Force Powers by taking the Force Training Feat again or by increasing their Wisdom modifier.

For example, Sen Udo-Mal is a 1st-level Jedi with a Wisdom score of 11 (+0 modifier). He takes the Force Training feat at 1st level and immediately gains a Force power. He chooses Battle Strike. At 3rd level, he takes the Force Training feat again, which allows him to learn a new Force power; he chooses Mind Trick. At 4th level, Sen Udo-Mal raises his Wisdom score from 11 to 12, thereby increasing his ability modifier from +0 to +1; at the time, he gains two additional Force powers (one for each instance of the Force Training feat), so he chooses Move Object and Surge.

Selecting Force Powers

Choosing your Force powers can be something of an art. If you choose poorly, you might be stuck with a Force power that you can't use very well. When selecting Force powers, remember the following:

Like feats, Force powers cannot be changed once selected (not without your GM's approval, anyway). Also, some Force powers are inherently more difficult to trigger than others. For example, Force Stun requires a DC 20 (or higher) Use the Force check to activate, which means that a low-level character attempting to use the power will fail more often than he succeeds.

Don't forget that you can select the same Force power more than once if you want to be able to have extra uses of an easy-to-trigger power than a new power that is more difficult to activate.

Using Force Powers

When your character uses a Force Power, make a Use the Force check. The check result determines the Force Power's effect.

Some Force Powers have all-or-nothing effects. Other Force Powers have multi-tiered effects, and your Use the Force check result determines the maximum effect you can achieve, although you can always choose a lesser effect. If your Use the Force check is too low to activate the Force Power's baseline effect, nothing happens and the action is wasted.

Using a Force power removes it from your character's active "suite" of Force powers, regardless of whether the Use the Force check succeeds or fails.

Your Force Power Suite

Your character's Force Powers collectively form a suite. When your character uses a Force Power, it's like playing a card and putting it in the discard pile. The Power takes effect, and it's no longer available to the character... at least for a while.

Regaining Force Powers

You have different ways to regain spent Force Powers so that you can use them again:

  • When combat is over and you have a chance to rest for 1 minute, you regain all of your Force Powers.
  • If you roll a natural 20 on a Use the Force check to activate a Force Power, you regain all spent Force Powers at the end of your turn.
  • You can spend a Force Point as a Reaction and immediately regain one spent Force Power.
  • Some unique abilities (Such as the Force Focus Talent) allow you to regain spent Force Powers in other ways.

Force Power Descriptors

Some Force Powers are more strongly tied to one side of the Force than the other. These Force Powers carry either the [Light Side] descriptor or the [Dark Side] descriptor. Powers that target creatures' minds carry the [Mind-Affecting] descriptor.

Dark Side

Related Article: The Dark Side

Using a Force Power with the [Dark Side] descriptor increases your Dark Side Score by 1. You cannot use a Force Point to modify your Use the Force check when activating a Force Power with the [Dark Side] descriptor. Dark Side Powers stem from powerful negative emotions, and include Dark Rage and Force Lightning.

Light Side

If you have a Dark Side Score of 1 or higher, you cannot use a Force Point to modify your Use the Force check when activating a Force Power with the [Light Side] descriptor. Light Side Powers are generally beneficial and include Sever Force and Vital Transfer.

Mind-Affecting

A Force Power with the [Mind-Affecting] descriptor has no effect on creatures that are mindless (That is, creatures with no Intelligence Score) or creatures that are immune to Mind-Affecting effects.

Telekinetic

A Force power with the [Telekinetic] descriptor uses telekinesis to accomplish its ends. Many telekinetic powers interact with the world physically in similar ways, and are covered as a group by some Force Talents. If a target of a [Telekinetic] Force Power has Cover, it gains a Cover bonus to its relevant Defense score or on it's opposed check to resist the Force Power. If the target of a [Telekinetic] Force power has Concealment, you take a penalty on your Use the Force check to activate the Force Power unless you have used the Sense Surroundings application of the Use the Force skill this turn.

List of Force Powers

The following Force Powers are available to any character who takes the Force Training Feat.

FORCE POWER TYPE TIME REQUIRMENT DESCRIPTION
Battle Strike N/A Swift Action Increases attack and damage for next attack.
Dark Rage Dark Side Swift Action Increases Melee attack and damage for 1 turn.
Farseeing N/A Full-Round Action You use The Force to detect an individual over a long distance.
Force Disarm Telekinetic Standard Action Disarms an opponent using The Force.
Force Grip Telekinetic Standard Action Chokes or crushes an opponent, may force opponent to lose their Standard Action.
Force Lightning Dark Side Standard Action Electrocutes an opponent, deals automatic damage.
Force Slam Telekinetic Standard Action Pounds multiple opponents, and may knock them Prone.
Force Stun N/A Standard Action Stuns an opponent, and damages their overall Condition.
Force Thrust Telekinetic Standard Action You use The Force to push back an opponent several meters, and possibly deal damage.
Mind Trick Mind-Affecting Standard Action You influence the mind of a target by dominating their will.
Move Object Telekinetic Standard Action You use The Force to hold, move, or crush one target.
Negate Energy N/A Reaction You dissipate an energy attack.
Rebuke N/A Reaction You deflect a Force Power used against you.
Sever Force Light Side Standard Action You temporarily block a Force-User's access to The Force.
Surge N/A Free Action You use The Force to assist in a supernatural Jump.
Vital Transfer Light Side Standard Action You heal another through The Force.

Additional List of Force Powers

The below Force Powers include all Force Powers present in all Star Wars Saga Edition Add-ons.

Knights of the Old Republic Campaign Guide

This section presents new Force Powers used specifically by this era. Some of these Force Powers can be available to characters in other eras, at the Gamemaster's discretion. Many of these Force Powers are powerful compared with some of the Force Powers used in the classic era, so the Gamemaster should carefully consider which ones to allow.

FORCE POWER TYPE TIME REQUIRMENT DESCRIPTION
Energy Resistance N/A Standard Action You use The Force to protect you from damage caused by energy, sonic, fire, cold, and electrical sources.
Fear Dark Side, Mind-Affecting Swift Action You summon the Dark Side to instill fear in your enemies.
Force Scream Dark Side Standard Action You create an intense sonic scream, amplified by The Force.
Force Whirlwind Telekinetic Standard Action You call upon The Force to surround an enemy in a swirling vortex of Force energy. The whirlwind lifts them about half a meter off the ground, spinning them in the air and buffeting them with Force energy.
Ionize N/A Standard Action You call upon The Force to overload electrical systems and Droids, damaging or even destroying the unit.
Kinetic Combat Telekinetic Standard Action You use The Force to manipulate your chosen weapon, allowing it to operate independent of your grasp.
Resist Force N/A Standard Action You use The Force to protect yourself from an opponent's Force Powers.
Slow Telekinetic Standard Action The Force enables you to slow your targets as if they are encumbered by an extremely Heavy Load, making it difficult for them to move.
Valor Light Side Standard Action You call upon the strength of The Force, reaching out to your ally and sharing your strength with them.
Wound Dark Side Standard Action You cause spasms in the lungs of your targets, painfully injuring them.

Force Unleashed Campaign Guide

FORCE POWER TYPE TIME REQUIRMENT DESCRIPTION
Corruption Dark Side Standard Action You use The Force to send a bolt of pure Dark Side vilness into an enemy.
Force Blast N/A Standard Action You use The Force to create a ball of compressed air and debris that you can hurl at enemy targets.
Force Shield Telekinetic Reaction You use The Force to create a bubble of telekinetic energy around yourself, protecting you from harm.
Repulse Telekinetic Standard Action You use The Force to clear an area around yourself.

Clone Wars Campaign Guide

FORCE POWER TYPE TIME REQUIRMENT DESCRIPTION
Cloak N/A Standard Action You bend light around your body, rendering yourself invisible to anyone looking in your direction.
Levitate Telekinetic Move Action You can float up or down without anything or anyone to assist you.
Malacia Light Side Standard Action You create dizziness and nausea by disrupting your target's equilibrium.
Morichro N/A Standard Action You slow the vital functions of a target, causing them to slip into a deep sleep or even die.
Phase N/A Move Action You can pass through solid objects, such as walls and doors.
Rend Dark Side Standard Action You can move a single target, whether it is a creature or object, in two different directions simultaneously.
Shatterpoint N/A Swift Action You can see the critical point of something, whether it is a person or object, that would shatter if struck at the right time.
Technometry N/A Standard Action You can tap into and read technological devices and, in some cases, control them.

Legacy Era Campaign Guide

FORCE POWER TYPE TIME REQUIRMENT DESCRIPTION
Ballistakinesis Telekinetic Standard Action You use The Force to spray an area with dangerous debris.
Combustion N/A Standard Action You use The Force to agitate particles in the air to create a pyrokinetic spray of sparks.
Dark Transfer Dark Side Standard Action You use the Dark Side of The Force to restore vitality to a living being.
Detonate Telekinetic Standard Action You can perceive points of weakness within an object and use The Force to telekinetically press on one of those points, shattering the object.
Enlighten Lide Side, Mind-Affecting Swift Action You reach out to an ally telepathically, sharing visions of the near future to give the ally an edge or to protect the ally from harm.
Lightning Burst Dark Side Standard Action You call upon the Dark Side to cause lightning to arc out from your body, striking adjacent enemies.
Obscure Mind-Affecting Reaction You use The Force to cloud an enemy's mind, making it harder for the enemy to see it's target.
Prescience N/A Swift Action The Force grants you a flash of insight in dealing with your enemies.
Stagger Telekinetic Swift Action You use The Force to lash out at a nearby enemy, causing it to stumble.

Jedi Academy Training Manual

FORCE POWER TYPE TIME REQUIRMENT DESCRIPTION
Blind Telekinetic Swift Action You hurl dirt, dust, and debris at your foe, affecting it's sight.
Convection N/A Swift Action You alter your body chemistry, causing your skin to burn with incredible heat.
Crucitorn N/A Reaction You ignore the debilitating effects of physical pain, and focus despite great physical trauma.
Cryokinesis N/A Standard Action You can use The Force to draw heat away from a target, causing it's temperature to drop rapidly.
Drain Energy N/A Standard Action You can draw the energy out of a powered object, such as a blaster's Power Pack or a Power Generator.
Fold Space N/A Full-Round Action You can use The Force to bend space, transporting an object almost instantaneously from one place to another.
Force Light Light Side Standard Action You can draw The Force into yourself, turning you into a beacon of light that purges the taint of the Dark Side.
Force Storm Dark Side Standard Action You can create a storm that draws upon the Dark Side of The Force, focusing it's malicious intent on a certain area.
Force Track N/A Swift Action You peer into The Force for guidance, picking up the trail of your quarry.
Hatred Dark Side Standard Action You give yourself over to the Dark Side, letting your hate radiate out from your body in palpable waves.
Inertia N/A Move Action You can use The Force to shift your body's inertia, allowing you to perform impossible stunts.
Inspire Light Side Swift Action You fill your allies with hope and courage, allowing them to face even the most daunting of odds.
Intercept Telekinetic Reaction You use The Force to telekinetically hurl a small object in the path of an incoming projectile, preventing it from striking you.
Memory Walk Dark Side, Mind-Affecting Standard Action You torment an enemy by causing them to relive their most horrible memories.
Mind Shard Mind-Affecting Standard Action You use The Force to splinter the mind of an opponent, wracking it with pain.
Plant Surge N/A Standard Action You reach out with The Force to entreat the aid of plants, causing them to lash out at your opponents.
Thought Bomb Mind-Affecting Standard Action You use The Force to radiate out harmful waves of telepathy, damaging the minds of nearby foes.

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