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Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

See also: Force Powers

You fill your allies with hope and courage, allowing them to face even the most daunting of odds.

[Light Side]

Time: Swift Action

Targets: All allies within 6 squares of you, and within your line of sight.

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

DC EFFECT
20 The targets gain a +2 Force bonus to their Will Defense against Mind-Affecting and Fear effects until the end of your next turn.
25 The targets gain a +5 Force bonus to their Will Defense against Mind-Affecting and Fear effects until the end of your next turn.
30 The targets gain a +10 Force bonus to their Will Defense against Mind-Affecting and Fear effects until the end of your next turn.
35 The targets become immune to Mind-Affecting and Fear effects until the end of your next turn.

Special: You can spend a Force Point to grant each target +2d6 bonus Hit Points when Inspire is first invoked. Damage is subtracted from the bonus Hit Points first, and any bonus Hit Points remaining at the end of the encounter go away.

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

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