Author Topic: Force Powers  (Read 2969 times)

Offline Shery deWinter

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    • Star Wars: Descension
Force Powers
« on: 04/26/12 09:23:33 »
Force Powers

Force Power Moderators
Shery deWinter | Lauda Cavataio | Cameron Centurion

Below is a list of approved Force Powers that may be learned and used on Star Wars: Descenison.

Each new character of Apprentice or Padawan level may begin with three (3) powers from the Apprentice Powers. Any power you wish your character to know beyond that, your character will have to learn via roleplaying it out IC.
  • Apprentices may learn Knight Powers, though they cannot exercise complete and perfect control of them.
  • Knights may learn Master Powers, though they cannot exercise complete and perfect control of them.
For more information on how to progress through the ranks, please see the IC Promotion Guidelines.

True to the canon of Star Wars, some races and cultures specialize in various ways of applying the Force. Although these are canon, their ways to not collide with the system we've chosen to use on this site for the Force Powers and their abilities. As such, we've added the option of specialization. To be a specialist, please turn to one of our staffers with information on what you wish to be a specialist in, and why.

Approved Specialists
- Kro Var Shapers -
The shapers can learn all the Alter Element powers without their perquisites, making them the sentimentalist horror they are in canon, who can control the elements slightly better than what the normal list allows. But, they cannot learn any other Force Power.
Approved Shapers: Lady Velori, Akamori Shinjo.

If you wish to suggest a new Force Power, please reply to this thread filling the following template in.

  • Force Power Name:
  • Prerequisites:
  • Description:
  • Level Suggestion (Master, Knight, Apprentice):
  • Alignment (Lightside, Neutral, Darkside): 

Happy RP'ing
~ Star Wars: Descension.

Apprentice & Padawan Level Powers
Knight Level Powers
Master Level Powers
Special Master Level Powers

Credit
« Last Edit: 01/13/16 18:37:47 by Cameron Centurion »

Offline Shery deWinter

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Force Powers
« Reply #1 on: 04/26/12 09:24:08 »
Apprentice & Padawan Level Powers

Neutral Powers

Animal Friendship
Prerequisite: Force Sense, Telepathy
Animal Friendship is the ability to control an animal through the Force. Once calmed, the animal may be used by the Force user in various ways, including as a mount or guard beast.

Basic Alter Image
Basic Alter Image allows the Force User to alter the color of their skin, hair, and eyes. These changes could only be held up to an hour, and would be immediately dropped if the Force-user fell unconscious or simply lost concentration. However, other Force Users skilled in Enhanced Force Sense had a chance to see through this disguise which resulted in a contest of skills between the two Force-users.
Added by: Shery and Fallon deWinter

Breath Control
Prerequisite: Enhance Ability
Using Breath Control, a Force User could numb the body's instinct to shut itself down after long periods without oxygen, allowing the user to be able to go without breathing for longer periods than usual. This ability used independently, however, would not prevent anything entering or leaving the respiratory system of the user. In some cases, the user would require some kind of Force barrier in, or around the nose/throat region to keep poisonous gases or water out. The necessity of such a barrier would depend on the air/water pressure in the direct vicinity, and the user's ability to naturally seal their airways. This was a very effective ability in situations where the air was very thin, underwater, or in any environment with toxic fumes.

Basic Telekinesis
With Telekinesis, Force Users may lift objects according to their concentration and move them, hovering the items in any direction. The basic level is where all Force Users begin, and at this stage they will not be capable of lifting more than half of their weight with the power.

Enhance Ability
Enhance Ability is a Force power that boosts the Force User's abilities, empowering their strength, dexterity, and endurance, in the process.

Farsight
Prerequisite: Force Sense
Farsight is the Force technique that enables the user to gain vague impressions of events happening in other places or times through the currents of the Force. Force users skilled in this technique are capable of detecting when friends and apprentices are in danger, examining details of past events, and predicting the probable outcome of a stated course of action. However, this ability is limited by the vagueness of the Force and the fact the future is constantly in motion.

Force Comprehension
Prerequisite: Force Sense
Force Comprehension enables a Force User to absorb, interpret, and remember a great quantities of information rapidly by speeding up the user's neural processes.

Force Cry
At times of strong emotional turmoil, the force user's own crying is enhanced throughout the Force. The result is variable depending on the individual force sensitives who are near enough to feel its pulse. Force sensitives have been known to experience light depressing thoughts to annoyance to outright uncontrolled anger.
Added by: Shift Jaam

Force Empathy
Prerequisite: Force Sense
A more advanced ability of Force Sense, Force Empathy allows the Force User to sense and feel the emotions of others through the Force.

Force Persuasion
Prerequisite: Telepathy
Force Persuasion allows the Force User to alter the thoughts of others by implanting basic yet subjectively reasonable suggestions within their mind. This ability has a strong effect on the weak minded, but rarely to never works on strong willed people or other Force Users.

Force Sense
The most basic ability for all Force users, Force Sense enables the Force User to feel another being’s presence, see the future, sense impending danger, and feel traumatic events through ripples in the Force.

Magnify Senses
Magnify Senses was a Sense-based Force ability which increased the effectiveness of a Force User’s normal senses, allowing them to better notice something they may otherwise miss under normal conditions.

Meditative Trance
Prerequisite: Breath Control
Meditative Trance is a control-based ability that allows Force Users to go into a very deep hibernation state. This slows the user's metabolism and breathing to a standstill, causing the individual to only use one tenth of the air of a normal individual. A fully trained Force User could stay in this state for up to one week in a dry climate or one month in a wet climate before dying from lack of water.

Shadow I
Shadow I allows the user to generate a gray- or black-colored mist/fog to hide their physical presence from others. It can be used wherever the user wishes to employ it, but the power is used to full effect in dark, shadowy areas or at night, or both, for more effectiveness. At Apprentice-level, the user can only fill the immediate area around them for 2 to 6 feet with the mist/fog. Weaknesses of this power include an extreme vulnerability to Force Sight or the use of the Force to enhance one’s senses, particularly hearing.
Added by: Jennica Sorsten

Telekinetic Strike
Prerequisite: Basic Telekinesis
Telekinetic Strike is the use of the Force to "strike" the target, dealing damage more like a punch than a push.
Added by: Xander Starkiller

Telepathy
Prerequisite: Force Sense
Telepathy allows telepathic communication over small or vast distances with other individuals using the Force. The distance this can be accomplished over depends on the abilities of both the sender and the receiver, as well as the connection between the two.

Uncontrolled Information Stream
Prerequisite: Force Sense
This chaotic ability happens without the consent or the will of the Force User in question. When this power activates itself, the Force User is rendered physically and mentally impotent, losing the ability to think or move for the duration of the information stream. The Force User begins to utter every parcel of information they gather around them, down to the tiniest details (several examples: who was touched physically by whom, how long ago it was, when the furniture they are in was built, how big the staff that made them was, which planet the resources came from, etc).
Added by: Morgaine deWinter. Note, using this power requires the unanimous approval of Star Wars: Descension owner and administrators.

Witch Spells
Prerequisite: Trial by Fire
Arrows of Fire I
When this spell is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame that shoot out at a 10 feet radius. The directions of the arrows are uncontrolled and random. The amount and speed of arrows varies as per the size of the original flame.
Force “Blanket” I
Gives another the sensation of being covered or smothered, making normal breathing hard. This is a mental spell that aims to distract an enemy in combat.
Force Crush I
Used to crush little items (small rocks, for instance) or holding down a single body part of a person.
Mountain Sense
The ability to sense veins of ore and gemstones within the rock of mountains. The more experience the caster has with this, the deeper into the rocks and mountains the sense can go. Although this spell does tell the caster if there is something, it does not detail as to what it exactly is.
Night Sight
This skill allows the witch to call on the Force and enhance her sight to see more clearly in the dark.
Probe Spell I
Search if there is life nearby. Probe for surface emotions and the existence of mental blocks.
Spell of Communication
Communicate with others regardless of the language they speak, and with animals too.
Spell of Focus
This spell is used by a witch to prepare her focus for extreme use of magic. If she has a difficult spell or task to perform, she usually will begin the spell or task with this spell to draw on the energies or strength she will need in the upcoming task.
Spell of Healing I
Numbs pain in the caster’s body, helps slow bleeding down, helps enhance natural self healing speed a little bit.
Song of Power
A witch casts the spell of power to increase a single attribute for a limited time to jump higher, see better, take more damage, run faster.
Spell of Water
Using this spell one is able to locate pure water tables.
Telekinesis I
Ability to lift small objects (no greater than half of the carrying capacity of the user) and move them, hovering the item in any direction. This ability also includes the ability to apply telekinetic energy in bursts to “push” and “pull” objects such as levers.
Tempest I
Call upon a gentle breeze, light drizzle or faint snow.
Weather Sense
This skill allows the individual to sense coming weather patterns; storms, etc. This skill does not allow him/her to make swift and sure predication of coming weather patterns. The better the individual knows the area, the easier he/she will be able to sense the coming weather changes.
Added by: Petra Cavataio
 

Lightside Powers

Control Pain
Prerequisite: Force Sense
A Force power used to allow the Lightsider to ignore pain and maintain focus despite great physical pain. This ability can be used on either the user themselves or on another.

Ionize
Prerequisite: Basic Telekinesis
A Force power employed to temporarily disable an electrical device. With surveillance devices such as a security holocam, this causes a brief period of static, allowing the user to pass while only alerting security to a minor holocam malfunction. In the case of a droid, this application of the Force can overload circuits, causing the droid to temporarily shut down to avoid damage. This ability can also be used to wipe information from datacards and datapads.

Force Healing (Self)
Perquisites: Control Pain
A Force power used to rapidly accelerate the natural healing process of their body, enabling the Lightsider to heal bones, flesh, and even internal damage. This power is used by focusing on the body’s natural healing process and using the Force to accelerate them substantially.
 

Darkside Powers

Aura of pain
Prerequisite: Force Sense
This power allows a Darsider to create a wound on themselves, or use a fresh battle injury to transfer the pain over a sixteen foot radius to all individuals within the area of effect. The pain of those within the area of effect is one and one half times that of the caster. This power can be sustained for ten minutes but makes the user highly susceptible to other attacks.
Added by: Volfe Von Kreig

Force Rage
Prerequisite: Force Sense
A Dark side Force ability that allows a user to tap into the innermost fears, pain, or hatred that the user converts into an intense anger that can be channeled to enhance the speed, strength, stamina, constitution, ferocity, and/or increase the dark energies of the user for a short period of time.

Kinetite
Prerequisite: Basic Telekinesis
The Kinetite is a sphere of restrained kinetic energy that could be thrown at an enemy. These discharges range in strength, with the most powerful possessing the potential to flatten ferrocrete bunkers.

Torture By Chagrin
Prerequisite: Telepathy
Torture by Chagrin consists of reaching into the victim's subconscious and forcing them to re-live all the worst memories of their life over and over again, until it seems to almost cause physical pain. Victims demonstrate a slight increase in intelligence and efficiency after recovering from use of this ability.
« Last Edit: 04/26/12 23:07:52 by Shery »

Offline Shery deWinter

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Force Powers
« Reply #2 on: 04/26/12 09:24:38 »
 Knight Level Powers


Neutral Powers


Alter Elements
Prerequisites: Enhanced Force Sense, Enhanced Telekinesis
Alter Elements allows a Force User to alter the elements within their immediate surroundings. At this level, the Force User is limited to work with what they have, and cannot create something out of nothing. For example, the Force User could manipulate the flames of an existing fire, but cannot create fire out of thin air. The four elements are Air, Earth, Fire and Water, and each element must be studied individually.
Air allows the Force User to control the element of the Air, affecting the strength of the winds, the air in one’s lungs or bring on a little air-related storm.
Earth allows the Force User to cause small earthquakes, crack the ground, and sense for existing minerals within the ground.
Fire allows the Force User to manipulate existing flames, using them as a weapon.
Water allows the Force User to manipulate sources of water, bringing down the rain out of clouds, freezing waters into ice, or boiling them.

Basic Technopathy
Prerequisites: Enhanced Force Sense, Enhanced Telekinesis
The ability to analyze, understand and manipulate electronic devices upon touch. No technopath can manipulate any mechanical objects that do not contain electronic components. With this power, one can activate/deactivate machines and read electronic signals. Without electronic devices near by, the power has no use.  
Added by: Lauda Cavataio

Battle Precognition
Prerequisites: Farsight
Battle Precognition allows the Force User to stay one step ahead of opponents in battles by reading their movements and the currents of the Force.

Blood Trail
Prerequisites: Farsight, Dathomiri Witch training
The Blood Trail is a technique used to track a target. The user would mark the target using their own blood, often times without the target knowing they were even marked. The user would then track them through the blood mark if they were able to escape.The blood trail could not be removed by the target, but would fade with time and distance.
Added by: Xaedrin Vondiranach

Body Adjustment
Prerequisites: Tapas
Body Adjustment allows the Force User to adjust internal temperature, metabolic rate, skin durability/toughness, and other bodily functions to enhance survival in hostile environments.

Combustion
Prerequisites: Enhanced Telekinesis
Combustion allows Force Users to make an object explode by sheer force of will. It was rarely used on a person, and the effects on inanimate objects and persons was devastating.

Comprehend Speech
Prerequisites: Force Comprehension, Telepathy
Comprehend Speech allows the user to comprehend the language (but not speak or write it) of sentients they come across. However, this only permits them to understand the general meaning of the speech, and not word per word.

Conceal Alignment
Prerequisites: Enhanced Force Sense, Force Persuasion
Force Concealment utilized by highly skilled Force Users, masks their alignment (Light or Dark), their ability to use the Force. This skill does not allow the Force User to project a false Light or Dark side aura - it simply allows the user to mask their alignment, making them appear neutral in the Force.

Dream Tranquility
Prerequisites: Force Sense, Force Persuasion, Telepathy
The ability for a Force user while awake or in a state of slumber, can induce a state of enhanced calm in another being, even to the point of inducing sleep in another sentient. The user simply reaches out in the Force to the opposing mind, and calms it through waves of almost-dreamlike reassurance. The affected person is generally quieted emotionally, but the Force User can also intensify use of the power to induce a near-vegetative state that lasts for up to a half-an-hour.
Added by: Cordelia deWinter

Enhanced Alter Image
Perquisite: Basic Alter Image
Enhanced Alter Image allows the Force User to alter their height, weight, voice and general physical outlines. At this level, all the Alter Image changes could only be held up to three hours, and would be immediately dropped if the Force-user fell unconscious or simply lost concentration. However, other Force Users skilled in Enhanced Force Sense had a chance to see through this disguise which resulted in a contest of skills between the two Force-users.
Added by: Shery and Fallon deWinter

Enhanced Force Sense
Prerequisites: Force Sense
Through intensive attuning to the Force, this ability enables the individual to greatly enhance their Force Sense ability. The user can sense upcoming weather patterns to a high degree of sensitivity, sense danger sooner than the average Force user, and have incredibly accurate Force visions that enable them to foresee the destiny of individuals, star systems, and the very galaxy itself. The user is also able to use the Force sight ability and see what the alignment of any person or thing is.

Enhanced Telekinesis
Prerequisites: Basic Telekinesis, Force Sense
When a Force User advances with their training in Telekinesis, they will realize that size matters very little, and will be able to control a bigger number of objects at any given time, with greater refinements.

Force Adhere
Prerequisites: Enhance Ability
The Force User gathers the Force into a concentrated form that coats the hands and feet, acting like an adhesive. This allows the Force user to cling to surfaces; walls, ceilings, starship hulls. The higher the level Force User the stronger the grip, allowing the Force user to move while adhered.
Added by: TiCira Hawk

Force Blinding
Force Blinding is the ability to create a blinding flash of energy emanated from a user's hand, manifesting as a flash of light that overloaded a target's vision, causing temporary blindness.

Force Choke
Prerequisite: Enhanced Telekinesis
Force Choke allows the Force User to close off their victim’s wind pipe, stimulating a physical choke. Only a Master level Force User is capable of using this ability to kill.

Force Deflect
Prerequisites: Enhanced Telekinesis
Force Deflect allowed the Force User to deflect energy-based attacks, such as a blaster bolt, and either negate it or redirect it bare-handed.

Force Scream
With the Force Scream, a force user amplifies their voice with the force causing disorientation, confusion and at higher levels, pain.
Added by: TiCira Hawk

Force Sight
Prerequisites: Enhanced Force Sense
Force Sight enhances the Force User’s visual and spatial perception even in the dark or behind walls, allowing them to “see with the Force”. Mirakula characters (100% Mirakula or 50% Mirakula) have this power as one of their beginning start powers, due to racial requirements.

Force Spark
Prerequisites: Enhanced Telekinesis, Organic Limbs
Force Spark allows the Force User to create an energy spark that would come from their hands, track and damage the nearest enemy, and shock them in order to stun or give injury. The effect on the enemy is short lived though, no more than a handful of seconds, before the Spark disappears into a tiny burst of heat.

Mental Translocation
Prerequisites: Force Sight
 This is a form of mental teleportation that allows the user to have an "out-of-body" experience in which they see in a tunnel vision. They move anywhere within walking distance of their bodies, and see anything, no barriers stop them, and cannot be sensed. However, the Force User cannot touch anything or anyone in this state, nor can they communicate with anybody.

Psychometry
Prerequisites: Enhanced Force Sense, Force Empathy
Psychometry is the mental technique for picking up impressions (particularly emotions) and traces of information from touching an object.

Shadow II
Prerequisite: Shadow I
At Knight-level, the user can only fill the room that he or she is currently in with the mist/fog. Weaknesses of this power include an extreme vulnerability to Force Sight or the use of the Force to enhance one’s senses, particularly hearing.
Added by: Jennica Sorsten

Tapas
Prerequisites: Enhance Ability
Tapas allows the Force User to draw on the power of the Force to remain warm in cold environments or to keep their body heat turned inward to avoid detection by heat sensors or infrared detection.

Witch Spells
Prerequisites: Dathomiri Witch Training
Animal Healing
Similar to Healing skill. The difference is that this skill is specifically designed for the healing of small animals.
Arrows of Fire II
Prerequisite: Arrows of Fire I
When this spell is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame that shoot out at a 20 feet radius. The directions of the arrows are now mostly under control, although the occasional arrow may shoot off at a random direction. The amount and speed of arrows varies as per the size of the original flame.
Call Mist
Calls forth a mist or a fog to engulf the general area the caster is in, making the eyesight of potential enemies much more difficult.
Call Rain I
The caster can call upon gentle drizzle.
Force “Blanket” II
Prerequisite: Force Blanket I
The caster uses the Force to give its enemy a sensation of being covered or smothered to the point of physically choking them.
Force Crush II
Prerequisite:
Force Crush I Used to crush medium objects (bones, hard wood, slightly larger rocks, etc).
Ground Communications I
This is used to sense when nutrients are too low to accommodate certain crops and when to plant.
Madness I
It pulls away the subject’s reality and replaces with the caster’s reality. This in turn has the subject experiencing everything like the caster does. This can be used to ease another’s mind or push them into insanity depending on the caster. This limits the caster on use due to the goal of which they are trying to achieve. Signs of someone under the spell outside of their behavior are exhale of black smoke like seen when one has a cigar or cigarette, and a double shadow. Added by: Dharma Decuir.
Probe Spell II
Prerequisite: Probe Spell I
Probe a person’s mind to gain random surface thoughts. The castor cannot search for specific thoughts.
Seeking Spell
The caster can sense the presence of a specific individual for whom she searches, the caster can see how badly wounded diseased or otherwise physically disturbed the person is.
Shield Spell
This skill allows the witch to surround herself with a Force Shield, which can repel energy and physical attacks down to the molecular level. Can be sustained for short amounts of time only.
Spell of Deception
Altering the perceptions of another person. Can be used to counter-spell the Probe spell.
Spell of Element Protection
The caster can use this spell to create a wall of earth, fire, or any other natural element that is already present on the battle field in order to protect herself. The Witch should take into account the possible damage to the ecosystem this spell may potentially cause.
Spell of Fire Creation I
By concentrating, a witch can generate localized sparks. These sparks are strong enough to start fires with. It has been theorized that these individuals are able to hyper accelerate particles in the air so that these sparks can occur.
Spell of Healing II
Prerequisite: Spell of Healing I
 Numbs pain in the other people’s bodies, helps slow their bleeding down, helps enhance their natural self healing speed a little bit. If cast on self:
Telekinesis II
Prerequisite: Telekinesis I
Improved Telekinetic abilities – specifically the realization that “side matters not”, nor does the number of objects. A caster with this ability possesses both greater refinements in control over the object(s) they levitate as well as an ability to lift starfighter-sized objects.
Tempest II -
Prerequisite: Tempest I
Call upon heavy rain or moderate snow.
Tide Sense - This skill is used to sense the ebb and flow of the various rivers and other waters that have a high and low tide on Dathomir or other planets. Its helpful in finding the best time to fish, swim, and other activities that have to do with the water. (Essentially, this would be the advanced version of “Spell of Water”)
Warding Spell/ Deflection
Simple hand gesture to deflection incoming objects (such as a blaster bold, person, incoming spells against oneself).
Added by: Petra Cavataio
 

Lightside Powers

Force Healing (Other)
Prerequisites: Enhanced Force Sense, Force Healing (Self)
Force Healing is used to rapidly accelerate the natural healing process of another person’s body, enabling the Lightsider to heal bones, flesh, and even internal damage, and purge toxins, poisons, and aid in the curing of diseases and viruses.

Force Meld
Prerequisites: Enhanced Force Sense, Telepathy
A group ability in which a number of Force users joined their minds together through the Force, drawing strength and control from each other. Each member gains perspective of their fellow Lightsiders within the Meld and can coordinate their movements with their allies.

Force of Peace Aura I
Prerequisites: Force Empathy
When there is a feeling of unrest not only amongst themselves, but others as well, A Lightsider Knight is able reach out to those in a 25 ft vicinity including themselves and up to 5 other people and/or animals and emanate an immediate surroundings of warmth, serenity and calmness. Thus assisting those in a state of turmoil to feel more at ease with themselves and what is occurring around them.
Added by: Adrianna Fiore

Force Stun
Prerequisites : Force Spark
A light side power that temporarily deaden the senses and perceptions of a targeted enemy. It is used when is a Lightsider faces a large number of opponents or if they wish to disable an enemy long enough to flee from or apprehend them.

Mind Trick
Prerequisites: Force Persuasion
The ability for a Force User to alter the mind of another sentient being, making it easy to persuade, deceive, or distract them. This ability is far more successful on the weak minded and can the rationale of the request can drop dramatically.

Plant Surge
Prerequisites: Alter Elements (Earth)
Plant Surge is a Lightside Force power that allows the user to channel life energy into plants, causing the plant to grow at an accelerated rate and, in battle, to grow and twist around opponents. This ability allows the user to control vines, grass and thin sets of foliage.
 

Darkside Powers

Aura of Anguish
Prerequisite: Aura of Pain
A higher level of Aura of Pain, with the exception that the wound can be a little older, (about twenty minutes) the radius has increased to twenty four feet, those in the area of effect feel roughly twice the pain the Darksider feels. This power can be sustained for up to twenty minutes.
Added by: Volfe Von Kreig

Basic Sith Alchemy
Prerequisites: Sith Training
Basic Sith Alchemy enables the Sith to enhance the strength of weapons and armor or create unique poisons and substances.

Force Drain
Prerequisite: Enhanced Force Sense
Force Drain enables Darksiders to drain vitality off a living being and add it to their own by severing the connections between life of the target and the Force, and feeding upon the damage it causes. Using this ability to kill is limited to Master level characters.

Mechu-Deru
Prerequisites: Basic Sith Alchemy
The Mechu Deru takes Basic Sith Alchemy and permits the Darksider to use it in order to infuse droids or computer systems with the Dark Side and reprogram them to their will.

Basic Sith Sorcery
Prerequisites: Enhanced Force Sense, Sith Training
Aura of Uneasiness
An ability that projects a field of discomfort around an individual to ward off non-sentient creatures or cause extreme discomfort in sentient beings.
Animate Animals
This Sith Spell is a very basic one. Although not very powerful, it can be very useful. Once the caster has located the bones of animals, he may raise them as skeletons from the ground. The animated obey simple verbal commands of the caster, regardless of the language used. This spell works only on naturally occurring animals of no higher than semi intelligence (dogs, cats, banthas are fine. Dragons are not), and lasts until the last of them is destroyed in combat. They skeletons are destroyed once their skull has been dispatched from the rest of their spine. (Added by: Nessarose deWinter)
Bolt of hatred

Bolts of hatred were iridescent spheres of energy that tormented its victims the pain and hatred of thousands of tortured souls.
Dark Side Tendrils

A mist of pure dark side energy in the form of tendrils, that was capable of causing immense mental and physical pain.
False Lightside Aura  
A power utilized by a Sith in order to turn his aura into that of a Light Sider, primarily used to trick Jedi into believing the Sith is one one of them.
Force Blast

Force blast was a concentrated blast of pure dark side energy projected at objects or opponents, that sometimes caused flesh burns, but caused the caster no pain.
Illusion Casting

Illusions were lifelike, astral projections, of whatever the conjurer desired. The illusions touched all of an individual's sensory perceptions, and only through concentration on the Force was an individual able to perceive them as being false.
Spell of Concealment?

Conjuring a spell of concealment through Sith magic allowed the caster to hide or cloak the presence of one or multiple individuals.
Waves of Darkness
Summoning darkness created visible, palpable waves of literal darkness, accompanied by a loud roaring sound.

Spear of Midnight Black
Prerequisites: Enhanced Telekinesis
The Spear of Midnight Black happens when the Force User summons the energies of the Dark Side of the Force to create an invisible spear that could be hurled at enemies like a real one. If hit, it could kill or seriously injure the target.
« Last Edit: 08/19/12 23:22:09 by Shery »

Offline Shery deWinter

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Force Powers
« Reply #3 on: 04/26/12 09:25:17 »
Master Level Powers


Neutral Powers

Alter Environment
Prerequisites: Alter Elements (One element at a time), Enhanced Force Sense, Mastered Telekinesis
A Force User who can Alter Enviroment can manipulate nature at its worst, displaying a high level of control, accuracy and intensity with the element they have studied and trained in.
Air elementalists can now create hurricanes and tornadoes, and cause devastating effects.
Earth elementalists can now create golems, earth constructs, reshape the landscape, and alter magnetic fields.
Fire elementalists can now create fire out of air, using it as a destructive weapon.
Water elementalists can now create water orbs out of thin air, cause hail storms and create tsunamis.

Astral Translocation
Prerequisites: Mental Translocation
Astral Translocation makes the Force User’s body go limp, while their life essence moves through the astral plain to view things they could otherwise not see. Unlike mental translocation, in the astral plain, a Force User may interact with others who use this power. However, they can still not directly affect the material world. If the Force User’s body is destroyed, the Force User’s soul remains on the astral plain as a Force ghost.

Art of the Small
Prerequisites: Enhanced Force Sense
Using the Art of the Small, the Force User may shrink their presence within the Force into a microscopic size. While in this state, the Force User may alter anything that possesses mass (themselves or other substances) at a molecular level, turning them into something different. Although powerful, the ability can be devastating, and takes a long time to properly control. Special attention must be given to the details, so that the Force User would not accidentally alter themselves into someone or something that will not be able to change themselves back.

Dream Walking
Prerequisites: Astral Translocation, Telepathy
Dream Walking is the ability to walk into a sleeper's dream, communicate with the sleeper, and affect their dreams. This ability takes years to master. The Force User must first learn to gain control over their own dreams. Next, they must learn how to find the core of the presence of another dreamer. The window for this lasts only several seconds and is hard to catch, especially at first. The force user is limited; at the beginning they are limited to people they are in the same room with, then a general area, the planet, the area in the galaxy, and only ultimately around the entire galaxy. Unless entering random dreams which they can catch at close proximity around them, the force user must know the person whose dreams they intend to walk in.
Added by: Shery deWinter. Please turn to her if you wish for your character to learn this ability.

Force Absorb
Prerequisites: Force Deflect, Mastered Telekinesis
Force Absorb enables the user to absorb harmful Force attacks. This energy must then either be dissipated in some manner, or it becomes harmful to the Force User, causing injury and, in more severe cases, death. It was said to be a rare ability among Force Practitioners.

Force Cloak
Prerequisites: Enhanced Force Sense
Force Cloak enables the user to bend light around their body like a cloaking device, enabling them to hide from the sight of most other beings. However, this ability has no effect on droids or any species capable of seeing in the IR spectrum. This power does not hide your presence in the Force and any user is susceptible to being sensed.

Force Concealment
Prerequisites: Conceal Alignment
An advanced technique of Conceal Alignment, Force Users who master this ability can hide their presence within the Force from other Force Users entirely. However, this ability requires a lot of focus, and a Force User cannot perform any other Force Powers while doing it.

Force Vision
Prerequisites: Farsight, Enhanced Force Sense, Battle Precognition
The advanced version of the Farsight, Force Visions allow Force Users the potential of seeing events that can appear in the future or have happened in the past, with incredible accuracy. They are extremely rare, and uncontrollable. Often, one would meditate to gain a vision but only a few would actually succeed. Force visions have their limitations as the Force is always in movement and events change. If one is to have a vision of a playing character/group/faction, they must seek permission before discovering actual plans in character.
Added by: Lauda Cavataio

Force Bubble
Prerequisites: Force Deflect
With this ability, the Force User can create a defensive and visible sphere around their body and around the bodies of others who are within close range to them. It could protect the user from a wide range of attacks, physical and Force alike. However, this also means that the Force User cannot attack from within the Force Bubble. The Force Bubble deflects anything that is tossed towards it, be it from inside or the out. Due to the extreme concentration of needed to sustain the Force Bubble, the user would have to be momentarily immobile in order to enact the bubble, and sometimes, completely stationary in order to sustain it.

Grant Knowledge
Prerequisites: Telepathy, Memory Rub
This power allows one to plant knowledge in the mind of another; events, books, thoughts, and other things. However, the power may not be used to plant knowledge of other Force Powers into another Force User’s mind.

Mastered Alter Image
Prerequisites: Enhanced Alter Image
Enhanced Alter Image allows the Force User to alter all the things mentioned in precious levels of Alter Image. At this level, all the Alter Image changes could be held until the Force-user fell unconscious, lost concentration or went to sleep. However, a Master level Force Users skilled in Enhanced Force Sense had a chance to see through this disguise which resulted in a contest of skills between the two Force-users.
Added by: Shery and Fallon deWinter

Mastered Technopathy
Prerequisites: Enhanced Force Sense, Mastered Telekinesis, Shatterpoint
The ability to analyze, understand and manipulate electronical devices either through touch or immediate proximity. At Master level, Technopaths can now control electronic/digital/cybernetic objects, boost a machine's capacity or speed and even overload a machine. Without electronic devices near by, the power has no use.
Added by: Lauda Cavataio

Mastered Telekinesis
Prerequisites: Enhanced Telekinesis
Telekinetic abilities far beyond the average Force User, enabling complex feats such as pulling a capital ship down to the surface of a planet (the ship must be within eyesight), levitating a building, or unleashing a massive telekinetic wave capable of destroying an entire attacking force. This ability, when used to a degree as described, results in exhaustion and can only be used sparingly.

Memory Rub
Prerequisites: Enhanced Force Sense, Force Persuasion, Telepathy
Memory Rub uses the Force to erase or alter the memories of others. The victim can fight back if they are aware but if not the victim loses memories at the whim of the caster. There is a chance that the victim could gain their memories back if the user does not do a good enough job of hiding spots in the victims memory.

Midi-Chlorian Manipulation
Prerequisites: Enhanced Force Sense, Art of the Small, Mastered Telekinesis, Shatterpoint
Midi Chlorian Manipulation is the ability to create, maintain, or save life through the influencing of midi-chlorians to a certain degree. However, without further expanding the knowledge into one of the Specially Permitted Master Powers, this ability does little and its effects do not last for more than a handful of seconds.

Shadow III
Prerequisite: Shadow II
At Master-level however (and only at Master-level), when used in conjunction with Force Stealth / Force Concealment, Shadow III power can render the user virtually undetectable to other Force users.
Added by: Jennica Sorsten

Shadow Walk
Prerequisite: Art of the Small
Shadow Walk transfer the matter of a person and those touching them from one shadow to another. Must be in an area of shadowy illumination. A darkened corner, alley, even the shadow of another sentient would work. The effect is largely illusory, but the path is quasi-real. With Mastery over the Force, one can take more than one sentient, but all must be touching each other in order for it to work properly. This can be used to travel rapidly by stepping onto the plane of shadow using the Force, moving the desired distance through its shadowy currents, and then stepping back and reappearing onto the material plane
Added by: TiCira Hawk

Shatterpoint
Prerequisites: Enhance Force Sense
Shatterpoint allows the Force User sense “fractures” or “faults” in the Force; points where the fate of the galaxy or of the user can be influenced or altered by actions. When applied in physical terms, this skill could be used to find the cracks and fault lines of objects, enabling them to channel the energy of the Force into these flaws and crack and weaken objects.

Witch Spells
Prerequisites: Dathomiri Witch Training
Absorb
Enables the caster to absorb harmful energy such as blaster bolts and Force lightning. This energy must then either be dissipated in some manner; otherwise it becomes harmful to the User, causing injury and, in more severe cases, death.
Alter
Alters flow of energy, fire, water, and other materials around spell caster.
Call Frost/Snow
Calls forth a frost or snow when the season goes too long. This is only used in dire circumstances to give the planets and ground time to rest in-between seasons so it will be fertile and not worn out for the next planting.
Call Rain II
Prerequisite: Call Rain I
Calls forth rain when the season is too dry. This is used only in dire circumstances and the crops will wither and die without intervention.
Force Crush III
Prerequisite: Force Crush II
Used to crush big and hard objects (blasters, metal, boulders, etc).
Forcing Minds
Controlling of someone else's actions, thoughts, and emotions by invading that person's mind.
Ground Communications II
Prerequisite: Ground Communications I
Users now also learn to use this communion to infuse a portion of their own life force into the ground to encourage the growth of crops.
Madness II
Prerequisite: Madness I
Does the same as Madness I, but can be used as area effect on multiple subjects at once. It pulls away the subject’s reality and replaces with the caster’s reality. This in turn has the subject experiencing everything like the caster does. This can be used to ease another’s mind or push them into insanity depending on the caster. This limits the caster on use due to the goal of which they are trying to achieve. Signs of someone under the spell outside of their behavior are exhale of black smoke like seen when one has a cigar or cigarette, and a double shadow. Added by: Dharma Decuir.
Mind Weave
This skill will allow two persons to interweave their thoughts so they can share experiences and emotions that cannot be communicated in words or actions. This skill is often shared most between those mated and strengthens the bonds of intimacy. While anyone can be mind weaved, the spell caster (who doesn’t have to be one of the weaved people) must be of Master level.
Probe Spell III
Prerequisite: Probe Spell II
Probe into a person’s mind beyond any block they may have placed to search for information and sense their intentions.
Seer’s Spell
Description: Brings visions of the future.
Spell of Fire Creation II
Prerequisite: Spell of Fire I
This skill enables the witch to cause fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness; to become mere coals. Note that this does not affect either fuel consumption or damage caused by the fire. The witch can affect any or all fires in the immediate area. She can alter their intensities with a single gesture while tapping into the Force. The effect lasts until the witch cancels it, all fuel is burned, or the user's will/energy/concentration expires. The witch can also extinguish all flames in the area.
Spell of Healing III
Prerequisite: Spell of Healing II
Stop pain in others and self; Awaken from unconsciousness; Stop bleeding; Close up wounds; Give strength or part of life force to the wounded.
Spell of Lighting
Casting of this spell causes bolts of electrical energy (lightning)energy to spring from the caster's fingertips, directed against one or a small group of opponents, and to light fires.
Spell of Mind Touch
Description: Mind-speaking to another over distances; Send images or share sight to another over distances.
Spell of Ordering
This skill allows the individual to make sense of apparent chaos. The individual can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints. The individual studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible--coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. The individual must study the random elements for one round. If the items studied are truly random, no information is gained, but if they were once part of a whole something can be gleaned from them. After the individual has visualized the pattern, he can attempt to reassemble the parts into their original form. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the individual can make only a reasonable copy of the item.
Summon Companion
The summon companion spell/ritual is a form of teleportation that lets the user the ability to summon their pet (like Rancors for Witches of Dathomir) to appear at their desired destination. This is a heavily focused spell that takes two or more posts and can be interrupted during that time. Also the spell is consider completed when the creature starts to appear.
Telekinesis III
Prerequisite: Telekinesis II
Enabling complex feats such as pulling a capital ship down to the surface of a planet, levitating a building, or unleashing a massive telekinetic wave capable of destroying an entire attacking force. This ability, when used to a degree as described, results in exhaustion and can only be used sparingly. It also permits use of telekinetic abilities without the use of hands or other limbs.
Tempest III
Prerequisite: Tempest II
Cause a thunderstorm, blizzard or tornado.
Added by: Petra Catavaio  

Lightside Powers

Electric Judgment
Prerequisites: Force Spark, Organic Limbs
Electric Judgment channels the Force into a discharge of electrical energy directed against one or a small group of opponents. This ability, given its similarity to the dark side technique known as Force Lighting, is highly controversial among the Jedi and, thus, uncommon.

Force Light
Prerequisites: Enhanced Force Sense
When used against any individual powered by the Dark Side of the Force, Force Light weakens the opponent’s connection to the Force. With this power a Lightsider could also purge or contain dark side manifestations, whether in places, spirits, or even living persons, by channeling the Force into blasts of light-side energy.

Force of Peace Aura II
Prerequisites: Force of Peace Aura I
When there is a feeling of unrest not only amongst themselves but others as well, a Lightsider Master is able reach out to those in a 50 ft vicinity including themselves and up to 10 other people and/or animals and emanate an immediate surroundings of warmth, serenity and calmness. Thus assisting those in a state of turmoil to feel more at ease with themselves and what is occurring around them.
Added by: Adrianna Fiore

Force Stasis
Prerequisites: Force Stun
A more potent version of Force Stun, Force Stasis is an ability for a Lightsider to use the Force in order to deaden the senses of an enemy to induce a near-catatonic state and in effect freeze the target in place.

Malacia
Prerequisites: Force Stun, Telepathy, Mind Trick
A Lightsider technique that utilizes the Force to induce a powerful dizziness and nausea onto their enemies, in order to completely incapacitate them without doing physical damage. A victim hit by this power becomes overwhelmingly sick and without quick action or proper defense the victim will be rendered incapacitated.

Mastered Plant Surge
Prerequisites: Plant Surge
 A Lightside Force power that allowed the user to channel life energy into plants, causing the plant to grow at tremendous rates and, in battle, to grow and twist around opponents. By this level a user can influence trees to come to their aid as well as thick levels of foliage and roots within the ground.

Morichro
Prerequisites: Enhanced Force Sense
Moricho is the ability to suspend an enemy’s biological functions, including their breathing and heart rate almost to the point of suspended animation. This can be done either to the user or to an individual target. Given the nature of this ability it is potentially dangerous and can result in death.
 

Darkside Powers

Aura of Suffering
Prerequisite: Aura of Anguish
The Force User can use a wound that's up to a hour old, the radius is increased to thirty-two feet. The pain that the victim/victims feel is three times what the Force User feels. This power can be sustained for forty minutes.
Added by: Volfe Von Kreig

Drain Knowledge
Prerequisites: Mind Control, Telepathy
Drain Knowledge allows Force Users to extract knowledge from the mind of a sentient being without consent. These thoughts and memories can either be left intact or "ripped" from the mind, unrecoverable to the subject. Beyond simply reading the thoughts and memories of the person subjected to the ability, Drain Knowledge disrupts the Force to steal deep memories and information in a violent and merciless manner, and thus may damage the subject psychologically.

Mind Control
Prerequisites: Telepathy, Force Persuasion
A powerful Force technique that allows the user to control the mind of another and is considered the most sinister ability of Force Persuasion, passing over simply tricking the mind and instead controlling the mind.

Force Lightning
Prerequisites: Organic Limbs, Force Spark
A purely energy-based attack used by practitioners of the dark side, especially the Sith. The attack channels Force energy down the user's limbs, hurling arcing bolts of electricity from the wielder's fingertips or palms (either through one or both hands). Powerful discharges are capable of branching out into dozens of smaller forks; thus, skilled practitioners can target several foes at once.

Force Reap
Prerequisites: Force Empathy, Torture by Chagrin, Telepathy
An ability that allows the user to harvest strong emotions; fear, hate, anger, rage, sorrow, pain, from a single target at a time while simultaneously tormenting / torturing the individual until the target's mind and nervous system are unable to take any more stimulation, and die. This harvest, this "Reaping," allows the user to replenish their Force energy in normal circumstances, but in emergencies, ONLY in emergencies, it can be used to power another Force technique with the harvested energies. The ability is typically performed by first linking to the target's mind, which, depending on the target individual's natural or Force-enhanced mental defenses, can take a minimum of one post to however many are needed to defeat the aforementioned mental barriers. The more powerful the character, of course, the more potent their mental defenses will be.

With npc's, a sliding scale, like the the one above which is applicable to pc's, depending on who and what they are, as well as occupation and race, will apply. Hutt Lords and other races highly resistant or immune to mind-affecting Force techniques would be at the high end, the most difficult end of the spectrum, and those with weak wills, would be at the opposite end, the easy end of the spectrum.
Added by: Alita Velos. Please turn to her if you wish for your character to learn this ability.

Mastered Sith Alchemy
Prerequisites: Basic Sith Alchemy
Mastered Sith Alchemy allows one to enhance sentient species (Humans/Aliens) and beasts, making them more dangerous and easier to control by the Sith Master. Having this ability shows the character has mastered the art entirely.

Mastered Sith Sorcery
Prerequisites: Basic Sith Sorcery
Animate Dead
Once the Sith Mistress has located the bones of the dead, she may raise them as skeletons from the ground. Casting the spell to check if there are bones will yield no success. The animated obey simple verbal commands of the caster, regardless of the language used. This spells works only on the bones of humans and humanoids, and grants the animated no special powers. The skeletons can be stopped by losing their spines from the rest of their bodies, or if the Sith Mistress sends them back to their graves. Added by: Nessarose deWinter
Dark Side Web
Description: A Force net constricted around its victim to temporarily sever their connection to the Force.
Force Destruction
Prerequisites: Force Blast
A more powerful version of Force Blast, this is a dark side Force power used by certain gifted Sith and Dark Jedi, allowing them to create a massive energy field and throw it in any direction. When used, a massive amount of energy was stored up within the user, drawn from the dark side of the Force, and with incredible concentration, the energy could be discharged using the user's own body as a conduit. Usually fired through the arm or hand, it could blast a large radius vaporizing anyone who got too near it. Even those who escaped direct contact with the blast would be pushed asunder by the power's backlash. Using Force Destruction was a very exhausting power requiring a great deal of focus and concentration and could only be used a few times without requiring the user to rest.
Invoke Spirits
Ancient ritual requiring great strength of will, a Sith could bind the restless ghosts of dead Sith to himself. Once bound, the user may draw from the ghost's power, channeling it into a powerful exertion of Force energy.  No more than three spirits can be summoned at any one time, and the effect only lasts as long as the Sith in question is able to maintain complete focus or risk being consumed by said spirit(s).
Life Bind
A Sith Master may use this power to form a Force link of a master-servant nature.
Creating the Bind: To form a link the recipient must be prepared to be completely subservient and loyal to the 'master' figure. The power must be kept up by the master for 1 week during which time the recipient is in a state of hibernation and the master must be touching the recipient at the start and once every 24 hours thereafter until the week is up. At the end of this period the master-servant link is formed and will remain until either of them dies, or the bond is artificially broken.
Presence of the Bind: While this link is active the master is able to determine the general location of any of his/her servants at any given time, can send a telepathic message to them and can scan their surface thoughts and emotions. He can also see what they see, hear what they hear and such, but this renders the master’s body an empty shell for the duration of the scrying. The servant, however, can only send and receive telepathic messages to the master. If the master dies then the servant will most likely complete his final order and then become free of the link.
Breaking the Bind: The servant may try to break free using Force Rage (if the servant knows this power).
Limitations: A person can only be in one bind at any given time, regardless of the direction of the bind (master or servant). Added by: Petra Catavaio
Summon Fear
Summoning an individual's fear caused the victim to experience their worst fears to the point of hysteria. It is a very powerful ability, and the duration and intensity vary depending on the caster and the damage can range from a mild scare, to insanity, to death.

Mechu-Deru Vitae
Prerequisites: Mastered Sith Alchemy, Mechu-Deru
 Those with practice in Mechu-deru could learn the art of Mechu-deru Vitae which allows the user to create bio-weapons and create Technobeasts; sentient beings transformed into mindless droid hybrids.
 
« Last Edit: 08/19/12 23:22:40 by Shery »

Offline Shery deWinter

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Force Powers
« Reply #4 on: 04/26/12 09:25:43 »
Special Master Level Powers
Below is a list of highly powerful Master-level Force Powers. In order for characters to learn these abilities, the characters must have a minimum of thirty (30) completed threads that deal with training themselves, training others, and deepening their knowledge with the abilities that they already have. Each power on this list requires thirty new threads, so in order to have two of these powers; one must completed sixty (60) threads, and so on. Once your character has completed these threads and you have chosen the Special Master Level Power you wish for them to learn, send a PM to Shery deWinter or Lauda Cavataio for approval.

Note: Some characters may appear on the permitted list despite not having met these requirements. This is the result of the change between the previous versions of the Force Power List, as we do not retroactively apply rules.

Create Life
Prerequisites: Enhanced Force Sense, Art of the Small, Mastered Telekinesis, Shatterpoint, Midi-Chlorian Manipulation
Create Life is the ability to influence the Midi-Chlorians to create life from nothing. To perform this technique a user must have an adult woman, for which the new life form can be created.
Permitted Force Users: http://descension.wikia.c...Life#Approved_Characters

Force Resuscitation
Prerequisites: Art of the Small, Midi-Chlorian Manipulation, Shatterpoint
An extremely rare Force Power that allows the user to bring the recently deceased back to life. The user of this technique floods the Force through the fault lines perceived in an individual, these lines and points working on faults in the bone and muscle to revitalize the entire body. The user influences the Midi-chlorian's within the user to restore life into the body, if the target in question has no Midi-chlorians or has been dead for longer than 1-2 weeks unpreserved then they can't be brought back.
Permitted Force Users: http://descension.wikia.c...tion#Approved_Characters

Transfer Life
Prerequisites: Astral Translocation, Enhanced Force Sense
Transfer Life allows a Force User to move their consciousness or that of another, into another body, overriding the existing consciousness.
Permitted Force Users: http://descension.wikia.c...Life#Approved_Characters
« Last Edit: 04/28/12 19:47:08 by Lauda Cavataio »

Offline Shery deWinter

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Force Powers
« Reply #5 on: 04/26/12 09:51:34 »
Credit

  • The original version of this list appeared on a site called Star Wars Eternity. It has since appeared on many different Star Wars forums, and altered slightly on most of them.
  • Many of our edits and additions are taken directly from the official Wookiepedia. These guys are doing an amazing job at anything SW-related.
  • When powers are neither from the original list or from the Wookie, the people who have suggested them have their names added individually to the powers they have suggested. Often, their names appear as the 'added by' even when they made suggestions off of the Wookie too.