Character Sheet Reference

Displaying Force Powers 1 - 20 of 31 in total
Force Power Description Created / Updated
Farsight

Farsight is the ability to gain vague impressions of events happening in other places or times using the Force, typically achieved through long meditation sessions. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change.

Farsight +0: N/A

Farsight +1: At its most basic level, a user will feel emotions about events several days before they transpire, but is unable to extract meaningful information or images through the Force.

Farsight +2: With further study and training, the Force User can now “see” vague images taking place several weeks in advance that are symbolic of what the future may hold with a slight degree of accuracy, though they will have difficulty interpreting these images before events unfold.

Farsight +3: Through focused meditation, the Force User may now “see” clearer symbolic images of possible futures several months before they occur, and can even glimpse fragments of important events in the future. The user will have an easier time interpreting these with moderate accuracy, but will likely miss details leading to the crucial event.

Farsight +4: The user can now “watch” events before they transpire as if experiencing a vague dream, and with the proper study and meditation, can interpret the meaning of important moments with a fair degree of accuracy a year before they transpire.

Farsight +5: The Force User's mind sees with surprising clarity, with their visions being inseparable from having a vivid dream. Not only can they identify major key moments in the possible future, but also events that surround them, giving them a far more complete interpretation of what may transpire within years of these events occurring.

Related Feats: Clairvoyance I, Clairvoyance II, Clairvoyance III, Don’t Stop Believin’, More Than A Feeling, Presentiment I, Presentiment II, and Presentiment III

Prerequisites:

2013/07/20 / 2017/11/29
Control Self

The ability to manipulate and control one’s bodily functions through the Force. This includes the ability to dull or temporarily ignore pain, regulate body temperature, slow breathing, or even entering a trance-like state of hibernation for survival purposes.

Control Self +0: N/A

Control Self +1: Initially a Force User is able to, through intense concentration, dull pain and soreness as well as delay the toll that an extreme climate would otherwise take on a member of their species.

Control Self +2: With additional training, a Force User is able to ignore intense pain and shape bodily functions and temperature to their will with less concentration than before.

Control Self +3: With consistent study a Force User can push through excruciating pain, sleep deprivation and radically alter their vital bodily functions with minimal focus. Additionally, the Force User can place themselves in a hibernation trance for survival, requiring no food or water, and very little oxygen (or other breathing gases) for a period of up to several days.

Control Self +4: It is no longer a matter of concentration; the Force User shapes their pain input and bodily functions by instinct alone. The Force User can operate for days in a climate much hotter or colder than their physiology would otherwise allow, and can increase the duration of the hibernation state for several weeks.

Control Self +5: A Master of Control Self can shrug off pain that would normally cause blackout. They can go long periods of time without needing food or water. The Force User's ability to regulate their body’s functions is so great that their hibernation trance can be indistinguishable from death without a medical examination or sensing through the Force, and this state can be maintained indefinitely.

Related Feats: Field Triage I, Field Triage II, Field Triage III, I am in Control, Synergy I, Synergy II, Synergy III, and 'Tis But A Scratch

Prerequisites:

2013/07/20 / 2017/11/29
Barrier

Barrier manifests the Force into a translucent defensive corona that can absorb any kind of physical attacks. These Barriers protect only the user, requiring them to remain stationary, and will shatter after enough impact. Barrier can stop repeated hits from conventional weapons (including blasters and other energy-based weaponry), but will shatter on heavy impact with things such as explosions or large projectiles like boulders.

Barrier +0: N/A

Barrier +1: At its most basic level, the Force User must take several seconds to concentrate and focus their full will to manifest the Force as a protective Barrier. The user’s full concentration is necessary to maintain the barrier.

Barrier +2: With further study, the Force User must still take several seconds of concentration to manifest the Force into a protective Barrier but no longer needs their full concentration to maintain it.

Barrier +3: With consistent training, the Force User is able to summon the Force almost instantaneously to create a protective Barrier and can do so in the middle of combat.

Barrier +4: It is no longer a matter of training, but instinct that allows the Force User to will the Force into a protective Barrier as long as they are not already fatigued or under heavy duress.

Barrier +5: A master of conjuring Barriers may summon them at will, even when fatigued or under heavy duress.

Related Feats: Bounce It, Energy Dispersion, Shield Wall I, Shield Wall II, and Shield Wall III

Prerequisites:

2013/07/20 / 2017/11/29
Telekinesis

Telekinesis is the ability to lift, move and otherwise manipulate objects using the power of the Force — the energy that connects all things together — by directing it to enact their will. The result is a tangible manipulation of the Force as an energy that can be applied towards utilitarian uses as well as combative ones. This encompasses pushing, pulling, gripping, lifting, or even throwing physical objects, though the laws of physics still apply. Because of this, it is far easier to move something within a vacuum than an object in motion, where the user is working against gravity. Special training (Feats) allows for more advanced combat techniques.

Telekinesis +0: N/A

Telekinesis +1: At an early stage, the Force User must put their full concentration for several seconds on a single object to will it to move. While it is difficult to lift something heavier than their physical limitations would allow, it is still possible with enough uninterrupted application of focus and effort. A hand gesture is required to help focus the mind.

Telekinesis +2: With an effort of will, the Force User can concentrate for a second to freely manipulate multiple objects while not under duress and can exceed their physical limitations. A hand gesture is required to help focus the mind. The more objects being affected makes it more difficult to have careful movement.

Telekinesis +3: Allied with the Force, the Force User can wield Telekinesis in the heat of battle. Most objects can be moved instantaneously, so long as no opposing force is applied, and sizable objects take a few seconds of concentration.

Telekinesis +4: The Force User can now control the world around them with a fine-grain, even intricate objects such as mechanical locks, with the Force. It is well beyond merely a power to lift rocks. Multiple objects can be moved around at will with a reasonable degree of accuracy.

Telekinesis +5: A master of Telekinesis can now easily and instantly influence any number of physical objects of any shape or size with the appropriate concentration.

Related Feats: Force Crush I, Force Crush II, Hammer Time, Hexing I, Hexing II, Hexing III, Ichor Bolt, Matter Bender I, Matter Bender II, Plasma Manipulation I, Plasma Manipulation II, Primed I, Primed II, Primed III, Telekinetic Combat I, Telekinetic Combat II, Telekinetic Strike I, Telekinetic Strike II, Telekinetic Strike III, Use The Force, Luke I, and Use The Force, Luke II

Prerequisites:

2013/07/20 / 2018/01/16
Force Lightning

Force Lightning is the ability to manifest the Force into violent energy from the user’s own body in the form of electricity directed at a single target in a burst. Force Lightning can fry sensitive electronics and will cause extreme pain in the recipient. With more advanced training (Feats), this ability can be augmented into a sustained attack or even hit multiple targets.

Force Lightning +0: N/A

Force Lightning +1: Initially, Force Lightning takes several seconds and powerful immediate emotional stimulus to harness. At this rank, a single use will leave the user feeling winded, physically, and emotionally taxed.

Force Lightning +2: After some practice, the Force User can call upon past emotional experiences for several seconds to provide fuel for Force Lightning. The aftereffects are still present.

Force Lightning +3: With consistent training, a Force User is able to lessen the after effects, and can use Force Lightning multiple times over several minutes.

Force Lightning +4: Force User can put themselves into the required mindset almost instantaneously and can call on Force Lightning repeatedly before being drained.

Force Lightning +5: A Master of the power can produce Force Lightning at will, with but a thought. The Force User can use the ability multiple times in quick succession with little effort.

Related Feats: Arcane Shield I, Arcane Shield II, Arcane Shield III, Bounce It, Force Shockboxing I, Force Shockboxing II, Force Shockboxing III, Lightning Deflection I, Lightning Deflection II, Lightning Deflection III, Primed I, Primed II, Primed III, Static Shock I, Static Shock II, Static Shock III, Static Shock IV, and Tempest

Prerequisites:

2013/07/20 / 2018/01/20
Creature Control

The Force connects all living things, and with training, a Force-user can develop the ability to reach out and make a connection with a target creature.

Creature Control +0: N/A

Creature Control +1: With full concentration, you can connect with a Domesticated creature.

Creature Control +2: With half concentration, you can connect with a Domesticated creature, and begin to form a connection with Tameable creatures.

Creature Control +3: With minimal effort you can connect with Domesticated or Tameable creatures, and can create a basic connection with an Untameable creature to prevent them from eating you.

Creature Control +4: You can effortlessly connect with any creature that is Domesticated and connect with a Tameable creature with minimal effort. With full concentration, you can maintain a connection with untameable creatures.

Creature Control +5: You can effortlessly connect with any creature that is Domesticated or Tameable, and with enough focus even those considered Untameable .

Related Feats: Beast Mode I, Beast Mode II, Beast Mode III, Creature Sense I, Creature Sense II, Creature Sense III, Deep Bond I, Deep Bond II, Deep Bond III, Obedience School, Primal Bond I, Primal Bond II, Primal Bond III, We Are Legion I, and We Are Legion II

Prerequisites:

2013/07/20 / 2019/05/03
Amplification

Allows a Force User to perform amazing feats of physical prowess. By channeling the Force, a Force User could run faster, jump higher, hit harder, and even react faster. This ability allows the user to push beyond the normal limits of their physical bodies and perform superhuman feats.

Amplification +0: N/A

Amplification +1: At the most basic level, a Force User must concentrate for several seconds to augment one of their physical abilities through the Force. The Force User would feel fatigue after a single use respective to the complexity of the action.

Amplification +2: With further study, the Force User must concentrate for only a second in order to augment one of their physical abilities through the Force. A single-use will not cause fatigue, but subsequent use of Amplification in the next several minutes would.

Amplification +3: With consistent study, the Force User can instantly augment one of their physical abilities through the Force, but still experience fatigue when using Amplification several times over the course of several minutes.

Amplification +4: The Force User can instantly augment one of their physical abilities with the Force but still experience fatigue if they use Amplification many times over the course of several minutes.

Amplification +5: Mastery allows a Force User to not only instantly augment one of their physical abilities with the Force, but the effects of fatigue after use are effectively negligible.

Related Feats: Beast Mode I, Beast Mode II, Beast Mode III, Crystal Ascendant: Can't Touch This, Enhanced Sight I, Enhanced Sight II, Escape Artist, Force Scream I, Force Scream II, Hammerhand, and Lightning Reflexes

Prerequisites:

2013/07/20 / 2020/01/20
Blinding

Blinding is a Force User's ability to create a flash of blinding white-light with the Force. The effect is instantaneous and leaves opponents disoriented and unable to see as if hit with a flash-bang grenade. This ability can also blind the caster if they are not careful, and requires a hand gesture as a focus.

Blinding +0: N/A

Blinding +1: Initially, the Force User must commit his full concentration for several seconds in order to create a flash of blinding white-light.

Blinding +2: With further training, the Force User can create a flash of blinding white-light with half of their concentration focused on the task, but requires full focus while in combat.

Blinding +3: With consistent training, the Force User can create a flash of blinding white-light with minimal concentration outside of active combat, and half concentration while engaged in combat.

Blinding +4: The Force User has become adept at creating a flash of blinding white-light with minimal effort in combat or out of combat.

Blinding +5: A Master of Blindness can create a flash of blinding white-light at will, without any noticeable effort.

Related Feats: Blinded By The Light, Primed I, Primed II, Primed III, and Whizz-Bang

Prerequisites:

2013/07/20 / 2020/01/20
Concealment

Concealment is the ability for a Force User to mask their connection and identity with the Force. This goes for hiding a Force User's strength in the Force as well as alignment. While Force Cloak renders the Force User invisible from the eye, Concealment can veil a user invisible to those searching through the Force. The more skilled a Force User is with this ability, the easier it is to maintain a veil of Concealment.

Concealment +0: N/A

Concealment +1: Initially, the Force User can hide their signature, strength, and alignment in the Force with their full concentration devoted to the task.

Concealment +2: With further training, the Force User can hide their signature, strength, and alignment in the Force with half of their concentration dedicated to the task as long as they remain out of combat.

Concealment +3: With consistent training, the Force User can hide their signature, strength, and alignment in the Force with minimal concentration out of combat, but a committed effort of concentration while in battle.

Concealment +4: The Force User has become adept at hiding their signature, strength, and alignment in the Force with minimal effort whether in combat or not.

Concealment +5: A Master of Concealment is able to effortlessly hide their signature, strength, and alignment in the Force, effortlessly as breathing.

Related Feats: Haze I, Haze II, Haze III, Quey'tek Meditation, Synergy I, Synergy II, and Synergy III

Prerequisites:

2014/01/25 / 2020/01/20
Force Cloak

By manipulating light and shadows with the Force, the Force User can use Force Cloak to vanish from view and become invisible. A Force User cloaked in the Force in such a manner is undetectable to the naked eye or even by technology and scanners such as infrared or night vision, but still able to be detected by another Force User's Sense or Precognition abilities. The Force User must also remain immobile when cloaked.

Force Cloak +0: N/A

Force Cloak +1: Initially, a Force User must devote their full concentration in order to vanish from view, and the process moves slowly from the feet upward over the course of about half a minute.

Force Cloak +2: With further study, the Force User requires less concentration to maintain Force Cloak and can choose which part of their body the cloak starts at.

Force Cloak +3: With consistent training and discipline, the Force User can vanish from view in the space of a few seconds.

Force Cloak +4: A Force User can vanish from view almost instantaneously and remain shrouded with minimal concentration.

Force Cloak +5: Mastery allows a Force User to instantly vanish from view in the blink of the eye and at will.

Related Feats: False Cloak, Ghosting I, Ghosting II, Ghosting III, Synergy I, Synergy II, Synergy III, Take My Shimmer I, and Take My Shimmer II

Prerequisites:

2013/07/20 / 2020/01/20
Precognition

Precognition is the Force User's ability to perceive immediate and intentional danger to themself through the Force as it enters their sphere of awareness — which is a fancy way of saying the space around the immediate person. This power often manifests itself in the form of gut intuition to dodge an incoming attack, like a slight nudge or “voice” advising them to duck under a blaster bolt that would have otherwise split their forehead.

Precognition +0: N/A

Precognition +1: The Force User is able to sense imminent danger to their person, but often only a heartbeat or two before it occurs.

Precognition +2: As the Force User learns to trust their instincts, they can sense danger within two or three heartbeats before it happens, affording them the opportunity to react.

Precognition +3: With further training, the Force User may perceive danger several heartbeats in advance and, if able, can not only avoid harm but start to formulate a plan of action to avoid further harm from follow up attacks.

Precognition +4: The instincts of a fully trained Force User are sharp and focused, allowing the user to perceive danger several heartbeats in advance and even as intentions shift in a single moment, giving them time to not only dodge effectively if able, but figure out a countermeasure.

Precognition +5: A master of Precognition can not only perceive imminent danger, but with enough time to formulate and, if able, execute a countermeasure preemptively.

Related Feats: Jedi Ace I, Jedi Ace II, Jedi Ace III, Leaf On The Wind, and Reflexive Counter

Prerequisites:

2013/07/20 / 2020/01/20
Rage

Light or Dark, all Force Users can will their entire being toward a single purpose. When letting their Rage fuel their body, a Force User can run faster, hit harder, and jump higher, beyond even Amplification would allow. When the adrenaline subsides, however, the Force User often feels a heavy tax on their body and needs significant time to recuperate.

Rage +0: N/A

Rage +1: Initially, when a Force User enters Rage they will be completely single-minded in pursuit of their goal, ignoring even self-preservation. At this rank, if the Force User is unable to complete their goal, their Rage will only end with the Force User's death or exhaustion at the end of the power’s duration.

Rage +2: With further study, a Force User entering Rage will retain their self-preservation instinct, able to change their course of action if continuing to do so would likely cause them grave physical harm.

Rage +3: With consistent training, a Force User is capable of basic tactical thinking during Rage. They may give and take commands from allies, and are more aware of their surroundings.

Rage +4: A Force User adept at Rage is capable of maintaining discipline and a mostly clear head during combat. The Force User' situational awareness is only slightly diminished, and they remain capable of complex tactical maneuvers.

Rage +5: A master of harnessing their Rage can harness the ability with a perfectly clear head. For all outward appearances, the Force User is in complete control of their actions, emotions, and able to dispassionately change course of action if they desire.

Related Feats: Rage Against The Machine, Rampage I, Rampage II, and Rampage III

Prerequisites:

2013/07/20 / 2020/01/20
Sense

One of the most rudimentary powers of the Force User, Sense is the ability to open one's mind to the omniscient awareness of the Force and to use it to detect the presence, feelings, emotions, intentions, alignment, and Force strength of other beings. As the Force User grows more connected with the Force, they can decipher the heightened awareness with greater clarity and less effort of will. All Force Users have the basic ability to feel the Force, but training is required to make any kind of use out of it.

Sense +0: N/A

Sense +1: Initially, the Force User can close their eyes and focus solely on connecting with the Force to detect the proximity, presence, feelings, intentions, and emotions of sentient beings around them. The details can be overwhelming, though, while only the vaguest sense of alignment can be felt.

Sense +2: With further study, the Force User can more easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, and alignment of sentient beings around them. Even a rough measure of an individual's Force strength can be felt. The details become more clear, and can be used to paint a basic picture of understanding of the details presented.

Sense +3: With consistent training, the Force User can easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under light duress. The details are fairly clear, but may be clouded if under duress.

Sense +4: With only a moment’s concentration, the Force User can connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under duress. The details are clear enough to paint a picture of what is happening, unless the Force User is under heavy duress.

Sense +5: A fully trained Force User, with the Force as their ally, can connect to the Force at will and with no concentration required, sensing the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them. The details are sharp and clear.

Related Feats: Battlefield Awareness I, Battlefield Awareness II, Battlefield Awareness III, Creature Sense I, Creature Sense II, Creature Sense III, Dowsing I, Dowsing II, Dowsing III, Elementary, Eyes Wide Shut, I Know That Feel, Bro, Psychometry I, Psychometry II, and The Force is With Me

Prerequisites:

2013/07/20 / 2020/01/20
Slow

Slow allows a Force User to hinder the movement of a target through the Force. With more advanced training (feats) a Force User can also stun a target in place, or bring them to a complete halt. This ability affects both organic and non-organic targets.

Slow +0: N/A

Slow +1: Initially, a Force User can slow or hinder the movement of a target with their full attention set to the task.

Slow +2: With further study, the Force User can slow or hinder a target with less than full attention, as long as they are concentrating on the task.

Slow +3: With consistent training, the Force User can slow or hinder the movement of a target with half their attention and minimal concentration.

Slow +4: The Force User can slow or hinder the movement of a target with minimal attention and only slight concentration.

Slow +5: A master of Slow can effortlessly slow or hinder the movements of a target at will.

Related Feats: Primed I, Primed II, Primed III, Singularity, Stun I, and Stun II

Prerequisites:

2013/07/20 / 2020/01/22
Healing

Healing is the Force User’s ability to use the Force to cure injuries. This comes at a personal cost of energy and strength. Both dark and light side applications have the same set of ability to heal themselves and others. This ability merely accelerates possible healing a body would normally undergo. For major injuries, this acceleration can mean the difference between life and death, healing the body before it would die from its injuries. For example, this power can heal a serious torso wound by a lightsaber, but cannot allow a limb to be regrown. Physical contact must be maintained for the duration of the healing.

Healing +0: N/A

Healing +1: A Force User can with full concentration on the task, heal abrasions, set minor bone fractures, and maintain bodily function. This effort is very draining on their energy. Serious injuries can take up to a day to fully heal.

Healing +2: A Force User can heal abrasions, seal up open wounds, set bone fractures, and maintain bodily function. This can be done while moving, but without performing any strenuous physical activity. This effort is very draining on the user’s energy. Serious injuries can take up to a day to fully heal.

Healing +3: A Force User can heal injuries more quickly. Minor wounds can be healed with less concentration. This effort is only moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.

Healing +4: A Force User can heal injuries even more quickly, even in the heat of battle. This effort is moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.

Healing +5: A Master of Healing can utilize this ability with barely any concentration and can be done while participating in combat. This effort is less draining on the user’s energy. Serious injuries can be healed in a matter of moments.

Related Feats: Accelerated Healing I, Accelerated Healing II, A Soul for a Soul, Field Triage I, Field Triage II, Field Triage III, Force Drain I, Force Drain II, Force Drain III, Synergy I, Synergy II, and Synergy III

Prerequisites:

2013/07/20 / 2020/01/23
Battle Meditation

Battle Meditation is a Force Power used to boost the combat effectiveness of allies and reduce the effectiveness of enemies. With further training, the Force User can influence their tactical coordination and teamwork as well but does not allow for telepathic communication. The skill starts with affecting the immediate area around the user, growing to affect an entire battlefield, but does not work well on the scale of large space battles. Battle Meditation can generally turn a narrow victory into a rout, a narrow defeat into a narrow victory, or minimize the losses of a significant defeat.

Battle Meditation +0: N/A

Battle Meditation +1: At the most basic level, the Force User may influence morale in a single confrontation nearby, and in the Force User's line of sight.

Battle Meditation +2: With some extra study, the Force User no longer requires a direct line of sight and can affect allies working as a team.

Battle Meditation +3: The Force User can easily affect multiple small-sized groups fighting independently, influencing their courage, morale and will to fight, and improving or reducing their coordination with each other. The Force User will often turn the tide of small battles in their favour.

Battle Meditation +4: Through dedicated concentration, the Force User can simultaneously affect groups of friends and foes across a small area, tipping the scales in any small or medium confrontation.

Battle Meditation +5: A master of Battle Meditation may devastate the will of his enemies, while simultaneously amplifying the courage of his allies, across an impressive area. The Force User can influence the outcome of any medium or large confrontation.

Related Feats: Ace Aura, Force Meld I, Force Meld II, Hivemind I, Hivemind II, Hivemind III, Space Battle Meditation I, and Space Battle Meditation II

Prerequisites:

2013/07/20 / 2021/02/10
Darkness

Darkness uses the Force to create a sphere around a single target in which all light is eliminated. This power is initially draining, able to affect only a small area. As the Force User's power increases, they are able to affect a larger area with greater ease. Darkness prevents natural vision and optical technology (such as cameras), but not the use of the power Sense.

Darkness +0: N/A

Darkness +1: At its most basic level, Darkness is limited to a sphere roughly two meters in diameter, fixed on the center of the user. It takes about a second for the darkness to descend, and the effect will only last several seconds.

Darkness +2: With further study, the Force User can increase the diameter to about four meters, and anchor it anywhere within two meters of themselves, lingering for several seconds.

Darkness +3: With consistent study, the Force User can increase the diameter to six meters in size and anchor it anywhere within four meters of themselves, lasting for up to a minute.

Darkness +4: No longer a matter of study, the Force User can instinctively snap an eight meter diameter into place, anchoring it anywhere within six meters of themselves, lasting about a minute.

Darkness +5: With mastery comes perfection. The Force User may place a twelve meter diameter shape anywhere within twelve meters of themselves, anchoring it within the same range, lasting about a minute.

Related Feats: Darksight, Ichor Cloud, Lil' Bit Disco, Primed I, Primed II, and Primed III

Prerequisites:

2013/07/20 / 2024/01/30
Ichor

Ichor is the ability to channel the Force into liquids, which can be consumed at a later time. These reserves can be used to help heal the body, restore energy, or provide greater strength and endurance.

Ichor +0: N/A

Ichor +1: The most basic of Ichor users can create and carry a single weak ichor potion. This potion can heal minor bodily damage, provide a small boost of stamina, or give a little more Force essence for the drinker to pull from.

Ichor +2: With further training, the Force user can create and carry a single moderate ichor potion. This can heal non-life-threatening injuries, provide a good boost of stamina, or give a useful boost of Force essence for the drinker.

Ichor +3: The Ichor user can now create and carry a single strong ichor potion. This potion can heal even life-threatening injuries, restore stamina from total fatigue, or completely replenish the drinker’s Force reserves.

Ichor +4: With advanced training, the Force user can now carry a single strong ichor potion and a single moderate ichor potion. In addition to healing, stamina, or Force restoration, it can also increase physical strength and endurance.

Ichor +5: A master of Ichor can create and carry two strong ichor potions, which can have up to two effects at the same time. These include healing, stamina, Force, and increased strength or endurance.

Related Feats: Chem Dealer I, Chem Dealer II, Ichor Grenades I, Ichor Grenades II, and Ichor Grenades III

Prerequisites:

2025/05/02 / 2025/05/02
Item Conjuring

Item Conjuring allows a Force user to lock away an item they own in the ether and summon it to them elsewhere. These objects remain in the ether indefinitely until summoned. Items can be stored and removed as many times as the Force user wants. Once stored, no one can take the object from the user while it is there. These objects cannot be living organisms. This item must be owned as a possession by the user. Items not in your loadout must still be noted in the loadout description.

Item Conjuring +0: N/A

Item Conjuring +1: With fifteen minutes of intense focus, a Force user can store or summon a single small object that isn't a weapon. Only one object can be stored at a time.

Item Conjuring +2: With training, in the span of ten minutes, a Force user can store or summon a single small object, including small weapons. Only one object can be stored at a time.

Item Conjuring +3: Item Conjuring can now be done within five minutes and can be used to store or summon a single item the Force user can physically carry. Only one object can be stored at a time.

Item Conjuring +4: With one minute of focus, the Force user can store or summon a single small item they can physically carry. They can now store two objects at a time.

Item Conjuring +5: A master of Item Conjuring can store or summon an item with only thirty seconds of focus. This item must be one they can physically carry. They can have up to three objects stored at a time.

Related Feats: Locker Space I, Locker Space II, and Quick Storage

Prerequisites:

2025/05/02 / 2025/05/02
Necromancy

Necromancy is the ability to pull the soul of the deceased into the mortal plane. While these souls cannot be tethered to their former bodies, with practice, they can take on more solid forms with the ability to manipulate objects in the world around them. These souls are commonly referred to as ’Wraiths’.

Wraiths are incredibly fragile, and their tether to the physical plane can be severed with a single weapon strike. Stronger Wraiths can wear armor or wield weapons, which must be provided to them. All Wraiths rely on the knowledge of their summoner to function, be that how they handle weapons or how they move.

Necromancy +0: N/A

Necromancy +1: Initially, Necromancy takes a minute of intense focus to pull a soul into the mortal plane. This Wraith is a hazy outline roughly similar in size to what it was in life. It can make indistinct noises and weakly push on objects to move them, but it cannot directly manipulate physical objects with control. The user must actively concentrate on maintaining and controlling the Wraith.

Necromancy +2: With training, a user of Necromancy can create a single Wraith that is a smokey visage of its former self, roughly the same size and shape it was in life. This Wraith can speak single words in a low, pained moan. It can push and pull objects to move them. The user must actively concentrate to maintain and control the Wraith.

Necromancy +3: At this level, the user can create a single fully formed Wraith. This is a dense cloud of dark particles that perfectly matches its shape and size from life. It can speak in haunting low tones and move objects with a poor level of control. The Wraith can follow simple tasks autonomously once ordered.

Necromancy +4: With advanced training, you can create a single, fully formed Wraith, which is capable of wearing clothing and armor and wielding weapons, but lacks fine control in using them. The Wraith can follow simple tasks autonomously, including simple combat actions in battle. This requires an active concentration on maintaining and controlling the Wraith.

Necromancy +5: A master of Necromancy can generate a single powerful Wraith. It can wear clothing and armor and utilize weapons at one skill point lower than its summoner. They can behave completely autonomously while the user only needs to maintain concentration on keeping them in the mortal plane.

Related Feats: Unseen Servant

Prerequisites:

2025/05/02 / 2025/05/02