Reference Book: Star Wars Saga Edition Jedi Academy Training Manual
See also: Force Powers
You torment an enemy by causing them to relive their most horrible memories.
Time: Standard Action
Targets: One creature with an Intelligence score of 3 or higher, 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 | Compare the result to the target's Will Defense. If your Use the Force check equals or exceeds the target's Will Defense, the target takes 2d6 points of Force damage, and loses its Swift Action on its next turn. | |
| 25 | Compare the result to the target's Will Defense. If your Use the Force check equals or exceeds the target's Will Defense, the target takes 2d6 points of Force damage, and loses its Move Action on its next turn. | |
| 30 | Compare the result to the target's Will Defense. If your Use the Force check equals or exceeds the target's Will Defense, the target takes 2d6 points of Force damage, and loses its Standard Action on its next turn. | |
| 35 | Compare the result to the target's Will Defense. If your Use the Force check equals or exceeds the target's Will Defense, the target takes 2d6 points of Force damage, and loses both its Standard Action and its Swift Action on its next turn. |
Special: You can spend a Force Point to increase the damage dealt by an additional +2d6 points of Force damage.
You can maintain Memory Walk from round to round, extending the normal duration. Maintaining the Memory Walk Force Power is a Standard Action, and you must make a new Use the Force check each round. If you take damage while maintaining Memory Walk, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Memory Walk.