{
  "force_powers": [
    {
      "name": "Energy Absorption I",
      "category": "Energy",
      "cost": 2,
      "activation": "Reaction",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Reaction, when you are hit by an attack or effect that deals energy damage (such as blaster fire, plasma, or Force lightning), you can wrap yourself in a protective field of Force.\n\nFor that instance of damage, you take only half the final damage (rounded down) after all other modifiers are applied.\n\nYou may use this reaction when a source of energy damage targets you, before you roll any saving throws.",
      "min_level": 1,
      "side": "Light",
      "example": "A Padawan, cornered on a catwalk as a stormtrooper squad opens up, throws up a hand and burns 2 FP as a Reaction the instant the blaster bolt connects. The protective Force field flares and she takes only half the final damage, rounded down, soaking what would have dropped her. Because it triggers on energy damage specifically, the same trick works against the arc of Force lightning a Dark Jedi hurls at her the next round, halving the hit before any save even comes into play.",
      "lore": "Absorbing or dissipating raw energy is a classic Control discipline of the Jedi, the same defensive mastery of one's own body and the surrounding Force that lets an adept turn aside what should burn or blast them. In Legends it appears most famously as tutaminis, the energy-absorption technique a handful of skilled Jedi used to catch blaster bolts in their bare hands or even dispel the energy of a lightsaber blade. On screen the principle is clearest when Yoda catches and absorbs Count Dooku's Force lightning at the end of Attack of the Clones, and again when he soaks the Emperor's lightning into his hands during their duel in the Senate in Revenge of the Sith. As a Light-side protective art it leans on patience and centered defense rather than aggression, fitting the guardian temperament of the Jedi over the Sith."
    },
    {
      "name": "Energy Absorption II",
      "category": "Energy",
      "cost": 3,
      "activation": "Reaction",
      "range": "Self",
      "concentration": false,
      "prerequisites": [
        "LVL 10",
        "Energy Absorption I"
      ],
      "effect": "As a Reaction, when you are hit by an attack or effect that deals energy damage, you can fully absorb and nullify that instance of damage.\n\nIf you negate the damage this way, you also gain resistance to energy damage until the start of your next turn against further attacks from the same source (such as the same turret, weapon, or Force power).",
      "min_level": 10,
      "side": "Light",
      "example": "A Padawan is pinned behind a crate as a turret stitches the corridor with blaster bolts. One bolt has her dead to rights—so she spends her Reaction and 3 FP to fully absorb and nullify that instance of energy damage, the bolt guttering out against her open palm. Better still, that same turret now does nothing to her: she has resistance to its fire until the start of her next turn, buying her the heartbeat she needs to roll clear.",
      "lore": "Absorbing raw energy into the body is a hallmark of deep Control mastery in the Jedi tradition, the same discipline that lets an adept turn aside fire, lightning, or blaster fire through sheer attunement to the Force. In Legends this art is called tutaminis, an umbrella of Control techniques taught to Jedi Initiates, and its masters could catch and disperse concentrated energy bare-handed: Nejaa Halcyon was renowned for catching lightsaber blades with his palm, while the Sith Lord Darth Plagueis could absorb blaster bolts in one hand and convert their energy into Force lightning. The principle is depicted on screen as well, most famously when Darth Vader raises a gloved hand to absorb Han Solo's blaster shots in The Empire Strikes Back, and it echoes through countless portrayals of Force-users negating energy attacks. Among the Jedi it is a defensive, Light-side art: where a Sith might hurl destructive energy, a Jedi learns to receive and unmake it."
    },
    {
      "name": "Force Barrier",
      "category": "Energy",
      "cost": 2,
      "activation": "Action",
      "range": "20 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you project a shimmering wall of Force within 20 ft on a point you can see, forming a barrier that fits in a 10 ft by 10 ft area. The barrier lasts until the start of your next turn.\n\n• Creatures fully behind the barrier gain +2 AC against ranged attacks that pass through it and have advantage on Dexterity saving throws against area effects that originate on the opposite side.\n\n• Any energy damage that passes through the barrier is reduced by half.",
      "min_level": 1,
      "surge": {
        "type": "multi-vector",
        "vectors": [
          {
            "name": "Width",
            "per_fp_increment": "+5 ft per side",
            "max": "25×25 ft at +3 FP all-width"
          },
          {
            "name": "Duration",
            "per_fp_increment": "+1 round",
            "max": "4 rounds total at +3 FP all-duration"
          }
        ],
        "max_extra_fp": 3,
        "allocation": "At cast time, the player allocates +1, +2, or +3 extra Force Points across the two vectors in any combination. Examples: (+1 width, +1 duration) = 15×15 ft for 2 rounds; (+0 width, +3 duration) = 10×10 ft for 4 rounds; (+3 width, +0 duration) = 25×25 ft for 1 round.",
        "notes": "Range stays 20 ft regardless of FP. Damage-protection mechanics (+2 AC against ranged through it, half energy damage through it) are unchanged. Cannot be combined with class-trait FP-burn enhancements on the same cast."
      },
      "side": "Light",
      "example": "A Padawan pinned at the end of a catwalk hears blaster bolts chewing the railing apart. She spends 2 FP and throws up Force Barrier 15 feet ahead, a shimmering 10-by-10 wall across the choke point, then ducks her squad behind it. For the round, the troopers firing through it are answered by +2 AC, and when a grenade lands on the far side everyone behind the wall rolls Dexterity saves with advantage. One bolt punches through anyway, but as energy damage crossing the barrier it's cut in half before it ever reaches her shoulder.",
      "lore": "Defensive Force barriers belong to the protective, life-affirming side of the Force tradition, drawing on the Control and Alter disciplines and long associated with Jedi who favored shielding allies over striking foes. In Legends lore, telekinetic Force barriers and protection bubbles (sometimes called the Force shield or \"wall of Force\") were taught as ways to deflect blaster fire and turn aside energy; Luke Skywalker's New Jedi Order even trained its youngest students to wrap themselves in a shimmering Force barrier, with his niece and nephew, Jacen and Jaina Solo, learning to do so as small children. Onscreen, the same protective impulse appears when Force-users brace against incoming energy with a raised hand to hold an attack at bay. The technique sits squarely in the guardian tradition: a power of patience and protection rather than aggression, well suited to a wall that blunts incoming fire."
    },
    {
      "name": "Force Cloak",
      "category": "Energy",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you bend light and sound around yourself, becoming nearly invisible. Until the start of your next turn, or until you make an attack, use a Force power that targets another creature, or take a hostile action, you are considered Invisible.\n\nCreatures have disadvantage on Perception checks to detect you, and you have advantage on Stealth checks made to hide during this time.\n\nOutside of combat, a GM may allow you to maintain Force Cloak for up to 1 minute with concentration.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, pinned behind a crate as stormtroopers close in, spends 2 FP and a Bonus Action to bend light and sound around herself, flickering out of sight. With the troopers now at disadvantage on Perception to spot her and her own Stealth rolls at advantage, she slips along the wall to a side hatch. The catch: the instant she fires a shot or reaches out with a Force power at someone, the Cloak drops, so she holds her blaster and lets her boots do the talking until she's clear.",
      "lore": "Cloaking oneself from sight draws on the same tradition as the Force's ability to \"have a strong influence on the weak-minded,\" the Control-and-Alter art of affecting perception that Obi-Wan Kenobi famously used to wave his droid-laden speeder past the stormtroopers at the Mos Eisley checkpoint on Tatooine. In the broader tradition this self-concealment leans on Force Stealth and the affect-mind techniques practiced across both Jedi and Sith lineages, where a careful adept could pass unseen rather than fight. As a Universal power it favors neither side: a Jedi might use it to slip away and avoid bloodshed, while a Dark sider might use the very same trick to stalk a target. It reflects the long-standing idea that the most dangerous Force-user is often the one you never see coming."
    },
    {
      "name": "Force Healing",
      "category": "Energy",
      "cost": 2,
      "activation": "Action",
      "range": "Touch or 5 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you channel the living Force to mend wounds. Choose a creature you can touch or that is within 5 ft. The target regains hit points equal to 1d8 + your Proficiency Bonus + your Wisdom modifier.",
      "min_level": 1,
      "side": "Light",
      "example": "A blaster bolt drops your squadmate behind the crate; you crawl over, lay a hand on the wound, and spend 2 FP to channel the living Force. Roll 1d8 + your Proficiency Bonus + your Wisdom modifier and the bolt-burn knits shut, pulling them off the ground before the stormtroopers close in. No attack roll, no save to beat -- just touch (or reach within 5 ft) an ally and the hit points come back. At level 1 it's the heal you lean on, and a high WIS keeps it landing big all game.",
      "lore": "Force healing is a classic Control-discipline power of the light side, drawn from a Jedi's deep connection to the living Force -- the energy of all living things. In canon and Legends alike, Jedi use it to mend their own injuries and those of others, from accelerating natural recovery to closing grievous wounds. Memorable instances include Rey channeling the Force to heal the wounded serpent (and later Kylo Ren) in The Rise of Skywalker, and Baby Yoda / Grogu soothing injuries in The Mandalorian. The deepest expressions of the art shade toward forbidden territory: Darth Plagueis's fabled mastery over life and death, recounted by Palpatine, sat at the dark edge of the same power. As a healing discipline rooted in selflessness and harmony, it has always sat far more naturally with the Jedi than the Sith."
    },
    {
      "name": "Vital Transfer I",
      "category": "Energy",
      "cost": 1,
      "activation": "Action",
      "range": "Touch",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you touch a willing creature within 5 ft and give them a portion of your own life force.\n\nBefore rolling, choose an amount of hit points to sacrifice, up to a maximum equal to half of your current HP (rounded down). You take that amount as unavoidable Force damage that cannot be reduced and ignores temporary HP. The target regains hit points equal to the sacrificed amount + your Wisdom modifier.\n\nThis power has no effect on droids or creatures that cannot benefit from biological healing.",
      "min_level": 1,
      "side": "Light",
      "example": "A Padawan kneels over a downed clone trooper as blaster fire screams overhead. She spends 1 FP, presses a hand to his shoulder, and chooses to sacrifice 12 of her current HP, well under half her total. That 12 hits her as unavoidable Force damage that no armor or temp HP can blunt, but the trooper surges back up, regaining 12 + her Wisdom modifier. Just don't try it on the protocol droid bleeding hydraulic fluid beside him; this power does nothing for machines.",
      "lore": "Transferring one's own life energy to heal another is one of the oldest and purest expressions of the Light side, tied to the Jedi disciplines of Control and Alter. In Legends it appears as the Force technique \"Transfer Force\" (also called transfer life force), by which a Force-user pours part of their own vitality into a mortally wounded ally to save them — at real cost to themselves. Its most famous use comes from the Mortis arc of The Clone Wars, where the dying Daughter channeled the last of her life force through Anakin Skywalker to revive the slain Ahsoka Tano. The act embodies the Jedi ideal of compassion and self-sacrifice, the willingness to give of oneself so another may live, which is why the power is firmly Light-aligned. Where Dark side adepts take life to sustain themselves, a Jedi gives life away."
    },
    {
      "name": "Vital Transfer II",
      "category": "Energy",
      "cost": 2,
      "activation": "Action",
      "range": "Touch",
      "concentration": false,
      "prerequisites": [
        "LVL 10",
        "Vital Transfer I"
      ],
      "effect": "You may apply this improved version when using Vital Transfer. You choose an amount of HP to sacrifice as normal (up to half your current HP). The target regains hit points equal to the sacrificed amount + your Wisdom modifier.\n\nHowever, you only take half the sacrificed amount as damage (rounded up).\n\nIf this healing would raise the target above its hit point maximum, any excess becomes temporary hit points up to a maximum equal to your character level + your Wisdom modifier.",
      "min_level": 10,
      "side": "Light",
      "example": "The squad's slicer is down to a sliver of HP behind a crate, and your Consular still has plenty in the tank. You spend 2 FP, reach out with a touch, and sacrifice 18 HP — but with the improved transfer you only take 9 damage (half, rounded up), while she regains the full 18 plus your +3 Wisdom modifier, for 21 healing. She was already near her max, so the 4 points of overflow become temporary HP, capped at your level (10) plus Wisdom (3) — exactly the cushion she needs to survive the next volley.",
      "lore": "Drawing life energy from oneself to mend another is a hallmark of the Jedi healing arts, an expression of the Light side's selfless compassion and the Control discipline that lets a practitioner govern the body's own vitality. In Legends lore, gifted Jedi healers — including those drawn to ancient Jedi sanctuaries such as Ossus — channeled the Force to knit wounds and even share their own strength with the dying, a practice that demanded deep attunement and personal sacrifice. The technique embodies the classic Jedi teaching that the Force flows through all living things, and that a guardian of peace gives of themselves to preserve life. Mastery, as reflected here, refines the gift so the healer spends less of their own vitality to grant more — the wisdom of an experienced healer who has learned to wield the Force with efficiency rather than raw effort."
    },
    {
      "name": "Force Lightning",
      "category": "Energy",
      "cost": 4,
      "activation": "Action",
      "range": "30 ft line or 15 ft cone",
      "concentration": false,
      "prerequisites": [
        "LVL 10"
      ],
      "effect": "As an Action, you unleash a torrent of crackling dark energy in a 30 ft line or a 15 ft cone (your choice) originating from you.\n\nEach creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 4d6 electric damage + your Proficiency Bonus + your Wisdom modifier; on a successful save, it takes half as much damage.\n\nCreatures that fail the save cannot take Reactions until the start of your next turn.\n\nTargets may use reactions that reduce or negate damage before making the saving throw.",
      "min_level": 10,
      "side": "Dark",
      "example": "Backed against a reactor housing with two stormtroopers closing in, the Sith acolyte spends 4 FP and splays both hands, loosing a 15 ft cone of crackling dark energy. Both troopers roll Dexterity saves against your DC of 8 + Proficiency Bonus + Wisdom modifier; one fails and eats 4d6 electric damage plus your PB and WIS mod, the other halves it on a save. The fried trooper can't take Reactions until the start of your next turn, so he can't dive for cover as you stride past. Need to skewer a tighter row of enemies instead? Pick the 30 ft line and watch it arc straight down the corridor.",
      "lore": "Force Lightning is the signature offensive power of the dark side, channeling raw Force energy into lethal arcs that course through a victim's body. In canon it is Emperor Palpatine's calling card — torturing Luke Skywalker aboard the second Death Star in Return of the Jedi and unleashing a fleet-crippling storm at the Battle of Exegol in The Rise of Skywalker — while Count Dooku wields it against Anakin and Obi-Wan during their duel in Attack of the Clones. The technique runs deep through Legends as well, used by Sith from Darth Sidious to Jedi-turned-dark-siders like Jerec and the redeemed Galen Marek (Starkiller) of The Force Unleashed. The Jedi traditionally shun it as an expression of hatred and aggression; Yoda absorbs Dooku's bolts in Attack of the Clones and Mace Windu deflects Sidious's in Revenge of the Sith, while Luke catches and redirects them in Legends. Its place is firmly within the dark side's Alter discipline, born of rage rather than the Jedi's defensive restraint."
    },
    {
      "name": "Force Stun",
      "category": "Energy",
      "cost": 2,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you bombard a creature you can see within 30 ft with overwhelming Force energy, disrupting its nervous system. The target must succeed on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or be Stunned until the start of your next turn. On a success, the target is not stunned but has disadvantage on its next attack roll before the end of its next turn.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, cornered on a catwalk by an onrushing bounty hunter, throws out a hand and spends 2 FP to slam the merc's nervous system with raw Force energy. The hunter has to make a Constitution save (DC = 8 + your Proficiency Bonus + your Wisdom modifier); he blows it, and is Stunned until the start of your next turn, dropping his blaster bead-sight clean off your chest. Even when a tougher target makes the save, it isn't a wasted Action, the strike rattles them into disadvantage on their next attack roll. At range 30 ft and just min level 1, it's the panic button every Force-user reaches for when one enemy needs to stop, right now.",
      "lore": "Stunning an enemy with a pulse of raw Force energy is a classic application of the Alter discipline, a non-lethal way to end a fight that fits the Jedi mandate to subdue rather than kill. In the films and shows, Jedi often incapacitate foes through telekinetic shoves and concussive bursts rather than going for the killing blow, reflecting the Order's defensive ethos. Because the technique simply overwhelms a target's body without drawing on hatred, it sits on the Universal side of the Force, used by light-side defenders and dark-siders alike, and its kinship with telekinetic abilities like Force Push and other Alter-based methods of incapacitating a foe is a long-standing part of Force lore. As a low-cost, entry-level power, it represents the kind of foundational Force discipline a student masters early, long before the flashier techniques."
    },
    {
      "name": "Force Drain",
      "category": "Energy",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, choose a creature you can see within 30 ft. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, it takes 2d8 + your Proficiency Bonus + your Wisdom modifier Force damage, and you regain hit points equal to half the total damage dealt (rounded down).\n\nOn a successful save, the target takes half damage and you do not regain hit points.\n\nThis power has no effect on droids or creatures without a living life force.",
      "min_level": 5,
      "side": "Dark",
      "example": "At the Table: A Sith acolyte, blaster bolts chewing the bulkhead beside her, spends 3 FP and reaches out toward the wounded mercenary 30 ft down the corridor. He fails his Constitution save against her DC, and 2d8 + her Proficiency Bonus + Wisdom modifier of Force damage tears the vitality out of him — half of which floods back into her as healing, closing the gash on her arm. Note: it's useless against the protocol droid hiding behind him, since machines have no living life force to siphon.",
      "lore": "In Legends lore, Force Drain (and its more lethal cousin, Drain Life) is a signature dark side power of the Sith, who learned to siphon a victim's life energy to sustain or empower themselves. Practitioners such as the ancient Sith Lords of the old Sith Empire and figures like Darth Nihilus — whose hunger consumed entire worlds — embody this corrupting technique, which trades a living being's vitality for the user's own strength. The act of feeding on another's life force is a hallmark of the dark side's selfishness, anathema to Jedi teaching, and inherently powerless against droids and other beings that possess no living life force to draw upon."
    },
    {
      "name": "Force Wound",
      "category": "Energy",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you crush and twist the target's internal energies. Choose a creature you can see within 30 ft; it must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, the creature takes 2d6 Force damage immediately and begins to suffer searing internal pain for up to 3 rounds. At the start of each of its turns, it takes an additional 1d6 Force damage and must repeat the saving throw; on a success, the effect ends early.\n\nOn the initial successful save, the creature takes only half of the initial 2d6 damage and suffers no ongoing effect.",
      "min_level": 5,
      "side": "Dark",
      "example": "A Sith acolyte spots a fleeing engineer 25 feet down the corridor and reaches out with a clenched fist, spending 3 FP to crush the man's insides. He fails the Constitution save (DC 8 + your Proficiency Bonus + your Wisdom modifier), takes 2d6 Force damage on the spot, and folds over screaming as searing internal pain sets in. On each of his next turns he bleeds for another 1d6 Force and rerolls the save, hoping to shake it before three rounds of agony finish him.",
      "lore": "Internal-rending powers like this belong squarely to the dark side, where the Force is bent toward direct cruelty rather than defense or healing. In Legends, Sith and dark adepts wielded telekinetic assaults that crushed organs and choked the life from victims from across a room, the same will-to-harm that animates the infamous Force choke seen from Vader to Dooku in canon. Such techniques sit in the Alter discipline, turning the practitioner's command over the physical world inward against a living body. The Jedi shunned them outright, regarding the deliberate infliction of suffering as a fast road to the dark side."
    },
    {
      "name": "Force Projection",
      "category": "Energy",
      "cost": 3,
      "activation": "Action",
      "range": "60 ft",
      "concentration": true,
      "concentration_duration": "1 minute",
      "prerequisites": [],
      "effect": "As an Action, you create an illusory projection of yourself in an unoccupied space within 60 ft that you can see. The projection looks and sounds like you, mimics your movements and speech, and can move up to 30 ft on your turn as you direct it (no Action required). It cannot attack, use Force powers, or physically interact with objects.\n\nThe projection lasts for up to 1 minute while you maintain concentration. You can see and hear from the projection's space as well as your own, but you do not gain any additional actions through it.\n\nCreatures that suspect the illusion can use an Action to make an Investigation check (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a success, they recognize it as an illusion. Any attack automatically hits the projection, causing it to vanish instantly.",
      "min_level": 1,
      "side": "Universal",
      "example": "Pinned down by stormtroopers across a hangar, the Padawan spends 3 FP and an Action to conjure an illusory double in an empty space 50 ft away — close enough to draw fire, since any attack that lands on the projection auto-hits and pops it like a bubble. While she stays hidden and holds concentration, she walks the double 30 ft up the catwalk each turn to scout the next room, seeing and hearing through its eyes. One sharp-eyed sergeant gets suspicious and burns his Action on an Investigation check (DC 8 + her proficiency bonus + her Wisdom modifier); he beats it and calls the bluff — but by then she already has the intel and a full minute of misdirection banked.",
      "lore": "In canon, the definitive Force Projection is Luke Skywalker's climactic feat on Crait in The Last Jedi, where he projected a flawless, fully convincing image of himself across the galaxy from Ahch-To to stall Kylo Ren and the First Order while the Resistance escaped — a duel won entirely by illusion, the strain of which cost Luke his life. The technique belongs to the Force's subtler \"Alter\" traditions of illusion and mind-affecting power, the same family that includes the classic Jedi mind trick. In Legends, long-range telepathic projection and crafted Force illusions appear among advanced Jedi and Sith adepts alike, used for scouting, deception, and contacting distant allies. As a Universal power, it carries no inherent Light or Dark charge — only the intent behind the deception does."
    },
    {
      "name": "Phase Shift",
      "category": "Energy",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [
        "LVL 10"
      ],
      "effect": "As a Bonus Action, you partially shift your body into the energy of the Force. Until the end of your current turn, you can move through creatures and solid, non-energy-based objects as if they were difficult terrain.\n\nYou must end your movement in an unoccupied space; if you would end inside an object or creature, you are shunted to the nearest unoccupied space and take 1d6 Force damage.\n\nWhile Phase Shift is active, you have resistance to kinetic and energy damage from weapon attacks, but you cannot make opportunity attacks or physically manipulate unattended objects.",
      "min_level": 10,
      "side": "Universal",
      "example": "Pinned in a dead-end corridor with two B1s closing in, your Level 10 Sentinel spends 2 FP as a Bonus Action and ghosts halfway into the Force. You stride straight through the lead droid as if wading through difficult terrain, resistant to its blaster bolts and vibroblade alike, and pop out clear on the far side. Just be sure to end your move in open space — clip a crate or a body and you're shunted to the nearest gap, taking 1d6 Force damage for the rough exit — and remember you can't swing an opportunity attack on the way past.",
      "lore": "There is no technique named \"Phase Shift\" in Star Wars canon, but the idea of a Force-user briefly stepping out of full physical engagement draws on a long tradition of bending one's presence through the energy field that binds the galaxy. Its closest conceptual root is the classic Jedi discipline of Control — one of the three traditional pillars (Control, Sense, and Alter) — which governs mastery over one's own body and its relationship to the Force. The most direct precedent, however, comes from Star Wars Legends rather than canon: a rare, high-level power called simply Phase, which let a Force-user pass through solid matter such as walls and doors. Phase was used by the Jedi An'ya Kuro in the comic Emissaries to Malastare and later by Bazel Warv in Troy Denning's novel Fate of the Jedi: Abyss. Because that material is now Legends, no equivalent exists in current canon. As a universal Energy-category power, Phase Shift sits among these rare, mastery-level applications rather than belonging to any one Light or Dark tradition."
    },
    {
      "name": "Force Armor",
      "category": "Energy",
      "cost": 3,
      "activation": "Bonus Action",
      "range": "Self or Touch",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As a Bonus Action, you surround yourself or a willing creature you can touch with a shimmering field of protective Force energy.\n\nFor 3 rounds, the target gains a +2 bonus to AC and has advantage on saving throws against Force powers and effects that deal energy damage.\n\nThe effect ends early if you become incapacitated or if you use this power again.",
      "min_level": 5,
      "side": "Light",
      "example": "The squad's medic is pinned behind a crate as blaster bolts chew the wall apart. As a Bonus Action, the Jedi Consular spends 3 FP and lays a hand on her shoulder, wrapping her in a shimmering Force field. For the next 3 rounds she's running +2 AC, and when the enemy slicer hits her with an energy-burst trap, she rolls her save with advantage and shrugs it off. Just don't get knocked out mid-fight, or the shield winks out early.",
      "lore": "Force Armor belongs to the Control discipline of the classic Jedi teachings, where an adept channels the Force inward to reinforce body and will against harm. It's a close cousin of the Force-barrier and energy-resistance techniques long associated with defensively-minded Jedi Consulars and Guardians in Legends lore, who learned to turn the living Force into a protective shell rather than a weapon. As a Light-side power, it reflects the Jedi ideal of preservation over aggression, shielding oneself or an ally instead of striking back. General Force-tradition practice held that such Control techniques were among the first protective skills a Padawan mastered before facing real danger."
    },
    {
      "name": "Pyrokinesis",
      "category": "Energy",
      "cost": 2,
      "activation": "Action",
      "range": "15 ft cone or 10x10 ft square within 30 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you superheat the air and ignite it with the Force, unleashing flame in a 15 ft cone originating from you or creating a 10 ft by 10 ft square of fire within 30 ft that you can see.\n\nEach creature in the cone or in the chosen square must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, the creature takes 2d6 fire damage and catches fire, taking 1d6 fire damage at the start of each of its turns until it or another creature uses an Action to extinguish the flames.\n\nOn a successful save, the creature takes half damage and does not ignite.",
      "min_level": 1,
      "side": "Universal",
      "example": "A squad of battle droids funnels into a narrow corridor, and your Sentinel decides to make them regret it. For 2 FP you spend your Action to unleash a 15 ft cone of Force-ignited flame; all four droids must make a Dexterity save (DC 8 + your Proficiency Bonus + your Wisdom modifier). Two of them fail, eating 2d6 fire damage and catching fire, taking another 1d6 at the start of each of their turns until someone burns an Action to slap out the flames. The other two save for half and walk out unlit, but the corridor is now a roaring chokepoint and the fight is yours to dictate.",
      "lore": "Pyrokinesis, the Force-driven manipulation of heat and flame, is a classic Alter-discipline talent that, in Legends, was practiced across Force traditions by Jedi, Sith, and others alike. A practitioner could superheat and agitate air or the molecules of combustible objects to ignite fires or conjure flame outright. Notable Legends users span the light and dark sides and beyond the Jedi-Sith divide: Jedi Master Yarael Poof was renowned for triggering fires by manipulating the molecules of flammable materials, Leia Organa Solo learned to light flames through the Force, and the Dathomiri witches (including the Nightsisters) and the Singing Mountain Clan wove fire into their own spellwork. The Force's command over fire and energy appears in the films as well, most memorably in The Rise of Skywalker, when an enraged Rey accidentally unleashed Force power that destroyed a First Order transport. Because conjured flame is raw and offensive, aggressive Force users have often turned it into a weapon, even though the ability itself is neutral and was wielded freely by Jedi and dark-siders alike."
    },
    {
      "name": "Combustion",
      "category": "Energy",
      "cost": 2,
      "activation": "Action",
      "range": "60 ft (10 ft radius)",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you focus on a point or an unattended object within 60 ft and hyper-excite its molecules, causing a violent explosion.\n\nCreatures within a 10 ft radius of that point must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 3d6 fire damage; on a success, it takes half damage.\n\nCombustion does not ignite terrain or create ongoing flames.",
      "min_level": 5,
      "side": "Universal",
      "example": "Three battle droids cluster behind a fuel crate sixty feet down the corridor. You spend 2 FP and lock onto the crate, hyper-exciting its molecules until it detonates in a violent burst. Every droid within 10 feet of that point makes a Dexterity save against DC 8 + your Proficiency Bonus + your Wisdom modifier — the two that fail eat the full 3d6 fire damage, the one that dives clear takes half. No lingering flames spread down the hall, so your slicer is free to sprint through the wreckage the next round.",
      "lore": "Combustion is one of the rare Force techniques that turns the Alter discipline directly against matter, agitating a target's molecules until they ignite. In Star Wars Legends it is most associated with the dark side: a telekinetic pyrokinetic power that let trained Force-users burst flammable objects into flame from a distance and, in its most feared applications, set living tissue alight. It sits in the same family as other Legends fire powers such as Force fire, drawing on the Alter (telekinesis) tradition rather than on conjured energy. Because deliberately igniting a living being was regarded as a corrupting act, the discipline was overwhelmingly a dark-side technique; the rare light-side practitioners who understood the underlying principle of exciting matter tended to restrict it to objects and obstacles rather than people. In SWURPG it is rendered as a Universal energy effect, a focused, one-time blast rather than a sustained inferno."
    },
    {
      "name": "Cryokinesis",
      "category": "Energy",
      "cost": 2,
      "activation": "Action",
      "range": "15 ft cone or 10 ft radius within 30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you rapidly draw heat out of the environment, freezing air, ground, or surfaces. Choose either a 15 ft cone originating from you or a 10 ft radius patch of ground within 30 ft that you can see.\n\nEach creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 2d6 cold damage and its movement speed becomes 0 until the start of its next turn. On a successful save, the creature takes half damage and its movement speed is halved until the start of its next turn.\n\nThe frozen ground in the affected area counts as difficult terrain until the start of your next turn.",
      "min_level": 5,
      "side": "Universal",
      "example": "A Padawan, cornered on a frozen catwalk by a pack of charging vornskrs, spends 2 FP and rips the heat out of the air ahead in a 15-ft cone. Each beast rolls a Dexterity save against her DC of 8 + her Proficiency Bonus + her Wisdom modifier; the two that fail take 2d6 cold damage and lock in place, their speed dropping to 0 until their next turn, while the rest of the pack only slows to half speed. The rime-coated decking becomes difficult terrain, buying her a clean turn to break for the door before the ice thaws.",
      "lore": "Cryokinesis is the cold counterpart to pyrokinesis, an Alter-difficulty Force technique that lets a Force-user draw heat away from a target or object, causing its temperature to plummet. In Legends it is cataloged among the Sith \"Body\" techniques in Book of Sith: Secrets from the Dark Side — alongside abilities like convection, drain life, and death field — and is generally framed around afflicting another being rather than tied to any single signature wielder. Both Jedi and Sith could in principle learn to manipulate temperature this way, though such raw, harmful applications tend to be treated as aggressive techniques rather than a core Jedi teaching. As a Universal technique here, it reflects that neutral footing: a tool of discipline and focus that either side of the Force can turn to its own ends. Note that in the source material the power chills a target by bleeding off its heat (it could not actually conjure or shape ice despite the name); the freezing of air, ground, and surfaces described below is this game's own dramatized expression of that effect."
    },
    {
      "name": "Rebuke",
      "category": "Energy",
      "cost": 2,
      "activation": "Reaction",
      "range": "Self",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As a Reaction, when a creature you can see targets you with a Force power that requires a saving throw or an attack roll, you may attempt to turn the Force back on its user.\n\nMake a Use the Force check contested by the attacker's Use the Force check or their Force save DC (GM's choice). On a success, you negate the effect of the power on you.\n\nIf your result exceeds theirs by 5 or more, the originator also takes Force damage equal to your Wisdom modifier (minimum 1).",
      "min_level": 5,
      "side": "Universal",
      "example": "A Padawan, cornered on a catwalk as a Sith hurls Force Lightning, spends her Reaction and 2 FP to Rebuke. She rolls a Use the Force check against the Sith's Force save DC and beats it, the energy sputtering out before it touches her. Better still, her result clears his by 6, so the lightning recoils into its caster for Force damage equal to her Wisdom modifier (minimum 1). One contested roll turns a near-lethal blast into a humiliating backfire.",
      "lore": "As a defensive turning of an enemy's own power back upon them, Rebuke sits in the classic Control and Alter tradition, where a disciplined practitioner redirects or negates incoming Force energy rather than simply absorbing it. In Legends, Jedi and Sith alike trained in deflection and absorption techniques against Force Lightning and telekinetic assault, the most iconic being a Jedi catching and redirecting lightning, as Yoda does against Count Dooku and against the Emperor. Because it answers an attacker's intent with their own momentum, the discipline is favored by patient, defensively minded Force-users of either alignment, which fits its Universal classification here. SWURPG treats it as a generic counter-power, so it draws on this broad tradition of Force redirection rather than any single named maneuver."
    },
    {
      "name": "Force Blast",
      "category": "Kinetic",
      "cost": 2,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you fire a concentrated bolt of compressed Force energy at a creature within 30 ft.\n\nThe target makes a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it takes 2d6 + your Proficiency Bonus + your Wisdom modifier bludgeoning damage. On a successful save, it takes half as much damage.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, cornered on a catwalk by an onrushing battle droid, throws out a hand and spends 2 FP to fire Force Blast as an Action. The droid (within 30 ft) rolls a Dexterity save against her DC of 8 + Proficiency + Wisdom modifier and fails, so it eats the full 2d6 + Proficiency + Wisdom in bludgeoning damage and staggers back toward the railing. Even when a target ducks and makes the save, it still takes half, so Force Blast almost never whiffs entirely. It is a clean, no-frills opener: no concentration, no attack roll, just a compressed bolt of telekinetic force that any Force-user can throw from level 1.",
      "lore": "Force Blast is the telekinetic-strike side of the classic Alter discipline that underpins powers like Force Push and Force Throw. Rather than shoving or hurling objects, the user gathers raw telekinetic force into a single, concentrated, percussive impact, a kinetic blunt-force attack that both Jedi and Sith have employed across the eras. Telekinetic offense of this kind is a staple of Legends-era games such as Knights of the Old Republic and Jedi Knight: Jedi Academy, where Force-users wield Push, Wave, and Throw to hammer enemies with unseen force. Because it draws on telekinesis rather than the corruption of Force Lightning, it sits comfortably in the Universal tradition, available to light- and dark-siders alike as a reliable offensive staple."
    },
    {
      "name": "Force Jump",
      "category": "Kinetic",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you enhance your movement with the Force. Until the end of your turn, your jump distance becomes (Proficiency Bonus x 10 ft), up to a maximum vertical or horizontal jump equal to that distance.\n\nYou do not provoke opportunity attacks from movement made as part of this jump.\n\nIf you land adjacent to a creature, you have advantage on your next melee attack against that creature before the end of your turn.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, cornered on a catwalk by a pair of battle droids, spends 2 FP as a Bonus Action and lets the Force coil under her legs. With a Proficiency Bonus of +3, her jump distance becomes 30 ft, and she clears the gantry's edge to land right beside the lead droid without provoking an opportunity attack on the way over. Because she touched down adjacent, she has advantage on her next melee attack this turn, and her vibroblade comes down before the droid can react.",
      "lore": "In Jedi and Sith practice alike, Force-augmented leaping falls under the Control discipline, where an adept channels the Force inward to push the body far past its natural limits. It is a hallmark of nearly every duelist on screen, from Obi-Wan Kenobi and Anakin Skywalker springing across the droid foundry and the Mustafar lava flows to Yoda and Darth Maul vaulting through their duels. As a Universal technique, it carries no Light or Dark alignment on its own; both traditions teach it as foundational athletic conditioning, often paired with Force Speed. In Legends lore it is frequently catalogued as the power \"Force Jump\" (or Burst of Speed's companion), a baseline skill expected of any combat-trained Force user."
    },
    {
      "name": "Force Speed",
      "category": "Kinetic",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you surge with preternatural quickness. Until the end of your current turn, your movement speed is doubled and you have advantage on Dexterity saving throws. You do not provoke opportunity attacks from movement made during this turn.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, cornered on a narrow catwalk as battle droids open fire, burns 2 FP as a Bonus Action and surges into a blur. With her speed doubled she sprints the full length of the gantry, slipping past three droids without provoking a single opportunity attack, then dives for cover as a thermal detonator goes off, advantage on the Dexterity save carrying her clear of the blast. Because it costs only a Bonus Action, she still has her full Action to leap to the next platform and keep running.",
      "lore": "Force Speed (sometimes called \"burst of speed\" or Force sprint) is a classic Control discipline of the Jedi and Sith alike, channeling the Force into the body to move at superhuman velocity. In Legends it features prominently in the Knights of the Old Republic and Jedi Knight games, where practitioners blur across battlefields and dodge blaster fire. Across both the Light and Dark traditions, Force-users have long drawn on accelerated, Force-enhanced movement to overwhelm opponents and close distance in a heartbeat — Yoda's blurring, rapid lightsaber duels are among the most iconic on-screen displays of this kind of Force-driven speed. As a body-enhancing Control technique, it is neutral to the Force itself, used by Light and Dark traditions equally."
    },
    {
      "name": "Lightsaber Throw",
      "category": "Kinetic",
      "cost": 1,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "Wielding an ignited lightsaber"
      ],
      "effect": "As an Action, you can hurl your ignited lightsaber at a target within 30 ft, making a ranged attack using your Dexterity or Wisdom modifier (your choice). On a hit, it deals its normal lightsaber damage.\n\nWhether the attack hits or misses, the lightsaber immediately returns to your hand.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan is pinned behind a crate while a battle droid lines up its shot 25 feet away. She burns 1 FP, takes her Action, and hurls her ignited blade — rolling the ranged attack with her Wisdom modifier instead of Dexterity. The saber bites home for its normal lightsaber damage, then snaps straight back into her palm before the droid can even react. Even on a clean miss inside that 30-ft band, the blade always comes home, so she's never left disarmed.",
      "lore": "Telekinetically hurling a lightsaber is a classic application of the Force discipline of Alter, prized for striking foes a duelist can't reach. In canon, the most famous example comes in Return of the Jedi, when Darth Vader flings his blade at Luke Skywalker; across the films and shows, Jedi and Sith alike have used the Force to send and recall their blades. The technique features prominently in Legends and the Star Wars games, where it is a staple of Jedi and Sith — in The Force Unleashed, Galen Marek (Starkiller) wields a spinning, returning saber throw as one of his combat powers. Because it relies on Force-guided telekinesis rather than the dark side specifically, it sits comfortably in both Jedi and Sith practice as a Universal art."
    },
    {
      "name": "Improved Lightsaber Throw",
      "category": "Kinetic",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft cone",
      "concentration": false,
      "prerequisites": [
        "Wielding an ignited lightsaber",
        "LVL 10"
      ],
      "effect": "As an Action, you can hurl your ignited lightsaber in a sweeping 30 ft cone originating from you. Choose any number of creatures within that cone.\n\nMake a separate ranged attack against each creature using your Dexterity or Wisdom modifier (your choice). The first attack is made normally; each subsequent attack suffers a cumulative -2 penalty (-2 on the second attack, -4 on the third, -6 on the fourth, and so on).\n\nOn a hit, a creature takes normal lightsaber damage. Creatures you choose to ignore in the cone are unaffected.\n\nAfter completing its path, the lightsaber immediately returns to your hand.",
      "min_level": 10,
      "side": "Universal",
      "example": "A Jedi sentinel spends 3 FP and hurls her ignited blade into a 30 ft cone packed with battle droids. She tags four of them, rolling her first ranged attack (Dexterity or Wisdom, her call) clean, the second at -2, the third at -4, and the fourth at -6. Three hits land for full lightsaber damage, the trooper she chose to ignore is left untouched, and the saber loops back into her palm before the survivors can return fire.",
      "lore": "Throwing the lightsaber is a classic telekinetic application of the blade, threading Alter (the Force-guided flight and return) with the precision of a duelist. In canon, Ahsoka Tano is famous for hurling and recalling her sabers in combat, and Ezra Bridger likewise uses telekinesis to throw and pull his blade through the Force; in Legends, saber throw is a recognized telekinetic technique within the traditions built around saber control, taught as a way to strike foes beyond melee reach without ever losing the weapon. Sweeping a single throw across a line of enemies is an advanced, high-discipline feat reserved for seasoned blade-wielders, which is why this improved version is gated behind real mastery rather than a beginner's trick."
    },
    {
      "name": "Saber Barrage",
      "category": "Kinetic",
      "cost": 4,
      "activation": "Action",
      "range": "Melee reach",
      "concentration": false,
      "prerequisites": [
        "Wielding an ignited lightsaber",
        "LVL 10"
      ],
      "effect": "As an Action, you unleash a rapid sequence of three enhanced lightsaber strikes against one or more creatures within reach.\n\nEach attack uses your normal attack bonus and deals normal lightsaber damage plus your Strength or Dexterity modifier and your Proficiency Bonus.\n\nYou may divide the attacks among different targets within reach.",
      "min_level": 10,
      "side": "Universal",
      "example": "A Jedi Sentinel, level 12, gets swarmed by three battle droids on a narrow gantry. She spends 4 FP and her Action on Saber Barrage, unleashing three enhanced strikes. She splits them one per droid, rolling her normal attack bonus against each. Every hit lands normal lightsaber damage plus her DEX modifier and her Proficiency Bonus, and all three droids spark and drop before they can fire back.",
      "lore": "Saber Barrage isn't a named Force power so much as the iconic flurry every great duelist eventually masters: the rapid, overwhelming chain of cuts that turns a single swing into three. Echoes of it run through every aggressive lightsaber tradition, from the relentless Ataru leaps of duelists like Yoda and Qui-Gon Jinn to the ferocious Form VII attacks Mace Windu was renowned for — the older Juyo \"ferocity form\" and his own Council-sanctioned variant, Vaapad. In Legends combat lore, such enhanced strike-sequences blend bladework with the Force, letting a wielder draw on Control and Alter to push the body and weapon beyond ordinary speed. As a Universal technique here, it suits Jedi and Sith alike: any sufficiently disciplined warrior who has bonded with the blade and the Force can learn to make one motion become a barrage."
    },
    {
      "name": "Force Wave",
      "category": "Kinetic",
      "cost": 3,
      "activation": "Action",
      "range": "15 ft radius",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you slam the Force outward in all directions. Each creature of your choice within 15 ft of you must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, a creature takes 2d6 + your Wisdom modifier bludgeoning damage, is pushed 10 ft directly away from you, and is knocked Prone.\n\nOn a successful save, it takes half damage and is not pushed or knocked Prone.",
      "min_level": 5,
      "side": "Universal",
      "example": "Boxed in by four battle droids closing on all sides, your Guardian spends 3 FP and slams the Force outward as an Action. Every droid within 15 ft has to make a Strength save against your DC of 8 + your Proficiency Bonus + your Wisdom modifier; three of them blow it, eating 2d6 + your Wisdom modifier bludgeoning, getting hurled 10 ft back, and clattering Prone on the deck. The fourth makes its save, so it only takes half and keeps its footing, but now you've blasted yourself a path through the encirclement and put three enemies flat on their backs.",
      "lore": "Force Wave is the wide-area cousin of the classic telekinetic Force Push, a staple of the Alter discipline used to repel groups of foes rather than a single target. In Legends it is described as one of the most powerful applications of Force Push — a telekinetic explosion that pulses outward and hurls back everything in its radius — and notable practitioners include Galen Marek, who cleared whole rooms with concussive Force pushes. In the Knights of the Old Republic games \"Force Wave\" is the top tier of the Push/Whirlwind/Wave power line, knocking back and stunning everyone around the caster. Because raw kinetic force is a neutral application of the Living Force, both Jedi and Sith cultivate it, though aggressive practitioners favor it as a crowd-clearing battlefield tool. It pairs the brute concussive shove with a sweep that leaves attackers scattered and prone, buying space when a lightsaber wielder is surrounded."
    },
    {
      "name": "Force Whirlwind",
      "category": "Kinetic",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": true,
      "concentration_duration": "3 rounds",
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you trap a creature you can see within 30 ft in a swirling vortex of telekinetic force. The target must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, it is lifted a few feet off the ground, becomes Restrained, and takes 1d6 + your Wisdom modifier bludgeoning damage. While Restrained in the whirlwind, the creature's speed is 0, attack rolls it makes have disadvantage, and attack rolls against it have advantage. At the start of each of its turns while affected, it takes 1d6 bludgeoning damage, and at the end of each of its turns it may repeat the saving throw, ending the effect on a success.\n\nOn a successful initial save, the creature is not Restrained and takes no damage.\n\nThe effect lasts for up to 3 rounds while you maintain concentration.",
      "min_level": 5,
      "side": "Universal",
      "example": "A Jedi Sentinel spends 3 Force Points and snares the squad's Trandoshan slaver in a churning vortex within 30 ft. He fails the Strength save (DC 8 + your Proficiency Bonus + your Wisdom modifier), gets yanked off the deck, and takes 1d6 + your Wisdom modifier bludgeoning as he's Restrained — speed 0, his shots now at disadvantage, the party's attacks against him at advantage. The Sentinel holds concentration, so the slaver eats another 1d6 at the start of each of his turns while he thrashes against the storm. He keeps re-rolling that Strength save at the end of his turns, but for up to 3 rounds he's a helpless, battered target hanging in midair while the rest of the table cleans up.",
      "lore": "Force Whirlwind is a classic telekinetic Alter-discipline technique, a focused cousin of the broader environmental and telekinetic \"storm\" powers documented across Legends sourcebooks and the Star Wars role-playing tradition. It belongs to the same family of crowd-control telekinesis seen when powerful Force-users turn the air and debris around an enemy into a chaotic vortex — a maneuver practiced by Jedi and Sith battlemasters alike, which is why it reads as Universal rather than strictly Light or Dark. The named power first appeared in the Legends video game Knights of the Old Republic, where Force Whirlwind is an advanced tier of telekinesis that lifts a target off the ground and traps it in a swirling maelstrom, immobilizing it and leaving it open to attack. As a pure Alter power it requires no Dark-side corruption to use, fitting a duelist who favors battlefield control over raw destruction."
    },
    {
      "name": "Force Maelstrom",
      "category": "Kinetic",
      "cost": 4,
      "activation": "Action",
      "range": "60 ft (10 ft radius)",
      "concentration": false,
      "prerequisites": [
        "LVL 12"
      ],
      "effect": "As an Action, you create a churning storm of telekinetic energy centered on a point you can see within 60 ft. The maelstrom fills a 10 ft radius around that point.\n\nEach creature of your choice in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 3d6 + your Wisdom modifier bludgeoning damage, is knocked Prone, and is pulled up to 10 ft toward the center of the area. On a successful save, it takes half damage and is neither knocked Prone nor pulled.\n\nThe affected area becomes difficult terrain until the start of your next turn as debris and compressed air continue to swirl.",
      "min_level": 12,
      "side": "Universal",
      "example": "A Padawan, cornered on a catwalk by a squad of droids 50 ft out, spends 4 FP and rips a churning telekinetic storm into being at the cluster's center. As an Action she drops the 10 ft maelstrom on them, forcing each one into a Dexterity save (DC 8 + her Proficiency Bonus + her Wisdom modifier). Three of the four fail: each eats 3d6 + her Wisdom modifier bludgeoning, is knocked Prone, and gets dragged 10 ft toward the eye of the storm into a tidy pile. The fourth saves, taking half damage and keeping its feet, but the whole zone is now difficult terrain until the start of her next turn, leaving the survivors slogging through swirling debris while she vanishes down the corridor.",
      "lore": "Force Maelstrom is an advanced expression of the telekinetic Alter discipline, weaponizing the same Force-push and Force-throw fundamentals that every Jedi and Sith learns into a swirling, area-wide storm rather than a single shove. Because raw telekinesis is morally neutral, it appears on both sides of the Force: Jedi like Luke Skywalker and Yoda use telekinesis defensively to scatter foes and hurl debris, while dark-side warriors such as Darth Vader and his secret apprentice Galen Marek (Starkiller) in The Force Unleashed turn the same power into devastating, room-clearing kinetic blasts. As a high-tier technique reserved for masters, it reflects the upper end of telekinetic Control and Alter training, where a practitioner can manipulate not just one object but the air, dust, and bodies in an entire area at once. It belongs to the broad galactic tradition of telekinesis rather than any single named tradition, making it as fitting in the hands of a battle-hardened Jedi as a vengeful dark-sider."
    },
    {
      "name": "Force Choke",
      "category": "Kinetic",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 10"
      ],
      "effect": "As an Action, you seize the throat of a creature you can see within 30 ft with an invisible grip of the Force. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, the creature takes 2d8 + your Wisdom modifier Force damage, is lifted slightly off the ground, and becomes Restrained until the effect ends. While Restrained in this way, its speed is 0, it cannot speak or vocalize clearly, and it has disadvantage on Strength and Dexterity checks. At the end of each of its turns, the creature may repeat the saving throw, ending the effect on a success.\n\nOn a successful initial save, the creature takes half damage and is not Restrained.\n\nYou must use your Action each round to maintain the choke; if you take no Action to maintain it, become incapacitated, or choose to release the target, the effect ends.",
      "min_level": 10,
      "side": "Dark",
      "example": "A captured smuggler sneers one insult too many, and the Sith acolyte (WIS +4, PB +4) lifts a hand across the cell. Spending 3 FP and her Action, she clamps an invisible grip on the smuggler's throat 30 ft away, forcing a CON save against DC 16. He rolls a 9 and fails: 2d8 + 4 Force damage, feet dangling off the deck, Restrained, speed 0, unable to choke out a word, and disadvantage on every Strength and Dexterity check as he claws at nothing. Each round she burns her Action to keep squeezing, and at the end of his turns he repeats the save, desperate to break free before she loses interest.",
      "lore": "Force Choke is the signature terror of the Sith and the dark side, telekinesis turned to murder by simply closing the airway. Darth Vader is its most infamous practitioner, throttling Admiral Motti for his \"sad devotion to that ancient religion\" in A New Hope and killing Admiral Ozzel and Captain Needa in The Empire Strikes Back. He wields it as intimidation as readily as execution, famously seizing Director Krennic's throat in Rogue One (\"be careful not to choke on your aspirations, Director\") before releasing him alive. Other dark-siders wield it too: Vader's master Emperor Palpatine, who in canon casually strangled Mandalorians from across a room and even choked Count Dooku over a hologram from light-years away, and, in Legends, numerous Sith Lords of the Old Republic who treated the grip as both execution and intimidation. As an Alter-discipline corruption of benign telekinesis, it is overwhelmingly a dark-side expression, an act of dominance the Jedi forswear because it bends the Force toward cruelty rather than defense."
    },
    {
      "name": "Force Crush",
      "category": "Kinetic",
      "cost": 5,
      "activation": "Action",
      "range": "30 ft",
      "concentration": true,
      "concentration_duration": "3 rounds",
      "prerequisites": [
        "LVL 12"
      ],
      "effect": "As an Action, you focus overwhelming telekinetic pressure on a creature you can see within 30 ft. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, the creature takes 4d6 + your Wisdom modifier Force damage, is slammed to the ground, and becomes Restrained until the effect ends. While Restrained by Force Crush, the creature has disadvantage on Strength and Dexterity saving throws and on attack rolls. At the start of each of its turns while affected, it takes 4d6 Force damage. At the end of each of its turns, it may repeat the saving throw; on a success, the effect ends.\n\nOn a successful initial save, the creature takes half damage and is not Restrained and suffers no ongoing damage.\n\nYou must maintain concentration on this effect for up to 3 rounds; if your concentration is broken or you choose to end the effect, Force Crush ends immediately.",
      "min_level": 12,
      "side": "Dark",
      "example": "A Sith acolyte corners the fleeing slicer at the end of a hangar gantry, thrusts out a clenched fist, and burns 5 FP to lock Force Crush onto her (CON save vs. DC 8 + your Proficiency Bonus + your Wisdom modifier). She fails — 4d6 + your Wisdom modifier Force damage caves the air around her, she's slammed prone and Restrained, with disadvantage on her Strength and Dexterity saves and every attack. While you hold concentration (up to 3 rounds), she eats another 4d6 at the start of each turn, clawing for the escape save at the end of each of hers. The moment a blaster bolt rattles your focus and your concentration drops, the invisible vise releases and Force Crush ends.",
      "lore": "Force Crush is one of the darkest expressions of telekinesis in Star Wars Legends, a power that turns telekinetic control into a weapon of slow, deliberate execution rather than a simple shove. Rather than throwing a target, the wielder lifts the victim into the air and crushes their body inward, imploding bone and armor with the Force. It is a Legends power with no established place in current canon, and by the time of the Old Republic conflicts (around 3,951 BBY) it had spread among dark-side adepts, appearing as a usable Dark Side ability in Knights of the Old Republic II. The same era furnishes its most memorable depiction: the fallen Jedi Kreia lifting and crushing the immortal Sith Lord Darth Sion with the Force.\n\nCrushing telekinesis of this kind also recurs in other Legends material, including The Force Unleashed, where Galen Marek (Starkiller) uses raw telekinetic force to wrench foes apart and even drag a Star Destroyer out of the sky, though his named techniques lean more on Force grip, push, and lightning than on Force Crush specifically. Across these depictions the technique embodies the Dark Side's hunger for total domination: where a Jedi might disarm or restrain, the dark-side practitioner constricts a helpless target until it breaks. Its hallmark is the contempt behind it — Sith favor it precisely because it is cruel, requiring the wielder to hold a victim immobile and feel them struggle."
    },
    {
      "name": "Mind Trick",
      "category": "Mind",
      "cost": 2,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you can influence a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, it is either Charmed or Confused (your choice) until the start of your next turn. On a successful save, it is unaffected.\n\nCreatures that are immune to being Charmed or that have an Intelligence of 4 or less automatically succeed the saving throw.",
      "min_level": 1,
      "surge": {
        "type": "single-vector",
        "vector_label": "Duration / Targets",
        "tiers": [
          {
            "extra_fp": 1,
            "effect": "EITHER: the effect extends to the end of your next turn (one extra round); OR: it affects one additional creature within 10 ft of the original target (separate save each, single round). Player chooses."
          },
          {
            "extra_fp": 2,
            "effect": "BOTH: +1 round duration AND +1 additional target."
          },
          {
            "extra_fp": 3,
            "effect": "+2 rounds duration AND +1 additional target."
          }
        ],
        "notes": "Cannot be combined with class-trait FP-burn enhancements on the same cast."
      },
      "side": "Universal",
      "example": "A Padawan, cornered on a catwalk by a lone Black Sun thug, spends 2 FP and waves a hand: \"You don't want to shoot me.\" The merc rolls a Wisdom save against her DC and fails, so she chooses Charmed and he lowers his blaster until the start of her next turn. Want it to stick longer or sweep up his buddy ten feet behind him? Burn an extra FP to either stretch it a round or snare a second target on its own save. Just remember the slack-jawed gamorrean guard with Intelligence 4 or less auto-succeeds, no waving your way past that one.",
      "lore": "\"Mind tricks\" are the Force's most famous parlor act, the classic Alter-discipline application of suggestion that bends a weak-minded target toward whatever the user wants it to believe. In the films it's Obi-Wan Kenobi telling stormtroopers \"these aren't the droids you're looking for\" in A New Hope, and Luke Skywalker mind-tricking Bib Fortuna into escorting him into Jabba's palace in Return of the Jedi, both with the trademark hand-wave; Obi-Wan even sums up the limit on the spot — \"the Force can have a strong influence on the weak-minded.\" The Jedi treat it as a tool of last resort for de-escalation and escape, while the Sith and other dark-siders lean on the same technique to dominate and deceive. Canon and Legends alike stress its hard limit: strong-willed beings, and species with a natural resistance to Force mind influence such as the Hutts, shrug it off — which is why Jabba contemptuously dismisses Luke's attempt, snarling that the boy's \"mind powers will not work on me\" and branding Bib Fortuna a \"weak-minded fool\" for falling for an old Jedi mind trick."
    },
    {
      "name": "Improved Mind Trick",
      "category": "Mind",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 7"
      ],
      "effect": "As an Action, you attempt a deeper and more forceful manipulation of a creature's mind. Choose a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, overwhelming mental suggestion disrupts its thoughts and reflexes, and the creature becomes Stunned until the start of your next turn.\n\nOn a successful save, it is unaffected and is immune to your Improved Mind Trick for 24 hours.\n\nCreatures immune to being Charmed or with an Intelligence of 4 or less automatically succeed the saving throw.",
      "min_level": 7,
      "side": "Universal",
      "example": "A Padawan, cornered on a catwalk by a blaster-wielding bounty hunter, locks eyes and spends 3 FP to push a deeper suggestion into his mind. The hunter rolls his Wisdom save against your DC (8 + your Proficiency Bonus + your WIS modifier) and fails by a hair, so his thoughts and reflexes lock up and he's Stunned until the start of your next turn, his blaster frozen mid-raise. Time enough for the party to close 30 feet and disarm him before he shakes it off. Just don't waste it on that war droid sentry, its Intelligence of 4 or less means it shrugs the trick off automatically.",
      "lore": "The Jedi mind trick is one of the most iconic applications of the Force's mental discipline, classically grouped under the Alter tradition in Legends as a refinement of Affect Mind. Obi-Wan Kenobi's \"These aren't the droids you're looking for\" on the Mos Eisley sandtroopers is its defining canon moment, with Luke and others wielding lesser versions across the saga. This stronger variant reflects how the most skilled practitioners can do far more than plant a single suggestion, overwhelming a target's mind outright, an escalation in line with how masters like Kenobi, Yoda, and various Sith bent weaker wills to their purpose. As the films and lore make clear, the trick fails against the strong-minded and the dull-witted alike, which is why Jabba the Hutt's resilience and battle droids' simple programming leave them untouched."
    },
    {
      "name": "Dominate Mind",
      "category": "Mind",
      "cost": 4,
      "activation": "Action",
      "range": "30 ft",
      "concentration": true,
      "concentration_duration": "3 rounds",
      "prerequisites": [
        "LVL 12"
      ],
      "effect": "As an Action, you can fully dominate the mind of a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, you control the creature for up to 3 rounds while you maintain concentration. While dominated, the creature follows your commands to the best of its ability. At the end of each of its turns, it repeats the Wisdom saving throw, ending the effect on a success.\n\nCreatures that are immune to being Charmed or that have a higher Wisdom score than yours are unaffected and become immune to your Dominate Mind for 24 hours.",
      "min_level": 12,
      "side": "Dark",
      "example": "A Sith inquisitor spends 4 FP and points a finger at the squad's heavy gunner 30 ft across the hangar, forcing a Wisdom save (DC = 8 + your Proficiency Bonus + your Wisdom modifier). The trooper fails, and for the next 3 rounds, while you hold concentration, he swings his repeater onto his own allies, following your commands to the best of his ability. He gets a fresh Wisdom save at the end of each of his turns, so the table sweats every roll, knowing one success snaps the leash. Just don't try it on the squad's iron-willed captain, whose higher Wisdom shrugs it off and locks him immune to your Dominate Mind for a full 24 hours.",
      "lore": "Total domination of another mind is the darkest branch of the Force's Alter discipline, an outgrowth of the mind-influence tradition the Jedi practiced only as the gentle \"mind trick\" (Obi-Wan Kenobi, Mace Windu, and Rey all use the lighter touch). To seize full control of a sentient being's will, however, is a hallmark of the Sith and other dark-side users. In Legends, mind-influence ran a spectrum from the milder \"affect mind\" — the suggestion-level mind trick — up to \"dominate mind,\" the forceful technique that overrode a target's will outright, a power Sith Lords such as Palpatine turned on entire bodies and minds to bend them to his purpose. The dark side was infamous for the corrupting cost of forcing one's will onto others: the deeper one reaches into another's mind, the more the dark side reaches back, which is why the Jedi Code treats outright domination of a free being as a transgression rather than a tool."
    },
    {
      "name": "Fear",
      "category": "Mind",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you project a wave of terror into the mind of a creature within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, the creature becomes Frightened of you for 3 rounds. While Frightened in this way, it cannot willingly move closer to you and has disadvantage on attack rolls and ability checks.\n\nThe target may repeat the saving throw at the end of each of its turns, ending the effect on a success.",
      "min_level": 5,
      "side": "Dark",
      "example": "A Sith acolyte, backed into a reactor bay by a charging Trandoshan mercenary, spends 3 FP and hurls a wave of terror across the 12 feet between them. The merc rolls his Wisdom save against your DC (8 + your Proficiency Bonus + your Wisdom modifier) and blows it — now he's Frightened of you for 3 rounds, unable to step any closer and rolling his blaster shots at disadvantage. He claws back his nerve only if he beats the save at the end of one of his turns, so press the advantage while the corridor is yours.",
      "lore": "Instilling raw fear is a hallmark of the dark side, and the Sith wove it into their very philosophy — the Sith Code holds that passion forges strength (\"Through passion, I gain strength\"), and dread was prized as a weapon that breaks an enemy before a blade is ever drawn. Darth Vader's mere presence was a tool of terror across the galaxy, and figures like Palpatine and Darth Maul cultivated fear to shatter an opponent's resolve — Maul himself called fear his ally. In Jedi teaching, by contrast, fear is the first step toward the dark side, as Yoda warns the Jedi Council in The Phantom Menace: \"Fear is the path to the dark side.\" Projecting terror to dominate a foe's mind sits firmly outside the Jedi Code and squarely within Sith and dark-side practice."
    },
    {
      "name": "Battle Meditation",
      "category": "Mind",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you extend your awareness and strengthen the resolve of your allies. Choose any number of allied creatures within 30 ft who can see or hear you.\n\nUntil the end of your next turn, those allies have advantage on attack rolls and gain a bonus to their damage rolls equal to your Wisdom modifier (minimum 1).\n\nYou must maintain line of sight or telepathic contact with affected allies for the benefit to continue.",
      "min_level": 5,
      "side": "Light",
      "example": "Your squad is pinned in a corridor, blaster bolts chewing the walls. You spend an Action and 3 FP, calling out to every ally within 30 ft who can see or hear you, and their fear sharpens into focus. Until the end of your next turn, all of them swing with advantage on attack rolls and add your Wisdom modifier (minimum 1) to every damage roll, turning a desperate stand into a coordinated push. Just keep them in line of sight or hold telepathic contact, or the resolve fades.",
      "lore": "Battle Meditation is one of the most storied applications of the Force, a discipline of will that lets a single Force-user bolster the morale, coordination, and fighting spirit of an entire army while sapping the enemy's. In Legends it is famously wielded by Jedi like Nomi Sunrider and Bastila Shan, whose battle meditation in Knights of the Old Republic was pivotal enough that both the Republic and the Sith fought to control her for it. The Sith twisted the same power to drive their forces into relentless, fearless assault, making it a coveted edge on both sides of galactic war. As a Light-side Mind discipline, it embodies the Jedi ideal of strength through unity, lifting allies rather than dominating foes directly."
    },
    {
      "name": "Valor",
      "category": "Mind",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "15 ft radius",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you bolster your allies with courage and clarity. You and allied creatures within 15 ft gain temporary hit points equal to your Wisdom modifier + your Proficiency Bonus, and have advantage on saves against fear effects until the start of your next turn.\n\nTemporary hit points from Valor cannot stack; if you already have temporary hit points, you only keep the higher value.",
      "min_level": 1,
      "side": "Light",
      "example": "A Jedi squad leader, pinned in a Separatist trench as fear gas hisses through the line, spends 2 FP and a Bonus Action to ignite Valor. Every trooper within 15 ft suddenly steadies, gaining temporary hit points equal to her Wisdom modifier plus her Proficiency Bonus and rolling with advantage on saves against the dread until the start of her next turn. When the battle-droids open up, those temp HP soak the first volley and the squad pushes forward unshaken. Just remember the buffer doesn't stack with temp HP you already had, so time it when your allies are exposed and bare.",
      "lore": "Valor belongs to the Light side's long tradition of using the Force not to strike but to steady others, the same well of courage and clarity that Jedi battle masters drew on to hold a line. Where the dark side feeds on a foe's fear, Light-side practitioners radiate calm outward, reinforcing an ally's resolve much as Jedi generals like Obi-Wan Kenobi and Plo Koon kept clone troopers fighting through the terror of the Clone Wars. It echoes the discipline of battle meditation, a celebrated Jedi (and Sith) art in Legends most associated with Bastila Shan, who could lift the morale and fighting spirit of an entire fleet. As a Control and Sense power rather than an offensive one, Valor reflects the Jedi ideal of strength shared among allies instead of power hoarded for the self."
    },
    {
      "name": "Slow",
      "category": "Mind",
      "cost": 2,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you cloud the reflexes of a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, its movement speed is halved, it has disadvantage on Dexterity saving throws, and it cannot take Reactions until the end of its next turn.\n\nOn a successful save, it suffers no effect.",
      "min_level": 5,
      "side": "Universal",
      "example": "A clone trooper is sprinting for the detonator across the hangar, and your padawan is too far to stop him in melee. You spend 2 FP and reach out with Slow as your Action, forcing a Wisdom save (DC = 8 + your Proficiency Bonus + your Wisdom modifier) from 30 ft away. He fails: his speed is halved so he can't close the gap, he can't take Reactions to cover your advance, and with disadvantage on Dexterity saving throws he's a sitting target when your companion's grenade lands at his feet. Until the end of his next turn, the galaxy's fastest soldier is wading through molasses.",
      "lore": "Slowing an enemy's reflexes draws on the Alter discipline, the advanced branch of Force use that lets a practitioner act upon the world and other beings rather than merely sense it. Where raw telekinesis seizes a body outright, this gentler application clouds a target's mind and coordination, dulling both thought and motion. It is kin to the dreaded Force stasis, the Alter power by which figures such as Darth Vader pinned foes in place mid-stride, holding even fellow Force-users immobile. It also echoes the old Sith art of Force slow, a dark-side technique chronicled in Legends-era teachings around the days of the ancient Sith and Dark Jedi, which fogged a victim's senses until they moved and reacted as if mired. Because clouding another's coordination serves both the battlefield Jedi and the predatory Sith, SWURPG treats it as a Universal application: a Consular might use it to disarm a foe without bloodshed, while a Sith Lord uses it to render prey helpless. Where it strays toward outright domination of another's body, it edges into the gray territory the Jedi cautioned against and the Sith embraced."
    },
    {
      "name": "Force Corruption",
      "category": "Mind",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 7"
      ],
      "effect": "As an Action, you assault the mind of a creature within 30 ft with disruptive and disorienting Force energy. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, it has disadvantage on all saving throws until the end of its next turn.\n\nOn a successful save, it suffers no effect.",
      "min_level": 7,
      "side": "Dark",
      "example": "A Sith adept squares off against a hulking gamorrean enforcer about to charge. Instead of striking, she spends 3 FP to lash his mind with disorienting Force energy from 20 ft away, forcing a Wisdom save (DC = 8 + her proficiency bonus + her Wisdom modifier). He fails — and now has disadvantage on ALL saving throws until the end of his next turn, so the whole party piles on with stun grenades and a stun-baton swing while his defenses are shredded. Pure setup: corrupt the target's resolve, then let the team capitalize.",
      "lore": "Corrupting and disrupting an enemy's mind through the Force is a hallmark of the dark side, where the Force is bent as a weapon of domination rather than defense. Across canon and Legends, Sith and dark adepts — from Palpatine's psychological manipulation to the mind-assaulting techniques cataloged in the old Knights of the Old Republic games (Force Fear, Force Horror, Force Insanity) — wielded fear and disorientation to break opponents before a blade was ever drawn. The Jedi traditionally shunned such offensive mind-attacks as a path toward the dark side, classing aggressive mental intrusion among the temptations that corrupt a practitioner. As a dark-side Mind power, Force Corruption fits squarely in that tradition: not subtle persuasion, but a raw act of will meant to leave a foe rattled and vulnerable."
    },
    {
      "name": "Force Suppression",
      "category": "Mind",
      "cost": 4,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 10"
      ],
      "effect": "As an Action, you wrench the currents of the Force around a creature you can see within 30 ft, disrupting its ability to channel the Force. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\n• On a failed save, the creature cannot use Force powers until the end of its next turn and has disadvantage on Use the Force checks for 3 rounds.\n\n• On a successful save, the creature has disadvantage on its next Force power or Use the Force check before the end of its next turn.\n\nCreatures that do not use the Force are immune to Force Suppression.",
      "min_level": 10,
      "side": "Universal",
      "example": "The Sith acolyte raises a hand to call down Force Lightning, and your Jedi Sentinel beats them to it: spend 4 FP and wrench the Force around them (WIS save, DC 8 + your Proficiency Bonus + WIS mod). They fail, and suddenly the lightning fizzles in their palm. For the rest of this round they can't channel a single Force power, and for the next three rounds every Use the Force check they attempt is at disadvantage. Even if they'd made the save, their next power would still have come out shaky and rolled at disadvantage. (Just don't waste it on the battle droids in the room. Creatures that don't touch the Force are flat-out immune.)",
      "lore": "There is no single famous \"Force Suppression\" power in canon, but the idea of one Force-user choking off another's connection runs deep through both traditions. The clearest canon-adjacent cousin is the Force-blindness created by ysalamiri in Legends — the furry, Force-repelling lizards of Myrkr that Grand Admiral Thrawn exploited in Timothy Zahn's Thrawn trilogy (beginning with Heir to the Empire), generating bubbles in which a Force-user simply cannot touch the Force. The broader galaxy also knows Force-inhibiting restraints and cells used to neutralize captured Force-sensitives, a recurring idea across Star Wars storytelling. As a Universal \"Mind\" discipline it suits anyone trained to read and bend the Force currents of another mind, Jedi and Sith alike — kin to the mind-affecting techniques that fall under the classic Alter and Sense aspects of the Force. Both the Jedi (in their stealth-and-sabotage shadow operatives) and the Sith (in their dark-side inquisitors and assassins) cultivated ways to hunt and undo rival Force-users. Because it only bites on those who actually wield the Force, it is a duelist's tool against rival Force-users rather than a battlefield control power."
    },
    {
      "name": "Harmonize",
      "category": "Mind",
      "cost": 2,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you channel the Force to steady an ally's mind and body. Choose a creature you can see within 30 ft. You may end one condition affecting it: Charmed, Frightened, Confused, Restrained by a mental or Force effect, Blinded or Deafened by non-physical causes, or any emotion-based effect at the GM's discretion. Harmonize does not restore hit points or cure physical injuries.",
      "min_level": 1,
      "side": "Light",
      "example": "A Padawan's squadmate takes a stun-baton crack to the skull and goes Frightened, breaking for the exit mid-firefight. On your turn you spend an Action and 2 FP, reach out across the 25 feet between you, and end the Frightened condition outright — no save, no roll, the fear just lifts and your ally turns back to the fight steady-handed. Just remember Harmonize only quiets the mind: that bleeding blaster wound it took is still bleeding, because this power restores no hit points and cures no physical injury.",
      "lore": "Harmonize embodies one of the oldest Jedi virtues: serenity extended not just to the self but to others through the Force. It draws on the classic Jedi training in the disciplines of Control, Sense, and Alter, where a master learns to soothe a panicked mind, sever the grip of fear, and break the hold of mental coercion — the same calming current Jedi were famed for using to settle frightened crowds, steady wounded comrades, and shrug off the dread radiating from a dark-side foe. The light side has always favored this kind of restorative, protective application of the Force over domination, which is why the Jedi Code's call to peace over passion sits at its heart. While no single hero is defined by this exact technique, it reflects a long-standing Jedi tradition of mental healing and emotional grounding that stands in deliberate contrast to the fear and rage the Sith weaponize."
    },
    {
      "name": "Tame Beast",
      "category": "Mind",
      "cost": 2,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you calm one beast or wild creature within 30 ft that can see or sense you. The creature must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or become non-hostile toward you and your allies.\n\nIf the creature was already non-hostile, you instead form a temporary Force bond. While bonded, you gain advantage on Perception and Survival checks.\n\nIf the bonded creature is attacked, it remains by your side for a number of rounds equal to your Proficiency Bonus, after which the bond is severed permanently.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, backed against a Dathomiri cliff by a snarling rancor, spends 2 FP and an Action to lock eyes with it from 20 ft out. The rancor rolls its Wisdom save against her DC of 8 + her Proficiency Bonus + her Wisdom modifier — and fails, the rage draining out of it as it stops treating her and her squad as prey. Later, with that same beast already calm, she forms a temporary Force bond and rides it through the spore-haunted forest, advantage on every Perception and Survival check to sniff out the trail. When a Nightsister blaster bolt clips the rancor's flank, it holds its ground beside her for a number of rounds equal to her Proficiency Bonus before the bond snaps for good.",
      "lore": "Beast-calming is one of the oldest and most universal expressions of the Force, drawing on the Control and Alter disciplines to soothe or command the minds of wild creatures — a talent that crosses the Light and Dark divide. In canon and Legends the Jedi tradition of taming beasts (also called beast control or animal bond) runs deep: Jedi like Obi-Wan Kenobi, who calmed a pack of gutkurrs on Ryloth, and Anakin Skywalker, who quieted a charging reek in the Geonosian arena, bent fearsome creatures to their will, and the Force-bond between rider and mount is a recurring image across Star Wars lore — as with the ancient Beast Riders of Onderon, who tamed wild drexls into war mounts. On the darker end, Sith and witches alike turned the same gift to domination rather than peace, as with the Nightsisters of Dathomir who tamed and rode rancors. Because the power simply quiets a creature's hostility rather than enslaving its mind, it sits comfortably with practitioners of any tradition — a herder's gift as much as a warrior's."
    },
    {
      "name": "Farsight",
      "category": "Sense",
      "cost": 1,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you extend your senses into the immediate future. Before the start of your next turn, you may roll one ability check, attack roll, or saving throw with advantage. You must choose to use this benefit before you roll.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, cornered on a swaying catwalk, spends a Bonus Action and 1 FP to read the next half-second before it happens. As the bounty hunter squeezes the trigger, she lets the future guide her hand and rolls her DEX saving throw against the blaster bolt with advantage. Because Farsight is range Self and costs nothing but the bonus action, she still has her full Action left to fire back. The catch: she had to commit to the advantage before the dice hit the table, so a cool head under pressure is everything.",
      "lore": "Precognition is a hallmark of the Sense discipline, the classic Jedi practice of reaching beyond the present moment to glimpse what is coming. In the films it is the gift that lets Jedi like Anakin Skywalker dodge blaster fire on instinct and that warns Yoda and Obi-Wan Kenobi of disturbances before they arrive; Luke Skywalker leans on the same anticipatory awareness during his training with Yoda on Dagobah. In Legends lore, \"farseeing\" and battlefield precognition were formally studied techniques, and figures such as Jedi Master Plo Koon were noted for their sensitivity to events at a distance. Both Jedi and Sith cultivate this future-sight, though the Jedi treasure it as a tool of foresight and defense while the dark side more often bends it toward control and conquest."
    },
    {
      "name": "Force Echo",
      "category": "Sense",
      "cost": 1,
      "activation": "Action",
      "range": "Touch",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you touch an object, surface, or location and sense emotional imprints left behind. You learn one of the following:\n\n• the strongest emotion recently tied to the object or place;\n\n• whether violence occurred here within the last hour;\n\n• or the general identity or emotional state of the most recent creature to interact with it.\n\nThis effect cannot reveal precise memories or detailed images.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, sweeping a ransacked cantina backroom for the bounty hunter who blew through an hour ago, kneels and presses a palm to the overturned table. For 1 FP as an Action, she touches the surface and lets the Force Echo speak: she asks whether violence occurred here within the last hour, and the imprint answers cold and sharp — yes, and fresh. No vision, no faces, just the raw emotional residue, but it's enough to put the party on the trail. One Touch, one beat of focus, and a dead room starts talking.",
      "lore": "Psychometry — reading the emotional and historical imprints left on objects and places through the Force — is a well-documented Sense ability across Star Wars lore. In Legends, the Jedi archivist and explorer Quinlan Vos is the most famous practitioner, able to glean memories and impressions from items simply by touching them. The technique carries into current canon as well: in The Clone Wars, Vos reads the recent presence of Ziro the Hutt from a glass the Hutt had handled, and in the video game Jedi: Fallen Order, Cal Kestis involuntarily relives painful memories upon touching objects and lightsabers tied to the dark side. Ahsoka Tano displays the same gift in the Ahsoka series, drawing the recent past from a damaged object to trace Sabine Wren's fate. As a Sense-discipline application, it belongs to neither the Light nor the Dark exclusively — it is a perceptive, investigative use of the Force open to any sensitive tradition, reading what the living have left behind rather than altering the world. (The Jedi Order nonetheless cautioned against using it on weapons of violence, fearing the imprinted emotions could draw the reader toward the dark side.)"
    },
    {
      "name": "Deep Force Echo",
      "category": "Sense",
      "cost": 2,
      "activation": "Action",
      "range": "Touch",
      "concentration": false,
      "prerequisites": [
        "LVL 7"
      ],
      "effect": "As an Action, you touch an object, surface, or location and draw out a stronger impression of recent events imprinted in the Force. You perceive up to three brief flashes of sensory and emotional impressions chosen by the GM, each tied to a significant event that occurred here within roughly the last 24 hours (or longer at the GM's discretion).\n\nThese flashes may reveal broad details such as the rough number of creatures present, their emotional state, a strong image, or a distinct sound or phrase.\n\nFor the next 10 minutes, you have advantage on Investigation checks made to piece together what happened in this area.\n\nUsing Deep Force Echo on the same object or location again before you finish a Long Rest does not reveal additional information.",
      "min_level": 7,
      "side": "Universal",
      "example": "A Padawan kneels in a scorched cantina booth, presses two fingers to the durasteel table, and spends 2 FP. With a single Action she draws out the echo: three flashes the GM feeds her — six rough silhouettes crowding in, a spike of cold fear, and one snarled word, \"Crimson.\" For the next 10 minutes she rolls Investigation with advantage as the party reconstructs the ambush. She won't get more from this table until she's had a Long Rest, but she already knows who to hunt.",
      "lore": "Deep Force Echo is a refined application of psychometry, the Sense-discipline talent for reading impressions an event leaves imprinted on the Force. In Legends, Jedi like Quinlan Vos were famed for psychometric ability, reading objects and places to relive past events — though the Jedi Order distrusted the gift, wary that laying one's senses bare to another's emotions could open a path to the dark side. The power is canon as well: Vos demonstrates it in the Clone Wars to track his quarry, and in current canon Cal Kestis relies on it throughout the Jedi: Fallen Order and Survivor games, touching objects and surfaces to glimpse memories tied to them. As a Universal Sense power it carries no inherent Light or Dark alignment — it is a perceptive discipline of insight and clarity, equally available to a Jedi investigator piecing together a crime scene or a darksider tracing an enemy's steps."
    },
    {
      "name": "Feel the Force",
      "category": "Sense",
      "cost": 1,
      "activation": "Bonus Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you heighten your awareness through the Force. Until the end of your next turn, you automatically sense the presence and general location of creatures within 30 ft, even if they are behind cover, hidden, or invisible.\n\nThis does not allow you to see through objects, remove cover bonuses, or target creatures you cannot physically draw a line of effect to. You simply know where they are within a few feet of accuracy.",
      "min_level": 1,
      "side": "Universal",
      "example": "A scout creeps through a fog-choked Dathomir clearing, certain something is stalking her. She burns 1 FP as a Bonus Action and reaches out with Feel the Force, and suddenly she knows: two presences crouched behind the boulder to her left, one more clinging to the canopy directly overhead, all within 30 ft. She still can't see them or strip away their cover, but until the end of her next turn she knows exactly where to point the squad, and the ambush becomes a counter-ambush.",
      "lore": "\"Feel the Force\" captures the most fundamental Jedi teaching of the Sense discipline: stretching out with one's feelings to perceive life and intention beyond the reach of ordinary sight. In A New Hope, Obi-Wan Kenobi has Luke lower his helmet's blast shield and trust this exact instinct against the training remote, telling him to \"let go\" and feel rather than look. Across the films and shows, Jedi and Sith alike rely on this heightened battlefield awareness to track foes through darkness, smoke, or stealth, and a Force-user's sudden warning of a hidden enemy is one of the tradition's oldest hallmarks. As a Universal power, it belongs to no single side, reflecting how the living Force speaks to anyone attuned enough to listen."
    },
    {
      "name": "Force Perception",
      "category": "Sense",
      "cost": 1,
      "activation": "Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you focus your senses through the Force. Until the end of your next turn, you may substitute your Use the Force check for any Perception check you make. This does not reveal information that Perception could not normally uncover.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, cornered on a darkened catwalk and sure something is stalking her, spends 1 FP and takes an Action to focus her senses through the Force. Until the end of her next turn she rolls Use the Force in place of Perception, so when the bounty hunter's cloaked silhouette shifts behind a coolant pipe, she trades her weak Perception for her trained Force check and catches the movement. It won't show her anything Perception couldn't have found on its own — but it turns a missed spot into a clean one right when it counts.",
      "lore": "As a Sense-discipline ability, Force Perception sits at the heart of how Force-sensitives \"feel\" the world beyond their ordinary five senses. In the classic Jedi tradition the Sense powers underpin everything from a Padawan's blaster-bolt deflection drills to a Master reading a room's intentions, and both Jedi and Sith cultivate this heightened awareness regardless of alignment — which is why the power is Universal. Luke Skywalker leaning on his feelings rather than his targeting computer during the Death Star trench run, and his lightsaber training against the floating remote aboard the Millennium Falcon with the blast shield of his helmet lowered, are the touchstone film depictions of this kind of Force-guided perception. It is a foundational, broadly favored skill rather than a signature technique of any single character."
    },
    {
      "name": "Telepathy",
      "category": "Mind",
      "cost": 1,
      "activation": "Bonus Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you project a simple thought, image, or brief phrase into the mind of one creature you can see within 30 ft that shares a language with you.\n\nIf the creature is willing, it can silently reply in kind until the start of your next turn.\n\nIf the creature is unwilling or hostile, it may make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) to block the contact.\n\nThis power does not allow you to read thoughts or memories, only to send and receive intentional messages.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan and a smuggler are pinned at opposite ends of a hangar, comlinks jammed. For 1 FP as a Bonus Action, the Padawan projects a single image — \"the fuel line, shoot it\" — into the smuggler's mind across 25 feet. Because the smuggler is willing, she silently fires back \"on three\" until the start of the Padawan's next turn, all without a sound the stormtroopers can hear. Later the Padawan tries it on a captured bounty hunter: hostile and unwilling, he rolls a Wisdom save (DC 8 + Proficiency Bonus + Wisdom mod) and shuts the contact out — and either way, the power only sends intent, never reads what the hunter is actually thinking.",
      "lore": "Wordless mind-to-mind contact is one of the most iconic and widely practiced Force abilities, sitting in the classic Sense discipline of Jedi training. In The Empire Strikes Back, Luke calls out to Leia across Cloud City as he hangs beneath the city, and Leia senses him and turns the Falcon back to save him — a hallmark of Force-sensitives who never formally train. The Jedi treat telepathy as everyday battlefield and council communication, while it also surfaces in the deep Force-bond between Rey and Kylo Ren in the sequel era. As a Universal power, it favors no side: both Jedi and Sith use directed thought-sending to coordinate, command, and reach across distances where words would fail."
    },
    {
      "name": "Improved Telepathy",
      "category": "Mind",
      "cost": 2,
      "activation": "Action",
      "range": "60 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you open a brief telepathic link between yourself and a small group. Choose up to a number of creatures equal to your Proficiency Bonus that you can see within 60 ft, each of which must share a language with you.\n\nFor 1 minute, you and the chosen creatures can silently exchange simple thoughts, emotions, and brief phrases with one another as long as they remain within 60 ft of you.\n\nUnwilling creatures may make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) to resist being included.\n\nThis power does not allow you to read thoughts or memories, only to send and receive intentional messages.",
      "min_level": 5,
      "side": "Universal",
      "example": "Pinned down in a collapsing spice refinery, your Padawan spends 2 FP and opens a silent link to the three squadmates she can see within 60 ft (her Proficiency Bonus is +3). For the next minute they coordinate a flanking push without a single word for the Trandoshan mercs to overhear — \"left catwalk, on my mark, grab the engineer.\" When she tries to loop in the wavering bounty hunter beside them, he resists: he rolls a Wisdom save against her DC (8 + her PB + her WIS mod) and shrugs off the contact. No matter — she can send and receive, but she still can't pry a single thought or memory from anyone's head.",
      "lore": "Telepathy is one of the oldest applications of the Sense discipline, the Force-tradition of perceiving minds and presences beyond sight and sound. Jedi have long used a refined, focused form of mind-to-mind contact to coordinate in the field: across the films and series, Force-users like Luke Skywalker and Leia Organa reach one another across great distances, and bonded Jedi can silently exchange short warnings and impressions in the heat of a crisis — as when Ezra Bridger reaches out to alert his allies to a waiting trap in Star Wars Rebels. Crucially, this kind of disciplined \"comm-link\" telepathy is consensual and intentional — it sends and receives thoughts rather than tearing them loose, which is why it sits apart from the more invasive mind-probing favored by the Sith. As a Universal power it suits Jedi, Gray, and dark-side practitioners alike, but it is most at home in the Jedi tradition of teamwork and quiet communion through the Force."
    },
    {
      "name": "Distant Telepathy",
      "category": "Mind",
      "cost": 3,
      "activation": "Action",
      "range": "Same planet",
      "concentration": false,
      "prerequisites": [
        "LVL 12"
      ],
      "effect": "As an Action, you reach out with the Force to communicate mentally with a creature you are familiar with.\n\nIf the creature is on the same planet, it feels your presence and may send back a brief emotional impression or a single short thought.\n\nIf the creature is unwilling or hostile to you, it may make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) to block the contact.\n\nThis power does not allow you to read memories or control the creature's thoughts.",
      "min_level": 12,
      "side": "Universal",
      "example": "Stranded on the far side of the planet with a dead comlink, your Consular spends an Action and 3 FP to reach out to the Padawan she trained back at the spaceport. The bond is real, so the girl instantly feels her master's presence and sends back a single short thought — \"ambush, the cantina\" — plus a wash of fear. Later that night she tries the same trick on the captured bounty hunter holed up across the city, but he's hostile and slams the door: he makes his Wisdom save (DC 8 + her Proficiency Bonus + her Wisdom modifier) and feels nothing but a cold prickle. No memories, no mind control — just a whisper across the world, and only if the other end lets it in.",
      "lore": "Telepathy is one of the oldest disciplines of the Sense school of the Force, and reaching across great distances to touch a familiar mind is a feat associated with deeply bonded Force-users. In the films, Luke Skywalker calls out to Leia from the underside of Cloud City in The Empire Strikes Back, and the twins' bond lets them sense one another across space throughout the saga. Jedi and Sith are repeatedly shown perceiving the distress of those they are close to even when far apart, sensing a familiar presence across a battlefield, a city, or even a planet. In Legends, planet-spanning and even galaxy-spanning telepathic contact through a Force-bond was well established among trained Jedi and Sith, the link between twins or master and apprentice sometimes reaching with no apparent limit. True to the canon depiction, it transmits feelings and brief thoughts between the willing rather than ripping secrets from an unguarded mind — that deeper intrusion belongs to the separate art of the mind probe."
    },
    {
      "name": "Ataru – Flowing Assault",
      "category": "Lightsaber Form",
      "cost": 1,
      "activation": "Free (part of attack)",
      "range": "Self",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber"
      ],
      "effect": "When you move at least 10 ft before making a lightsaber attack, you may gain Advantage on that attack.\n\nIf it hits, you can immediately move 10 ft without provoking opportunity attacks.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, cornered on a reactor catwalk, refuses to trade blows standing still. She sprints 10 ft along the railing, spends 1 FP, and swings with Advantage as she closes — two dice on the attack roll instead of one. The blade connects, and Flowing Assault lets her flow another 10 ft past the stunned guard without provoking an opportunity attack, leaving him slashing at empty air as she repositions for the next pass.",
      "lore": "Ataru is one of the seven classic lightsaber forms — the Form IV \"Way of the Hawk-Bat,\" an aggressive, acrobatic style built on momentum, leaping strikes, and constant motion to overwhelm a single opponent. In Legends it is closely associated with Yoda, whose Force-assisted flips and spinning assaults epitomize the form, and with Qui-Gon Jinn, an Ataru practitioner who fell to Darth Maul on Naboo. The style trades defensive footing for relentless offense, making it favored against lone foes but vulnerable in tight quarters or against blaster fire — a weakness later master swordsmen like Obi-Wan Kenobi cited when they moved toward the more defensive Soresu."
    },
    {
      "name": "Djem So – Counterstrike Form",
      "category": "Lightsaber Form",
      "cost": 4,
      "activation": "Reaction",
      "range": "Melee",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber",
        "LVL 12"
      ],
      "effect": "When a melee attack hits you, you may make an immediate lightsaber counterattack with Advantage. If it hits, deal +2d8 Force damage, and the attacker is pushed back 10 ft.\n\nAt level 17+, your counterattack no longer provokes reactions and deals +3d8 instead.",
      "min_level": 12,
      "side": "Universal",
      "example": "A Jedi Guardian holds the line against a Sith acolyte who lunges in with a vibrosword — and the blade connects. Spending 4 FP as a Reaction, she turns the impact into momentum, swinging back with an immediate lightsaber counterattack at Advantage. The strike lands for her weapon dice plus +2d8 Force damage, and the acolyte is hurled 10 ft back, his charge broken before it began. Once she hits level 17, that counter rips for +3d8 and no longer gives nearby enemies a free reaction — she can carve a hole in the formation without flinching.",
      "lore": "Djem So is the aggressive variation of Form V lightsaber combat, the \"way of the krayt dragon,\" built on the principle that a Jedi should answer an attack with an overpowering counterattack rather than pure defense. In Legends it grew out of Form III (Soresu): masters frustrated by Soresu's endless patience refined Form V to turn a successful block into an immediate, punishing riposte. Its most famous practitioner is Anakin Skywalker, whose powerful, momentum-driven dueling style epitomized Djem So's \"strike back harder\" ethos, and it is also associated with masters such as Plo Koon and Jedi Battlemaster Cin Drallig. The form's reputation is one of strength and dominance — controlling an opponent by seizing the initiative — which made it a natural fit for powerful Jedi and a stepping stone some would later twist toward more aggressive, even Dark-leaning combat."
    },
    {
      "name": "Jar'Kai – Dual Saber Flurry",
      "category": "Lightsaber Form",
      "cost": 2,
      "activation": "Free (part of attack)",
      "range": "Self",
      "concentration": false,
      "prerequisites": [
        "Wielding dual lightsabers",
        "LVL 7"
      ],
      "effect": "While dual-wielding lightsabers, you double your Dexterity or Strength modifier to your attack's damage.",
      "min_level": 7,
      "side": "Universal",
      "example": "At the Table: Your Level 7 duelist is cornered by a hulking Gamorrean, both sabers already humming. You declare Jar'Kai as a Free part of your attack and spend 2 FP — your Dexterity modifier now counts double on the damage roll. The off-hand blade carves in behind the lead strike, and what would've been a glancing hit lands as a fight-ending flurry. No save, no range to track — it's all you, right there in the swirl of two blades.",
      "lore": "In the Lore: Jar'Kai is the classic two-blade lightsaber discipline, named in Legends after the city on Atrisia where the Yovshin Swordsmen forged the first dual dueling blades, and later codified as the art of wielding a saber in each hand. Its trademark is overwhelming offense — a storm of crossing blades that buries an opponent under more attacks than one weapon could manage. In canon and Legends alike it is most associated with Asajj Ventress and her curved twin sabers, and with Ahsoka Tano, who fought with a main blade and a shorter shoto. As a Universal form it carries no Light or Dark allegiance: Jedi and Sith alike have taken up the second blade for the sheer pressure it brings to a duel."
    },
    {
      "name": "Juyo – Ferocity Unleashed",
      "category": "Lightsaber Form",
      "cost": 3,
      "activation": "Free (declared before attack)",
      "range": "Self",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber",
        "LVL 12"
      ],
      "effect": "Before making a lightsaber attack, declare Juyo.\n\nOn a hit, deal +3d6 Force damage, but take 1d6 damage yourself.\n\nIf you score a critical hit, add +3d6 more Force damage.\n\nThe cost of victory is the fury itself.",
      "min_level": 12,
      "side": "Universal",
      "example": "A Jedi Sentinel, level 12 and backed into the reactor pit by a Sith acolyte, decides she's done playing defense. She spends 3 FP and declares Juyo as a free action before her swing — no hesitation, no setup. Her saber connects: the strike rips an extra 3d6 Force damage through the acolyte, even as the backlash of her own fury sears 1d6 off her own hit points. Then she rolls a natural crit, and the form pays out again — another 3d6 Force damage on top, the catwalk lighting up in a single, savage exchange.",
      "lore": "Juyo is the seventh and most aggressive of the classic lightsaber forms, the \"Ferocity Form,\" long shunned by the Jedi Order for the raw, barely-bridled emotion it demands of its practitioner. In Legends, it was wielded by figures like Darth Maul, and Mace Windu famously mastered its modern, controlled incarnation, Vaapad — a style that channeled a fighter's own inner darkness into the duel without surrendering to it. The form's defining danger is exactly what this power models: it trades the wielder's safety for overwhelming offense, demanding the user ride their own fury without being consumed by it. As a Universal power it sits on the knife's edge between Jedi discipline and Sith abandon, which is why so few were ever trusted to learn it."
    },
    {
      "name": "Makashi – Dueling Focus",
      "category": "Lightsaber Form",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "5 ft",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber",
        "LVL 7"
      ],
      "effect": "As a Bonus Action, mark one target within 5 ft. Until the start of your next turn, you gain +2 AC against that target and Advantage on your next attack against them.",
      "min_level": 7,
      "side": "Universal",
      "example": "A duelist faces a Sith acolyte across a narrow durasteel walkway. Burning 2 FP as a Bonus Action, she marks him within 5 ft and locks in: until the start of her next turn she has +2 AC against his strikes and Advantage on her next swing at him. His lightsaber slash glances off her tightened guard, and she answers with that Advantage attack — the elegant give-and-take of a true duel.",
      "lore": "Makashi (Form II) is the classical art of lightsaber dueling, refined for blade-to-blade combat between Force-users when blasters gave way to single elegant opponents. In Legends it is the form most associated with Count Dooku, a fencing-style discipline of precise footwork, economy of motion, and one-on-one mastery — a heritage carried into canon through Dooku's poised, rapier-like dueling in the films and The Clone Wars. Its focus on reading and outmaneuvering a single foe makes it favored by those who prize finesse over brute power, and it stands among the seven classic lightsaber forms taught in the old Jedi tradition."
    },
    {
      "name": "Niman – Harmonized Strike",
      "category": "Lightsaber Form",
      "cost": 1,
      "activation": "Free (part of attack)",
      "range": "Self",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber"
      ],
      "effect": "Your next lightsaber attack this turn is made with Advantage and deals an additional 1d4 Force damage.\n\nUntil the start of your next turn, the first attack made against you is made with Disadvantage.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Jedi Knight, hemmed in by a battle droid and a flanking commando, spends 1 FP and folds the power into her swing — her next lightsaber attack lands with Advantage and bites for an extra 1d4 Force damage on top of the blade. The balanced Niman flow doesn't stop there: until her next turn, the first shot the commando throws back at her comes in with Disadvantage. Cheap, level-1, and free as part of the attack, it's the maneuver a duelist leans on turn after turn to stay aggressive without dropping her guard.",
      "lore": "Niman, the Sixth Form, is the diplomat's saber art — a balanced, moderate style that blends elements of the other forms rather than specializing, and famously leaves room to integrate Force techniques alongside the blade. In Legends it is the Sixth Form, nicknamed the diplomat’s form, favored by Jedi who served as peacekeepers and negotiators rather than dedicated duelists — its light demands on a wielder’s focus leave room to weave Force powers and a clear head into the fight. Its very balance was also its weakness: many Niman-trained Jedi were cut down at Geonosis by opponents who had specialized. As the form most open to weaving telekinetic and energy techniques into a strike, it suits a wielder who fights with mind and saber in harmony rather than either alone."
    },
    {
      "name": "Shien – Rebounding Defense",
      "category": "Lightsaber Form",
      "cost": 2,
      "activation": "Reaction",
      "range": "Varies",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber",
        "LVL 10"
      ],
      "effect": "When you successfully Deflect a ranged energy attack, you may enhance the redirection with precise Shien technique as part of the same reaction. Choose one of the following benefits:\n\n• (1) Increase the redirected attack's range to 60 ft and ignore half-cover when choosing your target;\n\n• (2) Make the redirected attack with Advantage;\n\n• (3) After making the redirected attack, you may immediately redirect a second beam toward a different target within 30 ft — this second redirection uses the same attack roll but deals half damage.\n\nShien does not reduce the cumulative penalty to Deflect checks and may only be used once per reaction.",
      "min_level": 10,
      "side": "Universal",
      "example": "A Knight pinned behind a crate by two battle droids snaps her blade up and Deflects the first bolt — then spends 2 FP to enhance the redirect with Shien (it's a Reaction, on top of the Deflect itself). She picks option 3: her redirected beam drops the lead droid, then immediately rebounds off her blade to a second droid within 30 ft, using the same attack roll for half damage. Two bolts fired, two droids smoking — and since this is a Reaction, her turn is still hers. (Remember: at LVL 10+ only, and it can't ease that stacking penalty on the Deflect checks.)",
      "lore": "Shien is a defensive expression of Form V, the aggressive counterattack philosophy of lightsaber combat developed by Form III (Soresu) practitioners who wanted to answer a blaster bolt with more than patience — turning a deflected shot back on the shooter. In Legends, Form V splits into the blaster-redirecting Shien variant and the blade-dueling Djem So, and its \"strength defeats strength\" ethos is most associated with Anakin Skywalker. The form's signature reversed grip is famously Ahsoka Tano's, who wields her blades in the Shien hold across The Clone Wars. Because it favors overwhelming an opponent rather than out-waiting one, Form V tends to draw Jedi toward boldness and aggression — a tension the order long debated."
    },
    {
      "name": "Shii-Cho – Momentum Flow",
      "category": "Lightsaber Form",
      "cost": 1,
      "activation": "Free (part of attack)",
      "range": "5 ft radius",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber"
      ],
      "effect": "When you hit a target with a melee lightsaber attack, you may immediately make a second attack against a different creature within 5 ft. This second attack is made with Disadvantage.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan is swarmed by three battle droids in a cramped hangar bay. She lands a clean lightsaber slash on the first droid, then spends 1 FP to let Momentum Flow carry the blade onward—immediately striking a second droid standing within 5 ft, this swing rolled at Disadvantage. It's a free part of her attack, so her action economy is untouched, and the cascading cut buys her the opening she needs to break out of the encirclement.",
      "lore": "Shii-Cho, \"the Way of the Sarlacc,\" is Form I—the oldest and most fundamental of the seven classic lightsaber forms, taught first to every Jedi youngling in the Order. Its wide, sweeping arcs are built for facing multiple opponents at once rather than dueling a single foe, which is exactly the flowing, target-to-target momentum this power captures. Kit Fisto was a noted practitioner of Form I, and the form's broad, instinctive strokes appear throughout Jedi training in the films and The Clone Wars. Because it is the universal foundation rather than a specialized art, Shii-Cho is favored by no single side and underpins the practice of essentially every saber wielder."
    },
    {
      "name": "Sokan – Tactical Footwork",
      "category": "Lightsaber Form",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "15 ft",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber",
        "LVL 7"
      ],
      "effect": "As a Bonus Action, Disengage and move up to 15 ft without provoking opportunity attacks.\n\nIf you end your movement adjacent to an enemy, you gain Advantage on your next attack against them.",
      "min_level": 7,
      "side": "Universal",
      "example": "A Padawan, boxed in by two battle droids on a narrow Separatist gantry, spends 2 FP on her Bonus Action to flow into Sokan. She Disengages and slides 15 ft along the catwalk, taking zero opportunity attacks as she breaks the pincer, and ends the move shoulder-to-shoulder with the squad leader. Because she finished adjacent to an enemy, her next lightsaber strike lands with Advantage, rolling twice and taking the better blade.",
      "lore": "Sokan is a lightsaber discipline from Star Wars Legends, detailed in the Old Republic-era lore as an art that fuses bladework with footwork, terrain, and constant motion rather than a single classical form. Its practitioners were taught to read the battlefield, use the ground itself as a weapon, and dart in and out of an opponent's reach to control the duel's tempo. As a mobility-focused tradition emphasizing repositioning over raw power, it pairs naturally with the more aggressive, movement-heavy forms like Ataru. In SWURPG terms it is a Universal technique, equally at home in Jedi or Sith hands, reflecting Sokan's nature as a tactical method any lightsaber wielder could study."
    },
    {
      "name": "Soresu – Defensive Spiral",
      "category": "Lightsaber Form",
      "cost": 1,
      "activation": "Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber"
      ],
      "effect": "As an Action, enter a defensive stance until the start of your next turn.\n\nYou gain +2 AC and Advantage on Dexterity saving throws against area effects such as grenades or explosives.\n\nYou cannot make attacks this turn.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, pinned at the mouth of a corridor as a squad of B1s opens up, spends 1 FP and burns her Action to enter Soresu's Defensive Spiral. For 1 AC she can't swing back, but that +2 AC turns three of those blaster bolts into clean misses, and when a thermal detonator skitters in she rolls her Dexterity save with Advantage and walks out of the blast untouched. She holds the spiral until the start of her next turn, weathering the storm, then breaks the stance and counterattacks once her allies have flanked the line.",
      "lore": "Soresu, the Form III lightsaber discipline known as the Way of the Mynock or the Resilience Form, is the galaxy's premier defensive style, built around tight, economical blade work that turns a duelist into a near-impenetrable wall against ranged fire. In Legends it grew out of the rise of blasters and was perfected by Obi-Wan Kenobi, who survived where more aggressive Jedi fell precisely by outlasting his foes rather than overpowering them. Soresu practitioners conserve energy and wait for an opponent to overextend, a patience that defines the form's reputation across the Jedi Order. It stands as the deliberate counterweight to the aggressive forms like Ataru and Juyo, embodying defense and endurance over the lightning offense of those styles."
    },
    {
      "name": "Tràkata – Deceptive Strike",
      "category": "Lightsaber Form",
      "cost": 3,
      "activation": "Free (part of attack)",
      "range": "Melee",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber",
        "LVL 12"
      ],
      "effect": "When you make a melee lightsaber attack, you may extinguish and reignite your blade mid-strike.\n\nOn a hit, deal +2d6 Force damage, and the target has Disadvantage on its next attack.\n\nOn a critical hit, triple the damage.",
      "min_level": 12,
      "side": "Universal",
      "example": "A Jedi Guardian, locked blade-to-blade with a Sith duelist who keeps parrying every cut, spends 3 FP and flicks her saber off mid-swing — slipping the deactivated hilt past his guard before the plasma snaps back to life inside it. The hit lands for her normal saber damage plus an extra 2d6 Force damage, and the rattled Sith now swings with Disadvantage on his next attack. Best of all, it costs no action — it rides along on a melee strike she was already making. Land it as a crit and that whole pile of damage triples.",
      "lore": "Tràkata is a classic Legends lightsaber technique that exploits the one thing every other weapon lacks: a blade that can be switched off and on at will. By killing the plasma mid-stroke and reigniting it an instant later, a duelist slips past a parry or blocks the opponent expects to meet, striking from where no blade should be. Because most Jedi were trained never to deactivate a live blade in combat, the maneuver was considered unorthodox and somewhat dangerous, more often associated with cunning or pragmatic fighters than with by-the-book temple instruction. It stands alongside the named lightsaber forms in Legends lore as a specialized trick rather than a full combat discipline — a deceptive flourish reserved for those skilled enough to risk it."
    },
    {
      "name": "Vaapad – Channel the Storm",
      "category": "Lightsaber Form",
      "cost": 5,
      "activation": "Action",
      "range": "Melee",
      "concentration": false,
      "prerequisites": [
        "Wielding a lightsaber",
        "LVL 12"
      ],
      "effect": "As an Action, make two lightsaber attacks. If both hit the same target, regain 1 Force Point and deal +2d6 Force damage per hit. If either attack is a critical hit, you instead regain 2 Force Points.\n\nWhile using Vaapad, you have Advantage on melee attacks against Dark Side-aligned foes.",
      "min_level": 12,
      "side": "Universal",
      "example": "A Jedi Sentinel squares off against a Dark Acolyte and burns 5 FP to enter Vaapad. As an Action she makes two lightsaber attacks — with Advantage, since the acolyte is Dark Side-aligned — and both land on the same target. That nets her +2d6 Force damage per hit (4d6 extra Force damage total) and refunds 1 Force Point, fueling the very storm she's riding. Next round one of the strikes crits, so instead she claws back 2 Force Points, turning the enemy's own aggression into a feedback loop that keeps the form spinning.",
      "lore": "Vaapad is the seventh lightsaber form, an evolution of the aggressive Juyo style, developed and mastered by Jedi Master Mace Windu (Star Wars Legends). What set it apart was philosophy as much as motion: Windu taught that to wield Vaapad a Jedi had to accept and channel their own inner darkness and the fury of the opponent, riding that storm without being consumed by it — a knife's edge that made the form perilous and left few willing to learn it. In Legends, Depa Billaba was among the only students to study under Windu, and her flirtation with the form's darkness contributed to her later fall. Because it converts an enemy's malice into the wielder's advantage, Vaapad is especially potent against Dark Side opponents — fittingly, the Jedi most famous for it ultimately turned that edge on Darth Sidious himself."
    },
    {
      "name": "Force Sight",
      "category": "Sense",
      "cost": 1,
      "activation": "Action",
      "range": "60 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "See through walls and detect life forms up to 60 ft away.",
      "min_level": 1,
      "side": "Universal",
      "example": "A Padawan, blind-folded during a Trial or simply pinned behind a blast door, spends 1 FP and an Action to reach out with the Force. For the price of that single Force Point she lights up every living thing within 60 ft — the two guards flanking the corridor, the prisoner slumped in the next cell, the patrol creeping up the stairwell — all of them glowing through solid durasteel. No roll, no contest: she simply knows where the bodies are, then plans her move before the door ever opens.",
      "lore": "Force Sight belongs to the classic Sense discipline, the Force tradition concerned with perception, danger sense, and reaching awareness beyond the limits of the eyes. It is the basis of the famous truth that a Jedi can \"see\" without seeing — most iconically when Luke Skywalker, helmet blast-shield down aboard the Millennium Falcon, deflects Obi-Wan's training remote by feeling rather than looking. Sense-based perception is a foundational, universally taught skill rather than a Light- or Dark-exclusive art: Jedi rely on it to sense life and danger, while Sith and other Force users employ the same awareness to hunt and to detect their enemies. Across the saga it underlies abilities from Farseeing to a Force user's uncanny knack for knowing exactly who stands behind a wall."
    },
    {
      "name": "Ichor Bolt",
      "category": "Nightsister Magick",
      "cost": 2,
      "activation": "Action",
      "range": "60 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you hurl a bolt of crackling green ichor-energy at a creature you can see within 60 ft. Make a ranged Use the Force attack against the target. On a hit, it takes 2d8 energy damage.",
      "min_level": 1,
      "side": "Dark",
      "example": "A Nightsister acolyte spends 2 FP, levels her hand at a stormtrooper twenty yards down the canyon, and rolls a ranged Use the Force attack as her Action. The bolt of crackling green ichor sails the full 60 ft, beats his armor, and erupts for 2d8 energy damage. No save to dodge it - this one lands on the attack roll, so a clean hit just burns. From level 1 it's the witch's reliable opening salvo: cheap, ranged, and meaner than a blaster bolt.",
      "lore": "Ichor Bolt is drawn from the green magicks of Dathomir, the spellcasting tradition the Nightsister clans channel from the spirit ichor of their world rather than the orthodox Force taught by Jedi and Sith. In canon this power is most associated with Mother Talzin and her coven, whose witchcraft hurled bolts and tendrils of green energy, and it echoes through her disciples Asajj Ventress and Savage Opress, as well as later practitioners like Morgan Elsbeth and the survivor-witch Merrin. The signature emerald glow - distinct from blue or red lightning - marks it as Nightsister sorcery, a dark-side tradition the Jedi Order regarded as alien and dangerous. It sits firmly on the Dark side, a weaponized expression of the clan's blood-and-spirit magick."
    },
    {
      "name": "Hex",
      "category": "Nightsister Magick",
      "cost": 2,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you mutter a dark incantation against a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, it has disadvantage on its next attack roll and its next ability check before the end of its next turn.\n\nOn a success, it is unaffected.",
      "min_level": 1,
      "side": "Dark",
      "example": "A Nightsister, hunted across the spore-lit ravines of Dathomir, points a finger at the lead bounty hunter forty paces off and rasps a curse — burning 2 FP for the Action. He's well inside the 30-ft reach, and your DC is brutal (8 + proficiency + WIS). He rolls his Wisdom save and fails: now his next shot at you comes with disadvantage, and the careful Investigation check he was about to make to find your trail goes sour too, both before the end of his turn. One muttered incantation, and the hunter is suddenly fighting blind.",
      "lore": "Hex is a hallmark of the Nightsisters of Dathomir, the witch-clan who bent the dark side of the Force into ritual \"magick\" — curses, incantations, and spirit-summoning rather than the disciplined Control/Sense/Alter training of the Jedi. Mother Talzin, matriarch of the clan, and her acolyte Asajj Ventress are the tradition's most infamous practitioners, weaving hexes and dark sorcery across The Clone Wars. The art outlived Talzin's coven: Morgan Elsbeth carried Dathomiri witchcraft into the wider galaxy, and the survivor Merrin wields the same green-fire magick in Jedi: Fallen Order and Jedi: Survivor. A spoken curse that saps an enemy's aim and focus sits squarely within this canon of malediction and ill-wishing."
    },
    {
      "name": "Witch's Veil",
      "category": "Nightsister Magick",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you wreathe yourself in a shifting veil of dark-side energy. Until the end of your next turn, attack rolls against you have disadvantage. The veil ends early if you become incapacitated.",
      "min_level": 1,
      "side": "Dark",
      "example": "A Nightsister acolyte, run down to half her HP and pinned by two blaster troopers, burns a Bonus Action and 2 FP to wreathe herself in shifting dark-side energy. For the rest of this round and through her next turn, every shot they line up rolls with disadvantage — the squad's volley scatters into the rocks while she slips back into the mist. Just don't let them stun or knock her prone first: the instant she's incapacitated, the veil drops.",
      "lore": "The Nightsisters of Dathomir wove their magicks from the dark-side energies of their homeworld, and concealment was central to their craft — Mother Talzin and her coven famously moved through swirling green spirit-mist and veils of shadow that turned aside both eye and blade. Asajj Ventress, trained in these arts before her time as Dooku's assassin, leaned on misdirection and shrouding as much as on her lightsabers, while Morgan Elsbeth carried the tradition forward as a servant of Talzin. Across The Clone Wars and the wider Nightsister lore, this kind of protective shroud reflects their signature blend of dark-side sorcery and ambush tactics rather than the open, disciplined defense of the Jedi forms. It is a witch's trick: survive the moment, then vanish before the enemy can answer."
    },
    {
      "name": "Dark Imbuement",
      "category": "Nightsister Magick",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you channel Dathomir's dark ichor into your weapon or fist. The next time you hit with a melee attack this turn, the target takes an extra 1d8 Force damage.",
      "min_level": 1,
      "side": "Dark",
      "example": "A Nightsister acolyte, locked in a vibroblade duel on a Dathomiri ridgeline, spends a Bonus Action to channel the dark ichor into her blade. She still has to land the strike, but when her melee attack connects this turn, the blow tears an extra 1d8 Force damage straight through her foe's guard. At just 2 FP and Self range, it's a cheap, brutal opener to layer onto the hit you were already going to make.",
      "lore": "Nightsister Magick draws on the dark \"ichor\" — the sorcerous power woven through Dathomir and channeled by clans like the Nightsisters under Mother Talzin. The witches were known for empowering weapons and warriors through ritual and chant, and Talzin's protégée Asajj Ventress carried that Dathomiri training into her career as an assassin and dark warrior. Imbuing a strike with raw dark-side energy fits the tradition's hands-on, combat-forward sorcery, distinct from the cooler discipline of formal Jedi or Sith teaching. In current canon, figures such as Morgan Elsbeth and the Great Mother Nightsisters of Peridea keep this ichor-fueled magick alive."
    },
    {
      "name": "Spirit's Guidance",
      "category": "Nightsister Magick",
      "cost": 1,
      "activation": "Bonus Action",
      "range": "Touch",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you whisper the counsel of ancestral spirits to a creature you can touch. The next attack roll or saving throw it makes before the end of your next turn gains a +1d4 bonus. The creature must choose to use this bonus before it rolls.",
      "min_level": 1,
      "side": "Dark",
      "example": "A Nightsister acolyte, pinned with her sister behind a fallen tomb-pillar, spends 1 FP as a Bonus Action and lays a hand on the sister's shoulder, murmuring the counsel of the dead. On her sister's turn, the spirits steady her aim: she adds the +1d4 to her blaster shot, choosing to invoke it before she rolls, and the bonus turns a near-miss into a clean hit. Touch range means you have to be right beside your ally to whisper the ancestors' guidance, but at a single Force Point it is cheap insurance for a critical attack or a deadly save.",
      "lore": "The Nightsisters of Dathomir drew their magicks not from the conventional Force but from the spirits of their ancestors, channeling them through the green ichor and ritual incantations of their clan. Mother Talzin, leader of the Nightsisters, was the foremost practitioner of this ancestral sorcery, calling on the dead to empower, curse, and counsel the living. This power reflects that tradition of seeking guidance and aid from departed spirits rather than the meditative Jedi connection to the living Force. Asajj Ventress and Morgan Elsbeth both carried forward elements of this Dathomiri craft, and the Nightsisters' reliance on the spirits of their fallen is a defining trait of their dark, clannish practice across both Star Wars canon and Legends."
    },
    {
      "name": "Shadow Step",
      "category": "Nightsister Magick",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As a Bonus Action, you step through the spirit-shadows of Dathomir. You teleport up to 30 ft to an unoccupied space you can see that is in dim light or darkness.\n\nYou cannot teleport into an area of bright light with this power.",
      "min_level": 5,
      "side": "Dark",
      "example": "A Nightsister acolyte is pinned at the dead end of a Dathomiri ravine, blasters leveled at her from the ridge above. On her turn she spends 2 FP and, as a Bonus Action, melts into the spirit-shadows — teleporting 30 ft to an unlit ledge behind a boulder she can see, leaving the squad firing at empty air. Because it costs only a Bonus Action, she still has her full Action to vanish again or strike from cover. Just remember: there's no shadow to slip through under a noon sun or a floodlight, so you can't land in bright light.",
      "lore": "Shadow Step embodies the eerie, space-bending sorcery of the Nightsisters of Dathomir — clan witches who drew on the planet's ichor and ancestral spirits rather than the formal Jedi or Sith disciplines. In The Clone Wars, Mother Talzin demonstrated this kind of shadow-magick mastery, dissolving into smoke and reappearing elsewhere to confound even Count Dooku and Darth Sidious, and Asajj Ventress trained in the same Dathomiri traditions. The motif of melting between shadows recurs throughout Nightsister lore, carried on by later inheritors like Morgan Elsbeth and the survivor-witch Merrin. As Dark-side magick, the power is bound to gloom and darkness — fitting for a tradition that wielded the night itself as a weapon."
    },
    {
      "name": "Toxic Ichor",
      "category": "Nightsister Magick",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you fling a gout of corrosive ichor at a creature within 30 ft. Make a ranged Use the Force attack.\n\nOn a hit, the target takes 2d6 chem-toxic damage and must succeed on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or become Poisoned for 3 rounds.\n\nThe Poisoned creature repeats the saving throw at the end of each of its turns, ending the effect early on a success.",
      "min_level": 5,
      "side": "Dark",
      "example": "A Nightsister acolyte, run down on a Dathomiri ridgeline by a clone scout 25 ft below, spends 3 FP and rips an Action to hurl a gout of corrosive ichor. Her ranged Use the Force attack lands, splattering him for 2d6 chem-toxic damage, and he blows the Constitution save (DC 8 + her Proficiency Bonus + Wisdom mod) — now Poisoned for 3 rounds, hacking and half-blind with disadvantage on his shots. He gets to retry the save at the end of each of his turns, so the GM has him cough out a roll every round, but the ichor keeps eating at him until he finally shakes it on a success.",
      "lore": "Toxic Ichor belongs to the Magick of the Nightsisters of Dathomir, the Dark-side witch tradition led in canon by Mother Talzin and carried by figures like Asajj Ventress, Morgan Elsbeth, and the survivor Merrin. Nightsister Magick is depicted as something apart from ordinary Jedi and Sith Force use — spirit-channeling, alchemy, and venom-laced curses drawn from Dathomir's ancestral dead, seen across The Clone Wars, Dark Disciple, and Star Wars: Jedi Fallen Order/Survivor. The clan's witches were renowned for brewing toxins and poisons and for spells that corrupted and weakened the body, making a corrosive, sickening hex like this a fitting expression of their craft. As with most of their arts, it draws on green ichor and ritual venom rather than the clean elemental powers of the Jedi, marking it firmly as Dark-side sorcery."
    },
    {
      "name": "Witch's Alchemy",
      "category": "Nightsister Magick",
      "cost": 0,
      "activation": "Ritual (1/Long Rest)",
      "range": "Touch",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "Over a few minutes of ritual brewing (once per long rest, no Force Points spent), you craft one alchemical item, which persists until used or until you finish your next long rest. Choose one.\n\n• COVEN TOXIN: applied to a weapon as an Action; the weapon's next 3 hits each deal an extra 1d6 chem-toxic damage.\n\n• VEIL-SMOKE BOMB: thrown as an Action to a point within 30 ft, creating a 10-ft-radius heavily obscured cloud for 3 rounds.\n\n• RESTORATIVE DRAUGHT: a creature can drink it as an Action to regain 2d8 + your Wisdom modifier hit points and end one Poisoned condition affecting it.",
      "min_level": 5,
      "side": "Dark",
      "example": "The night before storming the compound, your Nightsister spends a few minutes hunched over her brewing pot at camp — no Force Points, just ritual and patience — and brews a Coven Toxin. Come the fight, she smears it on the party's vibroblade as an Action, and the next three hits each bite for an extra 1d6 chem-toxic damage on top of the steel. When a teammate drops bloodied behind cover, she tosses them the Restorative Draught instead; they down it as an Action, regain 2d8 + her Wisdom modifier hit points, and shake off the Poisoned condition the enemy alchemist hung on them. One ritual, one item, and it lingers until used or her next long rest.",
      "lore": "The witches of Dathomir were renowned across both canon and Legends not only for their spellcasting but for their alchemy — distilling potions, poisons, and ichor-laced concoctions from the swamps and beasts of their world. Mother Talzin, clan mother of the Nightsisters, was the archetypal practitioner, and her magicks ran from healing draughts to the toxic and the lethal. In Legends, Dathomiri witches and the broader tradition of Sith alchemy were famous for brewing toxins and transformative elixirs as readily as they hurled spells. Asajj Ventress and Morgan Elsbeth both carried this Nightsister heritage forward, drawing on the coven's blend of ritual craft and dark-side power. Such brewing was always a slow, deliberate art — worked over the cauldron and the fire rather than flung in the heat of battle."
    },
    {
      "name": "Spirit Ichor",
      "category": "Nightsister Magick",
      "cost": 3,
      "activation": "Action",
      "range": "Touch",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you anoint a willing creature you can touch with luminous spirit-ichor.\n\nIt gains 2d8 + your Wisdom modifier temporary hit points, and gains a +1d4 bonus to its attack rolls until the end of its next turn.",
      "min_level": 5,
      "side": "Dark",
      "example": "A Nightsister sees her clan-sister bleeding out behind a fallen rancor-bone barricade. She spends her Action and 3 FP, lays a hand on the wounded warrior, and smears glowing green ichor across her brow. The roll comes up 2d8 + her Wisdom modifier — a fat stack of temporary hit points — and the warrior surges back over the barricade with a +1d4 humming on her next attack rolls until the end of her turn. No save, no risk: this is touch-range battlefield blessing, so pick the ally who's about to do something decisive.",
      "lore": "Spirit-ichor is the luminous green essence at the heart of Nightsister magick on Dathomir, channeled from the spirit realm the clan call upon in their rituals. In canon it appears most strikingly in The Clone Wars, when Mother Talzin and the Nightsisters raise their fallen as glowing-eyed zombie warriors and pour ichor-fueled power into Savage Opress to twist and empower him. Asajj Ventress was raised in these traditions before her exile, and the clan's pull from the spirit world later echoes through figures like Merrin, the last witch of her Dathomir coven, and Morgan Elsbeth. As a blessing of borrowed ancestral strength laid on a willing ally, this power reflects the Nightsisters' signature blend of life, death, and the spirits — set apart from the Jedi Control/Sense/Alter disciplines, which is why it sits on the Dark side."
    },
    {
      "name": "Ancestral Vigor",
      "category": "Nightsister Magick",
      "cost": 3,
      "activation": "Bonus Action",
      "range": "Self or Touch",
      "concentration": false,
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As a Bonus Action, you call on ancestral spirits to fortify a creature (yourself or one you touch).\n\nFor 3 rounds, it gains temporary hit points equal to your Wisdom modifier + your Proficiency Bonus and its speed increases by 10 ft.\n\nTemporary hit points from Ancestral Vigor do not stack with themselves.",
      "min_level": 5,
      "side": "Dark",
      "example": "Your Nightsister, blade-locked against a hulking war droid, burns 3 FP as a Bonus Action and presses a hand to the wounded acolyte beside her, the witch-spirits of Dathomir flooding the woman with borrowed life. For the next 3 rounds the acolyte carries temporary hit points equal to your Wisdom modifier plus your Proficiency Bonus and moves 10 ft faster, enough to close the gap or break contact at will. No save, no roll, no concentration to hold; just touch and the ancestors answer. Refresh it before it lapses and remember the temp HP won't stack on top of itself.",
      "lore": "Ancestral Vigor reflects the Nightsisters' defining practice of channeling the spirits of Dathomir's dead rather than the Force as the Jedi knew it. Mother Talzin's clan drew their green ichor-magick from these ancestral spirits, and figures like Asajj Ventress, Old Daka, and the Great Mothers (seen in Ahsoka through Morgan Elsbeth's allies) were shown invoking the departed for power, healing, and even resurrection. The witches' rites of bolstering and revival run throughout The Clone Wars, where Old Daka's chants raised fallen sisters as zombie warriors to repel General Grievous. This power channels that same tradition in a defensive register, hardening and quickening an ally through borrowed ancestral strength rather than raising the dead, a fittingly Dark-side expression of Dathomiri magick."
    },
    {
      "name": "Shroud of Dathomir",
      "category": "Nightsister Magick",
      "cost": 3,
      "activation": "Action",
      "range": "Self (10 ft aura)",
      "concentration": true,
      "concentration_duration": "3 rounds",
      "prerequisites": [
        "LVL 5"
      ],
      "effect": "As an Action, you draw a shroud of swirling mist and shadow around yourself. For up to 3 rounds while you concentrate, you and allies within 10 ft of you are lightly obscured to your enemies — attack rolls against any of you have disadvantage. The shroud moves with you.",
      "min_level": 5,
      "side": "Dark",
      "example": "Pinned in a ravine with two clankers closing in, a Nightsister spends an Action and 3 FP to call up the Shroud of Dathomir — coiling mist swallows her and the wounded scout crouched beside her. For the next 3 rounds, while she concentrates, every droid firing into that 10-ft haze attacks with disadvantage, and the murk drifts with her as she falls back toward the treeline. No save, no resistance check — just two dice on every enemy shot, take the lower. Her ally exhales and reloads; the bolts keep going wide.",
      "lore": "Shroud-like concealment magicks are a signature of the Nightsisters of Dathomir, who wove the planet's ambient dark-side energies into mist, fear, and shadow rather than the disciplined Force techniques of the Jedi. The Nightsisters' command of obscuring fog and spirit-haunted gloom is most vivid in The Clone Wars, where Mother Talzin and Asajj Ventress's clan summon swirling green mists and shadowy illusions on their fog-wreathed homeworld. This tradition of ancestral, ichor-fueled \"magick\" — distinct from mainline Force use — also surfaces with later practitioners such as Morgan Elsbeth and the witch Merrin in canon. Drawing the mists of Dathomir close as a battlefield veil fits squarely within that established Nightsister practice of bending the unseen and the eerie to a coven's advantage."
    },
    {
      "name": "Wrack",
      "category": "Nightsister Magick",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 7"
      ],
      "effect": "As an Action, you wrench at a creature's nerves with phantom pain. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, it takes 2d6 psychic damage and has disadvantage on attack rolls until the end of its next turn.\n\nOn a success, it takes half damage and suffers no other effect.",
      "min_level": 7,
      "side": "Dark",
      "example": "The crew's slicer is pinned behind a crate while a Nightsister raider lines up a shot. She flicks two fingers, spends 3 FP, and wrenches at his nerves from 30 ft away — phantom pain lances up his spine. He blows the Wisdom save (DC 8 + her Proficiency Bonus + her Wisdom modifier), eats 2d6 psychic damage, and now has disadvantage on attack rolls until the end of his next turn, so his return fire goes wide. Even on a clean save he'd still take half the damage; Wrack always leaves a mark.",
      "lore": "Wrack is a Nightsister Magick of Dathomir, drawing on the dark-side ichor and spellcasting of the witches led by Mother Talzin. Pain-inflicting sorcery is a hallmark of the Nightsister tradition seen across canon and Legends — from Talzin's coven on Dathomir to her acolyte Asajj Ventress in The Clone Wars, and echoed by later practitioners such as Morgan Elsbeth and the survivor-witch Merrin of Dathomir. Where Sith might channel raw Force lightning, the Nightsisters weave green-tinged magick and phantom torment to break an enemy's will, a craft passed down through their clans rather than the Jedi or Sith academies. Wrack reflects that signature: not lethal force, but agony that turns a foe's own body against them."
    },
    {
      "name": "Witch Teleportation",
      "category": "Nightsister Magick",
      "cost": 3,
      "activation": "Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [
        "LVL 8"
      ],
      "effect": "As an Action, you dissolve into a swirl of green ichor-smoke and reappear in an unoccupied space you can see up to 90 ft away, leaving nothing behind but drifting mist.\n\nWhere the dark side runs strong — a Dathomiri nexus, a site of great death, a Sith shrine, or a similar place of the GM's choosing — the smoke carries you farther: the distance doubles to 180 ft, and you may bring one willing creature within 5 ft of you along, setting it down in an unoccupied space next to your destination.",
      "min_level": 8,
      "side": "Dark",
      "example": "Grievous's droids have the coven's clearing ringed, blasters closing from every treeline. The Clan Mother spends 3 FP and her Action to unravel into green smoke — and because this is Dathomir itself, a world steeped in the dark side, the mist carries her a full 180 ft, over the droid line to the ridge above, her wounded acolyte pulled along at her side. Anywhere else she'd still cross 90 ft in a heartbeat, more than enough to quit a losing fight; it just takes her whole Action, so she can't blink away and strike in the same turn.",
      "lore": "The Nightsisters of Dathomir bent shadow and spirit to slip through space in ways that unnerved even the Sith. In The Clone Wars, Mother Talzin repeatedly dissolved into smoke to escape or reposition — most memorably vanishing from her stronghold as General Grievous and Count Dooku's droid army overran the witches. The gift runs through the tradition: Asajj Ventress, Merrin of Dathomir, and the later Great Mothers all move through the world in the same eerie, mist-wreathed way. Dathomir's own saturation in the dark side is why the feat reaches furthest on that world, the planet's ichor amplifying the magick that carries a witch clear of danger."
    },
    {
      "name": "Coven's Hex",
      "category": "Nightsister Magick",
      "cost": 4,
      "activation": "Action",
      "range": "15 ft radius",
      "concentration": true,
      "concentration_duration": "3 rounds",
      "prerequisites": [
        "LVL 10"
      ],
      "effect": "As an Action, you unleash a chorus of dark-side dread. Each enemy of your choice within 15 ft of you must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, a creature becomes Frightened of you while you concentrate (up to 3 rounds). A Frightened creature cannot willingly move closer to you and has disadvantage on attack rolls and ability checks.\n\nEach affected creature repeats the saving throw at the end of its turns, ending the effect on itself early on a success.",
      "min_level": 10,
      "side": "Dark",
      "example": "A Nightsister coven-leader, surrounded by a squad of clone troopers closing in, spends 4 FP and an Action to loose a chorus of dark-side dread. Every trooper within the 15-ft radius she chooses must make a Wisdom save against her DC (8 + proficiency bonus + WIS mod); three of them fail and are now Frightened while she concentrates, up to 3 rounds. Pinned by terror, those troopers can't advance on her and attack at disadvantage, buying her coven time to encircle the wavering line, and each one gets to re-roll the save at the end of its turn to shake it off.",
      "lore": "Fear is the Nightsisters' stock-in-trade. The witches of Dathomir wove dark-side magicks meant to break an enemy's nerve before a blade was ever raised, and their covens chanting in unison are a hallmark of the order as seen in The Clone Wars. Mother Talzin and Asajj Ventress channeled this terror-laden ichor magick against Jedi and rivals alike, and survivors like Merrin and figures such as Morgan Elsbeth carry that same tradition of weaponized dread. A group-spell like this, sapping the courage of all who stand against the coven, sits squarely within that canon of Nightsister fear-craft, distinct from the disciplined Control of the Jedi."
    },
    {
      "name": "Ichor Storm",
      "category": "Nightsister Magick",
      "cost": 4,
      "activation": "Action",
      "range": "60 ft (10 ft radius)",
      "concentration": false,
      "prerequisites": [
        "LVL 10"
      ],
      "effect": "As an Action, you conjure a churning storm of green ichor-energy centered on a point you can see within 60 ft, filling a 10 ft radius.\n\nEach creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier), taking 3d8 energy damage on a failed save, or half as much on a success.",
      "min_level": 10,
      "side": "Dark",
      "example": "The Nightsister, perched on a rocky outcrop above the clearing, spends 4 FP and hurls a churning vortex of green ichor-energy onto the cluster of stormtroopers 50 ft below, blanketing a 10 ft radius. All five troopers must make a Dexterity saving throw against her DC of 8 + Proficiency Bonus + Wisdom modifier; three fail and eat the full 3d8 energy damage, while the two who dive clear still take half. It's a Level 10 Action that turns a bunched-up squad into a screaming, scorched mess in a single breath.",
      "lore": "Ichor Storm belongs to the Nightsister Magick of Dathomir, the green-tinged sorcery channeled from the spirit ichor of the Winged Goddess rather than the conventional light or dark Force. In canon, the clan's witches under Mother Talzin wielded this magick to unleash bolts and waves of luminous green energy, seen when Talzin and Asajj Ventress battled Count Dooku and Savage Opress in The Clone Wars. The tradition survives in later figures like Morgan Elsbeth and the Great Mother Nightsisters, and in Merrin of Dathomir in Jedi: Fallen Order and Survivor, whose sorcery hurls similar emerald destruction. As Nightsister Magick, it sits apart from orthodox Jedi and Sith practice, drawing on Dathomiri ritual and the ichor of the dead rather than the classic Control/Sense/Alter disciplines."
    },
    {
      "name": "Hex of Decay",
      "category": "Nightsister Magick",
      "cost": 4,
      "activation": "Action",
      "range": "30 ft",
      "concentration": true,
      "concentration_duration": "3 rounds",
      "prerequisites": [
        "LVL 10"
      ],
      "effect": "As an Action, you curse a creature within 30 ft with rotting decay. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, it takes 2d8 chem-toxic damage immediately, becomes Poisoned, and takes 1d8 chem-toxic damage at the start of each of its turns while you concentrate (up to 3 rounds). At the end of each of its turns it repeats the saving throw, ending the effect early on a success.\n\nOn the initial successful save, it takes half the initial damage and suffers no ongoing effect.",
      "min_level": 10,
      "side": "Dark",
      "example": "A Nightsister acolyte, pinned behind cover by a Mandalorian bounty hunter twenty feet away, spends 4 FP and snarls a curse of rotting decay. The hunter fails the Constitution save (DC 8 + your proficiency + your Wisdom mod), eats 2d8 chem-toxic damage on the spot, and goes Poisoned. For the next three rounds while she concentrates, he sloughs another 1d8 chem-toxic at the start of each turn — coughing, retching, fighting to shake it off on his end-of-turn save before the rot drags him down.",
      "lore": "Curses of wasting and decay are a signature of the Nightsisters of Dathomir, whose magicks — drawn from the green ichor of their world and the spirits of their ancestors — bend life and death in ways the Jedi and Sith both shunned. Where conventional Force users heal or strike, the witches of Dathomir were known to wither, hex, and rot, channeling sickness into their foes through ritual and incantation. Figures like Mother Talzin and the elder Nightsisters wielded this darker, blood-and-spirit tradition, and warriors such as Asajj Ventress were raised within it. Such decay magick sits apart from the classic Jedi Control, Sense, and Alter disciplines: it is clan sorcery, deeply tied to Dathomir's haunted rites rather than to any lightsaber order."
    },
    {
      "name": "Spirit Warrior",
      "category": "Nightsister Magick",
      "cost": 4,
      "activation": "Action",
      "range": "30 ft",
      "concentration": true,
      "concentration_duration": "3 rounds",
      "prerequisites": [
        "LVL 10"
      ],
      "effect": "As an Action, you summon the spectral warrior-spirit of a fallen Nightsister into an unoccupied space you can see within 30 ft.\n\nThe spirit acts on your initiative, obeys your commands, and fights for up to 3 rounds while you concentrate. Its statistics are set by the GM — a basic spectral warrior, roughly a level-appropriate melee combatant that is resistant to non-Force physical damage.\n\nIf the spirit drops to 0 hit points or your concentration ends, it dissipates.",
      "min_level": 10,
      "side": "Dark",
      "example": "Pinned behind cover by a squad of battle droids, your level-12 Nightsister adept spends an Action and 4 FP to tear a fallen sister's spectral warrior into an empty square 25 feet downrange. It rolls on your initiative, charges the droid line on your command, and shrugs off their blaster bolts — non-Force physical damage barely scratches it. For three rounds you hold concentration while it carves a path; the moment a lucky shot drops it to 0 HP (or you have to break focus to run), the spirit unravels into green mist.",
      "lore": "Conjuring the spirits of the dead to fight for the living is core to Nightsister magick, the Dark-side sorcery of Dathomir channeled through their connection to the spirit ichor and the Winged Goddess. In canon, Mother Talzin and her coven wielded this command over death directly — most famously when Talzin and the surviving Nightsisters raised their slaughtered kin as an undead army to repel General Grievous and Count Dooku's invasion in The Clone Wars. The tradition echoes again in Ahsoka, where Morgan Elsbeth and the Great Mothers of Dathomir wield similar necromantic and spirit-binding rites. Across Legends, Nightsister sorcery likewise blurred the line between life and death, setting their practice apart from orthodox Jedi and Sith teaching."
    },
    {
      "name": "Reanimation",
      "category": "Nightsister Magick",
      "cost": 5,
      "activation": "Action (1/Long Rest)",
      "range": "10 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 13"
      ],
      "effect": "As an Action (once per long rest), you chant the Chant of Resurrection, raising up to your Wisdom modifier + your Proficiency Bonus fresh Medium or smaller corpses within 10 ft as Nightsister zombie thralls (use the Nightsister Zombie stat block). They act on your initiative and obey your commands, lasting until destroyed or the current scene ends.\n\nYou command every thrall you raise. Their unlife is bound to yours — the instant you drop to 0 hit points, they all collapse.",
      "min_level": 13,
      "side": "Dark",
      "example": "A Nightsister elder is cornered in a Dathomir crypt at the end of a brutal fight, four fresh bodies strewn within 10 ft — fallen sisters and the trandoshan hunter who dropped them. She spends her one casting of the day (5 FP, an Action) and chants the Chant of Resurrection. With Wisdom +4 and a +5 proficiency bonus she could raise up to nine thralls, but only the four nearby corpses answer; all four lurch upright on her initiative and throw themselves between her and the blaster fire. They obey until they're hacked apart or the party clears the chamber — and the moment she falls, every one of them drops with her.",
      "lore": "Raising the dead is the signature dark art of the Nightsisters of Dathomir, who wove their ichor-fueled magicks far outside orthodox Jedi and Sith practice. In canon, Mother Talzin's coven and Old Daka resurrected fallen sisters as shambling undead to defend the village of the witches against General Grievous and his droid army during the Clone Wars, as seen in The Clone Wars episode \"Massacre.\" The tradition echoes through later Nightsister-touched figures like Asajj Ventress, Morgan Elsbeth, and Merrin of Dathomir, whose green-flamed sorcery in Jedi: Fallen Order likewise reanimates the dead. As a Dark-side rite, reanimation is reviled as an abomination by the wider galaxy, a corruption of life-force that turns the slain into thralls bound to the witch's will."
    },
    {
      "name": "Wrath of the Ancestors",
      "category": "Nightsister Magick",
      "cost": 6,
      "activation": "Action",
      "range": "60 ft (20 ft radius)",
      "concentration": false,
      "prerequisites": [
        "LVL 13"
      ],
      "effect": "As an Action, you call down the fury of the Dathomiri dead on a point you can see within 60 ft, filling a 20 ft radius.\n\nEach creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, a creature takes 5d8 energy damage and is knocked Prone.\n\nOn a successful save, it takes half damage and is not knocked Prone.",
      "min_level": 13,
      "side": "Dark",
      "example": "The squad of battle droids has the Nightsister coven pinned in a Dathomiri ravine, so the elder spends 6 FP and an Action to call down the wrath of the ancestors on a chokepoint 50 ft out, filling a 20 ft radius with the fury of the dead. Every droid inside rolls a Dexterity save against DC 8 + her Proficiency Bonus + her Wisdom modifier; the four that fail eat 5d8 energy damage and crash Prone in the dust, while the one that ducks aside takes half and stays on its feet. Next round her sisters mop up the prone wreckage at advantage. A devastating opener when enemies cluster.",
      "lore": "Wrath of the Ancestors reflects the core conceit of Nightsister magick: the witches of Dathomir do not simply wield the Force, they bargain with and channel the spirits of their dead, drawing power from the planet's ichor and the ancestral coven. This spirit-summoning tradition is most associated with Mother Talzin and the Nightsisters seen in Star Wars: The Clone Wars, whose rites could call the dead to fight for them — most strikingly in the resurrection of fallen sisters as zombie warriors against General Grievous's droid army. The discipline echoes forward through canon in figures like Morgan Elsbeth and the witch Merrin of Dathomir (Jedi: Fallen Order), and through Legends in Ventress's own Dathomiri roots. As a Dark-side art, it sits apart from orthodox Jedi and Sith practice, a regional shamanic tradition that treats the ancestral dead as a living wellspring of destructive power."
    },
    {
      "name": "Agony",
      "category": "Nightsister Magick",
      "cost": 5,
      "activation": "Action",
      "range": "30 ft",
      "concentration": true,
      "concentration_duration": "3 rounds",
      "prerequisites": [
        "LVL 13"
      ],
      "effect": "As an Action, you fill a creature within 30 ft with overwhelming, mind-shattering pain. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, it becomes Incapacitated and takes 3d8 psychic damage at the start of each of its turns while you concentrate (up to 3 rounds). At the end of each of its turns it repeats the saving throw, ending the effect early on a success.\n\nOn the initial successful save, it takes 3d8 psychic damage once and is not Incapacitated.",
      "min_level": 13,
      "side": "Dark",
      "example": "Cornered by a smuggler crew in a Dathomiri ravine, a Nightsister spends 5 FP to flood the gang's leader at 30 ft with mind-shattering pain. He blows the Constitution save (DC 8 + her proficiency bonus + WIS), drops Incapacitated, and eats 3d8 psychic damage at the start of every turn while she keeps concentrating. He claws back a save at the end of each of his turns, but the green ichor-light keeps flickering for the full 3 rounds before he finally shakes it. Lesson for the table: had he made that first save, he'd have just taken 3d8 once and stayed on his feet.",
      "lore": "Agony is drawn from the Nightsister tradition of Dathomir, where the witches of the Nightsister clans channeled the planet's ichor-fueled magicks to curse and torment their foes. Mother Talzin and her disciple Asajj Ventress are the tradition's most prominent practitioners in canon, wielding green-fire spells and pain-inflicting sorcery that the Jedi regarded as a dark and alien form of the Force. Pain as a weapon is a hallmark of the dark side broadly, but the Nightsisters' incantation-driven, ichor-bound style sets their magicks apart from orthodox Sith technique. More recent canon figures such as Morgan Elsbeth and the witch Merrin carry these Dathomiri traditions forward, underscoring how the clan's curses lingered long after the massacre of the Nightsisters."
    },
    {
      "name": "Fleshshape",
      "category": "Nightsister Magick",
      "cost": 5,
      "activation": "Action",
      "range": "Touch",
      "concentration": true,
      "concentration_duration": "3 rounds",
      "prerequisites": [
        "LVL 13"
      ],
      "effect": "As an Action, you reshape the flesh of a willing creature you touch with Dathomiri alchemy. For up to 3 rounds while you concentrate, the target grows claws or fangs that count as a natural weapon dealing 1d8 kinetic (slashing) damage on an unarmed strike, gains a climbing speed equal to its walking speed, and gains a +2 bonus to one physical ability score of your choice (Strength, Dexterity, or Constitution).",
      "min_level": 13,
      "side": "Dark",
      "example": "A Nightsister coven-leader grips her wounded scout's shoulder before the Massassi raid and spends 5 FP, weaving Dathomiri alchemy into living flesh. For the next 3 rounds the scout's fingernails harden into claws (a 1d8 kinetic-slashing natural weapon on her unarmed strikes), she gains a climbing speed equal to her walking speed to swarm up the temple wall, and the coven-leader pours a +2 into the scout's Strength to tear the gate-bar free. It's Touch range and requires a willing target, so plan it on an ally before the fighting starts — and keep concentration up, because once it drops, the flesh remembers its old shape.",
      "lore": "Fleshshape draws on the body-warping flesh-magick of the Nightsisters of Dathomir, the clan of dark-side witches whose spellcraft bends living matter rather than relying on classic Jedi technique. In Legends, Dathomiri witches and the Nightsisters under figures like Mother Talzin were renowned for transmutation and alchemy that reshaped flesh and bone, while canon shows this same tradition through Talzin's coven and her later inheritors Asajj Ventress and Morgan Elsbeth, and in newer canon the Great Mothers who revived their craft. Their magick is unmistakably of the dark side, distinct from the Force-tradition disciplines of Control, Sense, and Alter — a sorcery passed down by Dathomir's witch-clans rather than taught in a Jedi Temple. Powers like this evoke the Nightsisters' reputation for reforging warriors and beasts into deadlier forms in service of their covens."
    },
    {
      "name": "Inflict Ichor Pain",
      "category": "Nightsister Magick",
      "cost": 6,
      "activation": "Action",
      "range": "60 ft",
      "concentration": true,
      "concentration_duration": "Special",
      "prerequisites": [
        "LVL 15"
      ],
      "effect": "As an Action, you knot a fetish of hair, bone, and green ichor and begin to torment a creature you can see within 60 ft from afar. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).\n\nOn a failed save, it is wracked with crippling pain: it takes 4d8 Force damage and becomes Poisoned. On each of your later turns you may spend your Action to keep channeling — it takes 4d8 Force damage again and remains Poisoned. At the end of each of its turns it repeats the saving throw, ending the effect early on a success.\n\nSustaining the curse takes everything you have. It requires Concentration, and while it lasts you can take no other action, bonus action, reaction, or movement — you do nothing but channel it. If your concentration ends for any reason, the power ends at once.\n\nOn a successful initial save, the target takes half damage, is not Poisoned, and the power ends.\n\nRitual effigy: if you spend at least 1 hour beforehand binding an effigy to one specific creature using a piece of it — blood, hair, a treasured possession — then when you turn this power on that target it needs no line of sight and reaches across any distance, its first saving throw is made with Disadvantage, and the ongoing damage rises to 5d8. The effigy is no shield against a broken focus: end the channel and the torment stops all the same.",
      "min_level": 15,
      "side": "Dark",
      "example": "Count Dooku believes himself untouchable a galaxy away — but the night before, Old Daka and the coven bound a doll to a lock of his hair. When Mother Talzin turns Inflict Ichor Pain on him, distance and walls mean nothing: he fails the first save at Disadvantage and folds, boils erupting across his skin, taking 5d8 Force damage and falling Poisoned. Talzin sits rigid at the ritual fire, spending every Action to keep the curse burning — no attacks, no movement, nothing but the chant — and he suffers another 5d8 each turn until he finally rolls a save to throw it off. The instant a stray blast rattles her focus and she blows the concentration check, the pain snuffs out and Dooku breathes again.",
      "lore": "The witches of Dathomir were feared above all for their curses. In The Clone Wars, Mother Talzin and the ancient Old Daka bound an effigy to Count Dooku and tortured him across the stars, wracking his body with pain and boils to punish his betrayal — and breaking the rite only when their own coven came under attack. This is voodoo in the oldest sense: sympathetic magick that needs a piece of the victim and the caster's whole, undivided will, drawn from the green ichor of Dathomir rather than any Jedi or Sith discipline. It is the darkest reach of the Nightsister art, a torment so total that the witch who works it can do nothing else while it lasts."
    },
    {
      "name": "Combat Precognition",
      "category": "Sense",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you let the Force flow a heartbeat ahead of the moment, sensing strikes before they come.\n\nFor the next 3 rounds you cannot be Surprised, and the first attack roll made against you each round is rolled with disadvantage as you slip aside from blows you feel coming.\n\nIf you reach for this power in the instant before a fight begins, the GM may also let you act in the surprise round or grant advantage on your Initiative check.",
      "min_level": 5,
      "side": "Universal",
      "example": "A Padawan, cornered on a catwalk by three bounty hunters, spends a Bonus Action and 2 FP to let the Force run a heartbeat ahead. For the next 3 rounds she can't be Surprised, and the first blaster bolt or vibroblade swing aimed at her each round comes in with disadvantage as she leans out of the line of fire she already felt coming. There's no save for the enemies to beat — it's purely her own Sense edge — so even when the second hunter flanks her, that opening shot still rolls twice and takes the worse. Reach for it in the breath before the ambush springs and the GM may even let her act in the surprise round.",
      "lore": "Combat precognition is the battlefield application of the Jedi's danger sense, a discipline of the Sense powers through which a Force-user perceives an opponent's intent a fraction of a second before they act. It is the same instinct that lets a Padawan deflect blaster bolts during lightsaber training while blindfolded, as Luke Skywalker famously did aboard the Millennium Falcon against the remote in A New Hope. Both Jedi and Sith cultivate it — Obi-Wan Kenobi, Qui-Gon Jinn, and countless duelists rely on this flowing, present-focused awareness, while in Legends it underpins teachings like the Force-empowered combat senses central to lightsaber mastery. As a Universal Sense ability, it embodies the broader Jedi maxim that a Force-sensitive can feel the future converging on the present moment, trusting that perception over conscious thought in the heat of a fight."
    },
    {
      "name": "Empathy",
      "category": "Sense",
      "cost": 1,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you extend your senses into a creature's surface feelings within 30 ft. You learn its current emotional state — calm, afraid, hostile, grieving, or deceptive — and whether its most recent statement was a deliberate lie.\n\nA creature that does not wish to be read can resist with a Wisdom saving throw against your Force DC, sensing the brush of your awareness.\n\nThis reads the emotional truth beneath the words, not the specific thoughts above them.",
      "min_level": 1,
      "side": "Light",
      "example": "A Padawan sits across the cantina table from a Twi'lek fixer who swears the cargo is \"clean, friend, completely clean.\" The player spends 1 FP and takes an Action to reach out with Empathy against the target 4 feet away. The fixer doesn't want to be read, so the GM rolls a Wisdom save against the Padawan's Force DC — and fails. In a flicker the Padawan feels the man's slick layer of hostility under the smile, and knows for certain that last sentence was a deliberate lie.",
      "lore": "Empathy belongs to the Sense discipline, the branch of the classic Control–Sense–Alter triad concerned with perceiving the living Force and the feelings of others. Reading emotions and detecting deception are foundational Jedi skills: in The Phantom Menace, Qui-Gon Jinn gauges Anakin and others through such impressions, and across canon and Legends Jedi routinely \"sense much fear,\" anger, or deceit in those they speak with. Because it touches the living Force gently rather than dominating a mind, this kind of empathic reading sits comfortably on the Light side, distinct from the invasive mind-probing and influence the Sith favor. Telepaths and especially attuned species — and beings like Jedi who train the Sense disciplines — are noted for feeling the emotional currents around them without ever hearing a single spoken word."
    },
    {
      "name": "Sense Surroundings",
      "category": "Sense",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you let the Force map the space around you, perceiving without your eyes. For the next 3 rounds you have blindsight out to 30 ft:\n\n• you sense the exact position of every creature and object in range,\n• act with no penalty while Blinded or in darkness or smoke,\n• and ignore the Invisible condition on creatures within range.\n\nTotal cover still blocks this sense.",
      "min_level": 5,
      "side": "Universal",
      "example": "A Jedi shadow trooper kills the lights and floods the corridor with smoke, expecting easy prey. The Padawan spends a Bonus Action and 2 FP to let the Force map the room: for the next 3 rounds she has blindsight out to 30 ft, pinpointing the trooper's exact position, swinging with no penalty despite being Blinded, and tracking him even when he triggers a personal cloaking field. He ducks behind a blast door for total cover and vanishes from her sense, but the instant he leans out to fire, she already knows precisely where he is.",
      "lore": "As a Sense-discipline power, this is the Force art of perceiving the world without the eyes, a hallmark of Jedi training famously dramatized by the blast-helmet remote test aboard the Millennium Falcon, where Obi-Wan Kenobi had Luke Skywalker block the seeker's bolts while blindfolded, urging him to \"stretch out with your feelings\" and trust the Force rather than his sight. The same gift lets Force-sensitives compensate for lost or impaired vision: Luke fought on as a blinded duelist in Legends, and Kanan Jarrus in Star Wars Rebels continued to battle and pilot after being blinded by Maul, leaning on the Force to feel the space and beings around him. In both canon and Legends, this heightened spatial awareness is a core defensive instinct of the Jedi, warning of unseen threats and guiding action in darkness or chaos. As a Universal Sense power, it belongs to no single side; Sith and dark-siders cultivate the same perception, though they more often bend it toward hunting and predation."
    },
    {
      "name": "Farseeing",
      "category": "Sense",
      "cost": 3,
      "activation": "Action",
      "range": "Special (a known person or place)",
      "concentration": true,
      "concentration_duration": "up to 10 minutes",
      "prerequisites": [],
      "effect": "As an Action, you reach across distance toward a person or place you know well. While you concentrate (up to 10 minutes) you perceive their immediate surroundings as though you stood nearby — the sights, sounds, and emotional currents of the moment.\n\nYou cannot act through the vision, only witness it, and a Force-sensitive subject may feel your attention.\n\nThe Force shows what it wills, not always what you seek; the clarity of the vision is the GM's to describe.",
      "min_level": 7,
      "side": "Universal",
      "example": "The party's slicer goes dark mid-job, so the level-7 Jedi sits down, spends 3 FP, and reaches toward her — someone she knows well — as an Action. For up to 10 minutes of concentration she's \"standing\" in a smuggler's hold three systems away, watching the crew haggle and feeling the fear curdling off her friend. She can't shout a warning or lift a finger through the vision; she can only witness, and report what she sees once she opens her eyes. The catch: the room's own Force-adept enforcer suddenly glances over his shoulder, sensing the attention — and the GM decides exactly how clear the rest of the scene ever gets.",
      "lore": "Farseeing is the classic Sense-discipline art of perceiving distant people and places across the galaxy, long a staple of Jedi practice and equally accessible to the dark side — hence its Universal flavor. In Legends lore it's a textbook application of \"telepathy\" and \"Force sight\" used to spy on far-off events or watch over loved ones from afar. Luke Skywalker's anguished sense of Han and Leia suffering at Cloud City — felt light-years away across the galaxy — is the most iconic on-screen echo of reaching out toward known people across vast distance. The power's hard limits mirror canon's recurring warning that the Force \"shows what it wills\": such visions are partial, easily misread, and famously fed Anakin's premonitions of Padmé and Luke's premonition of his friends in pain, both of which the Force revealed without ever showing the full truth."
    },
    {
      "name": "Precognition",
      "category": "Sense",
      "cost": 3,
      "activation": "Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you still your mind and open to the flow of possible futures. Name a course of action you are weighing; the GM tells you whether the Force senses its likely outcome over roughly the next hour as safe, risky, or dire.\n\nIn addition, once before your next long rest you may seize on this glimpsed future to reroll any one d20 you have just rolled, keeping the new result.\n\nThe future is always in motion — the warning reflects the path only as it stands now.",
      "min_level": 7,
      "side": "Light",
      "example": "Cornered on a hangar catwalk, the Padawan spends 3 FP and takes an Action to still her mind, asking the Force whether charging the squad of guards below is safe, risky, or dire — the GM answers \"dire,\" so she picks the maintenance shaft instead. Two rounds later she fluffs the climb check that would've sent her plummeting, then cashes in Precognition's once-per-long-rest reroll on that d20, keeping the new result and hauling herself up. The warning only reflected the path as it stood, though: the moment she dropped into the shaft, a patrol rerouted, and the \"safe\" route had teeth after all.",
      "lore": "Precognition — sensing ripples of the future before they arrive — is one of the most storied applications of the Force's Sense discipline, the same heightened awareness that lets a Jedi deflect blaster bolts or feel a disturbance from across the galaxy. Anakin Skywalker was famously plagued by precognitive visions, dreaming of his mother's death and later of Padmé's, and Yoda and Luke both wrestled with glimpses of futures still in motion. As Yoda cautioned on Dagobah, the future is \"always in motion\" and hard to read — even the wisest see only possibilities, not certainties, which is why the Jedi treated such visions with deep caution rather than acting on them blindly. In Legends lore, foresight ranged from this everyday combat-sense to the rarer, formal art of farseeing practiced by Force-attuned seers."
    },
    {
      "name": "Shatterpoint",
      "category": "Sense",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "LVL 10"
      ],
      "effect": "As an Action, you perceive the hidden lines of fault that run through all things — the single point where the lightest pressure breaks them. Choose a creature or object within 30 ft. Until the end of your turn, the next attack that hits that target is a critical hit.\n\nAgainst an unattended object or structure you may instead sever or shatter it outright — a blast door's hinges, a load-bearing strut, a captive's binders — at the GM's discretion.\n\nReading a shatterpoint demands total focus; you can hold only one at a time.",
      "min_level": 10,
      "side": "Universal",
      "example": "A Padawan, pinned behind cover as a battle droid squad advances, spends 3 FP and an Action to read the shatterpoint of the squad's heavy gunner 25 ft away. The world goes quiet; she sees the single weak line running through it. Her ally fires next, and because the target was marked, that hit lands as an automatic critical — the droid folds in half. On her next turn she could instead turn her focus on the sealed blast door beside her, severing its hinges outright to open an escape route, since it's an unattended object and the GM allows it.",
      "lore": "Shatterpoint perception is most famously the gift of Mace Windu, who could sense the hidden fault lines running through people, objects, and even unfolding events — the precise pressure point where the smallest force produces the greatest break. In Legends, this ability is the centerpiece of Matthew Stover's novel \"Shatterpoint,\" where Windu reads these fracture points across a war-torn world. As a rare Sense discipline rather than a flashy combat power, it embodies the Jedi ideal of clarity and insight over brute strength: seeing the truth of a thing so completely that breaking it becomes inevitable. It is a Universal application of the Force, depending on perception and focus rather than the passion of the dark side or the serenity of the light."
    },
    {
      "name": "Move Object",
      "category": "Kinetic",
      "cost": 1,
      "activation": "Action",
      "range": "(Proficiency Bonus + Wisdom modifier) × 5 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you reach out with the Force and seize a creature or object within your telekinetic reach of (Proficiency Bonus + Wisdom modifier) × 5 ft.\n\nChoose one mode each time you cast it:\n• Push — drive the target straight away from you.\n• Pull — draw it toward you.\n• Lift & Move — raise and guide the target up to 30 ft in any direction (open a blast door, wrench a lever, hoist a foe off its feet). Sustaining a lift across rounds requires concentration.\n• Hurl — throw a held object at a creature as a ranged Force attack for bludgeoning damage scaled by the object's size (see the Improvised, Thrown and Falling Objects rule).\n\nA creature resists with a Strength saving throw against your Force DC and is affected only if it fails. Moving an unattended object instead calls for a Use the Force check against the DC for its size (see the Telekinesis rule).\n\nNo character level caps what you can lift — a harder pull on the Force, paid in extra Force Points, heaves heavier loads. The GM has the final say on cases these rules don't cleanly cover: unusual materials, anchored or held loads, and the situation at hand.\n\nForce Blast, Wave, Whirlwind, Choke, and Crush are specialized expressions of this same telekinesis.",
      "min_level": 1,
      "side": "Universal",
      "surge": {
        "type": "single-vector",
        "vector_label": "Exertion & Reach",
        "tiers": [
          {
            "extra_fp": 1,
            "effect": "Add your Wisdom modifier to the Use the Force check to lift a larger object, and extend your reach and any push or pull distance by Wisdom modifier × 5 ft."
          },
          {
            "extra_fp": 2,
            "effect": "Add twice your Wisdom modifier to the check and extend reach further; a creature target makes its Strength saving throw with disadvantage."
          },
          {
            "extra_fp": 3,
            "effect": "As +2 FP, plus a rider: convert a Push into a 15 ft cone that catches every creature in it, OR Hurl debris at up to three targets within reach."
          }
        ],
        "notes": "Thrown-object damage scales for free — a higher check lifts a larger object, which deals more dice on a Hurl per the Improvised, Thrown and Falling Objects table. Cannot be combined with class-trait FP-burn enhancements on the same cast."
      },
      "example": "Cornered on a catwalk, a Padawan rips a loose maintenance crate off the gantry (a Medium object — DC 15) and Hurls it into the battle droids closing in: 2d6 bludgeoning on a hit, and the survivors are scattered long enough for the party to break for the lift. A round later, facing a sealed blast door, she spends +1 Force Point to add her Wisdom to the Use the Force check and wrenches it open by hand. One power, two very different problems.",
      "lore": "Telekinesis is the most iconic Force ability in Star Wars. Luke calls his lightsaber to his hand in the wampa's cave; Vader hurls consoles and debris at him over the second Death Star; Yoda raises a whole X-wing from the swamps of Dagobah with a serene \"Size matters not.\" Kylo Ren freezes a blaster bolt in mid-air and holds Poe Dameron pinned beside it. The Legends sourcebooks once catalogued these as separate powers — Move Object, Force Throw, Force Whirlwind — but they were always the same discipline: the will reaching out to move what the hand cannot."
    },
    {
      "name": "Plant Surge",
      "category": "Energy",
      "cost": 3,
      "activation": "Action",
      "range": "30 ft (15 ft radius)",
      "concentration": true,
      "prerequisites": [],
      "effect": "As an Action, you pour the living Force into the plant life of a 15 ft radius area centered on a point within 30 ft, and roots, vines, and branches surge into sudden, grasping growth. The area becomes difficult terrain for the duration.\n\nWhen you cast the power, and again at the start of each of your turns while you concentrate, every creature in the area must succeed on a Strength saving throw against your Force DC or be Restrained by clutching vines (a Restrained creature can use its action to repeat the save and break free).\n\nIn a barren place with no plant life to call on, the power has no effect.",
      "min_level": 7,
      "side": "Light",
      "example": "The party is pinned in a Kashyyyk understory when the Jedi Consular spends 3 FP and Action to call Plant Surge on a point 30 ft out, erupting a 15 ft radius of grasping roots. Three advancing trandoshan slavers fail their Strength saves against her Force DC and are Restrained by clutching vines, and the whole tangle becomes difficult terrain that strangles their charge. Each round she holds concentration, the snare clamps down again at the start of her turn — one slaver burns his entire action to wrench free, only to be re-grabbed the next round. The catch: try this on a bare durasteel landing pad and nothing happens — no plant life, no power.",
      "lore": "Plant Surge belongs to the Alter discipline of Force tradition — the art of reaching into living things and bending growth itself, a close cousin of the broader Control over the living Force. In Star Wars Legends it appears as a recognized Force technique for accelerating and commanding plant life, the same life-attuned current that let Jedi draw strength from the green of a world like Kashyyyk or the overgrown wilds of Felucia. It sits firmly on the Light side, an expression of harmony with the living Force rather than domination, and is favored by Consulars and naturalist Jedi who treat a forest as an ally rather than a battlefield. Where a Sith might wither and corrupt, a Light-side practitioner coaxes the surrounding flora into a sudden, grasping bloom."
    },
    {
      "name": "Detoxify",
      "category": "Energy",
      "cost": 2,
      "activation": "Action",
      "range": "Touch",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you touch a creature and flush the toxins from its body with the Force. End the Poisoned condition on the target, neutralize one poison or toxin affecting it, and halt the progression of one disease. For the next hour the target has advantage on saving throws against poison. This power cleanses the body's chemistry; it does not restore hit points or mend wounds.",
      "min_level": 5,
      "side": "Light",
      "example": "A smuggler takes a Trandoshan venom-dart to the neck mid-firefight and drops, Poisoned and fading. The party's Consular spends 2 FP and an Action to grab his arm and pour the Force through his bloodstream — the Poisoned condition lifts, the dart's toxin is neutralized, and for the next hour he rolls with advantage on every poison save. Just remember: Detoxify is Touch range and purely a Light-side cleanse, so it fixes his chemistry but won't close the wound or hand back a single hit point.",
      "lore": "Detoxify reflects the classic Jedi Control discipline of mastering one's own body and, by extension, healing others — the same root tradition that produced techniques like Cure Disease and the deeper arts of Force healing in Legends lore. Jedi healers of the Old Republic, such as the Consulars and the specialist healers who tended the wounded after battles like the Mandalorian Wars, were renowned for purging toxins and poisons from the body with the Force. It sits firmly on the Light side, an expression of the Force used to preserve life rather than take it, and remains the province of those who walk the path of compassion and restraint rather than the Sith, who more often weaponized poison than cleansed it."
    },
    {
      "name": "Force Deflection",
      "category": "Energy",
      "cost": 2,
      "activation": "Reaction",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Reaction when you are hit by a ranged weapon attack, you catch the incoming bolt or projectile on a cushion of Force. Halve the attack's damage.\n\nAs you turn it aside, you may make a Use the Force check against the original attack roll; on a success you redirect the shot at another creature within 30 ft, which is hit for the attack's normal (full) damage.\n\nUnlike a lightsaber's deflection, this needs no blade in hand — only the Force.",
      "min_level": 5,
      "side": "Light",
      "example": "A Padawan is cornered on a catwalk as a bounty hunter squeezes off a blaster bolt — and the hit lands. She spends 2 FP and throws up her hand as a Reaction, catching the bolt on a cushion of Force and halving the damage before it can sear through her. Then she rolls Use the Force against the hunter's attack, beats it, and flings the same bolt back across the gantry into a stormtrooper 25 ft away, who takes the shot at full damage. No lightsaber, no blade — just open palm and will.",
      "lore": "Turning aside blaster fire is one of the most iconic feats of a trained Force-user, usually pictured with a lightsaber — but redirecting bolts with the Force alone belongs to the rarest masters. In Legends, deflecting and even returning blaster fire bare-handed was a recognized Control-discipline power; figures like Yoda and Grand Master Luke Skywalker are shown catching or absorbing energy with the Force itself. It draws on the same defensive instincts the Jedi cultivated for centuries — the Soresu mindset of patience and protection turned inward, trusting the Force to intercept what the eye cannot. As a defensive Light-side application, it reflects the Jedi ideal of survival and turning an enemy's aggression back on itself rather than striking first."
    },
    {
      "name": "Force Rage",
      "category": "Energy",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you give yourself over to the dark tide of your own anger. For the next 3 rounds you gain temporary hit points equal to your level, deal an extra 1d6 damage on melee attacks, and have advantage on Strength checks and Strength saving throws.\n\nThe fury also clouds you: you have disadvantage on Wisdom and Intelligence checks, and you cannot cast Mind or Sense powers while it lasts.\n\nReaching for rage like this is a step toward the dark side, and the GM will take note.",
      "min_level": 5,
      "side": "Dark",
      "example": "A Zabrak warrior, bloodied and one hit from dropping, spends a Bonus Action and 2 FP to give in to the dark tide. He gains temporary hit points equal to his level, and his next vibroblade swing lands with an extra 1d6 of fury. For the next 3 rounds he carves through the squad with advantage on Strength checks, but the table notices he can no longer reach for his Sense powers to find the sniper on the ridge, and his player rolls Wisdom and Intelligence checks at disadvantage. The GM quietly jots a note: that rage left a mark on his soul.",
      "lore": "In the classic Control, Sense, and Alter disciplines, channeling the Force through raw anger is a hallmark of the dark side, and Force Rage in particular is an iconic Sith and dark-Jedi technique in Star Wars Legends. It was strongly associated with the Sith of the Old Republic and appears in games like Knights of the Old Republic and The Old Republic as a power that floods the user with savage strength and resilience at the cost of clarity. Drawing on passion and fury to fuel power is the very heart of the Sith philosophy, the inverse of the Jedi's emphasis on serenity, and giving in to it is the first slip down the path Anakin Skywalker walked toward Darth Vader. Wielders trade discipline for ferocity, which is why the strongest Force users treat rage as a weapon that wounds the one who draws it."
    },
    {
      "name": "Force Scream",
      "category": "Energy",
      "cost": 3,
      "activation": "Action",
      "range": "Self (15 ft radius)",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you loose a wave of raw dark-side energy in a scream of pain and fury. Each creature of your choice within 15 ft of you takes 3d6 Force damage and must succeed on a Constitution saving throw against your Force DC or be Frightened of you until the end of your next turn.\n\nTo pour grief and rage into the Force this way marks you, and the GM will take note.",
      "min_level": 7,
      "side": "Dark",
      "example": "A Sith acolyte, swarmed by three Stormtroopers in a cramped detention block, drops her guard and lets the grief out. She spends 3 FP and looses Force Scream: every trooper within 15 ft eats 3d6 Force damage, and all three must make a Constitution save against her Force DC. Two fail and recoil, Frightened of her until the end of her next turn, giving her the opening to cut a path to the door. The GM jots a quiet note in the margin, because pouring rage into the Force like that always leaves a mark.",
      "lore": "Force Scream is a hallmark of the dark side, an outpouring of pain, rage, and despair channeled into a destructive shockwave of the Force. In Legends it was wielded by fallen Jedi and Sith alike, perhaps most famously by Galen Marek, the Secret Apprentice, whose tortured cries blasted enemies aside throughout The Force Unleashed. It also appears in the Knights of the Old Republic era as a power born of anguish turned to fury. Thematically it sits among the dark-side Alter powers, and using it is canonically corrupting, the kind of act that draws a Force-user deeper into the dark, which is why a wielder's grief and rage do not go unnoticed."
    },
    {
      "name": "Force Light",
      "category": "Energy",
      "cost": 4,
      "activation": "Action",
      "range": "30 ft (15 ft radius)",
      "concentration": false,
      "prerequisites": [
        "LVL 10"
      ],
      "effect": "As an Action, you become a vessel for the light side and loose its radiance against the dark. Choose a point within 30 ft.\n\nEvery dark-side creature within 15 ft of it takes 4d8 Force damage (light-side and unaligned creatures are unharmed), and you may immediately end one active dark-side or Nightsister Magick effect of your choice in the area.\n\nAgainst a being sunk deep in the dark side, the GM may also impose disadvantage on its next attack as the light sears at its connection.",
      "min_level": 10,
      "side": "Light",
      "example": "The party is pinned in a Dathomiri cave as a Nightsister's ichor-fueled shroud chokes the air. The level-10 Consular spends 4 FP and an Action, naming a point 30 ft downrange amid the witches: every dark-side creature within the 15 ft radius eats 4d8 Force damage while the Jedi standing beside them is untouched. Better yet, she snuffs the shroud outright — ending that Nightsister Magick effect on the spot — and because the coven's matron is sunk deep in the dark, the GM rules her next attack comes at disadvantage as the radiance sears her connection.",
      "lore": "Force Light is a classic light-side technique from Legends, most associated with the Jedi Order's struggle against Sith spirits and dark-side taint. It was famously wielded by Jedi Masters such as Nomi Sunrider, who used it during the Great Sith War to sever Ulic Qel-Droma from the Force, and it appears across the Tales of the Jedi and later Expanded Universe works as a counter to Sith sorcery and the dark side's lingering corruption. Doctrinally it sits in the Control and Alter disciplines as an expression of the Jedi's role as guardians against the dark, channeling the light side itself as a cleansing weapon that harms only those who have given themselves to darkness. Within the SWURPG setting it is fittingly potent against Nightsister Magick, mirroring the long canon and Legends opposition between the Jedi's light and the dark sorceries of Dathomir."
    },
    {
      "name": "Mind Shield",
      "category": "Mind",
      "cost": 2,
      "activation": "Bonus Action",
      "range": "Self or Touch",
      "concentration": false,
      "prerequisites": [],
      "effect": "As a Bonus Action, you raise a ward around a mind — your own, or that of a creature you touch. For the next 3 rounds the warded creature has advantage on saving throws against the Charmed and Frightened conditions and against Force powers that target the mind, including Mind Trick, Fear, Drain Knowledge, and Dominate Mind.\n\nA creature can be protected by only one Mind Shield at a time.",
      "min_level": 5,
      "side": "Light",
      "example": "An Inquisitor leans in to Mind Trick a captured Padawan into surrendering the temple codes. On her turn the Padawan spends 2 FP and, as a Bonus Action, raises a Mind Shield on herself, then still has her Action to talk her way clear. For the next 3 rounds she rolls every save against that Mind Trick, plus any Fear or Dominate Mind, with advantage. The Inquisitor's silver tongue suddenly has to beat two dice instead of one.",
      "lore": "Mind Shield belongs to the classic Sense and Control disciplines of mental defense that the Jedi prized as a counter to the dark side's favorite shortcut: bending a weaker will. Across films, shows, and games, strong-minded Jedi and even unusually resolute non-Force-users shrug off mind tricks, and Jedi Masters are repeatedly shown steeling their thoughts against intrusion, deception, and fear. In Legends lore the technique is the natural sibling of mind-affecting powers like the Jedi mind trick and the Sith arts of fear and domination, used to safeguard oneself or a vulnerable companion from such manipulation. As a Light-side warding power, it reflects the Jedi ideal of protection over coercion: rather than seizing another's mind, the wielder simply makes a mind harder to seize."
    },
    {
      "name": "Beast Bond",
      "category": "Mind",
      "cost": 2,
      "activation": "Action",
      "range": "30 ft",
      "concentration": false,
      "prerequisites": [
        "Tame Beast"
      ],
      "effect": "As an Action, you reach into the mind of a beast or unintelligent creature within 30 ft and forge a bond of trust.\n\nFor the next hour the target treats you as a friend: it will not attack you or your allies unless threatened, obeys simple commands within its nature (come, stay, carry, guard, follow), and allows you to approach and handle it.\n\nYou can also share simple images, ideas, and emotions with creatures bonded this way.\n\nAn intelligent or Force-resistant creature may refuse the bond with a Wisdom saving throw against your Force DC.",
      "min_level": 5,
      "side": "Universal",
      "example": "A ranger backed against a canyon wall by a snarling nexu spends an Action and 2 FP to reach into the beast's mind from 20 feet out, forging Beast Bond. With no intelligence to resist, the nexu gets no Wisdom save and the bond takes hold: for the next hour it treats the party as friends, won't pounce, and pads over to be handled. She nudges it a simple image of the slavers up the trail, whispers \"guard,\" and the nexu plants itself across the path like a living gate.",
      "lore": "Communing with and calming beasts is a classic application of the Control and Sense disciplines, and the Jedi long cultivated empathy toward animals as a sign of harmony with the living Force. In canon, the Jedi Knight Ahsoka Tano calmed and rode wild creatures, and her former master Anakin Skywalker tamed a reek in the Geonosis arena and a giant Massiff-like beast during the Clone Wars. In Legends, beast-handling and animal-friendship Force techniques were a known specialty among Jedi who served as guardians of the wilds, while figures like Zekk and Jacen Solo were noted for empathic connection to animals. The power favors no single side of the Force: a calm, trusting bond suits the Jedi ideal, but the same reach into an animal's mind can be bent toward domination by those who prefer to command rather than befriend."
    },
    {
      "name": "Drain Knowledge",
      "category": "Mind",
      "cost": 3,
      "activation": "Action",
      "range": "Touch or 10 ft",
      "concentration": false,
      "prerequisites": [],
      "effect": "As an Action, you force your way into the mind of a creature you touch or that is within 10 ft and tear loose what it knows.\n\nThe target must succeed on a Wisdom saving throw against your Force DC or take 2d6 psychic damage and surrender one piece of knowledge you seek — the answer to a single question it knows, a face, a passcode, a location.\n\nOn a success it takes half damage, gives up nothing, and knows its mind was assaulted.\n\nTo rip at a mind this way is a dark-side act, and the GM will take note.",
      "min_level": 7,
      "side": "Dark",
      "example": "The slicer won't talk, so the Inquisitor closes a gloved hand on the back of his neck and spends 3 FP to tear the answer out instead. He fails the Wisdom save against her Force DC: 2d6 psychic damage lances through his skull and the vault passcode surfaces unbidden, hers to take. Next round she reaches for the captured Padawan ten feet away, but this time the save holds — the girl takes only half damage, gives up nothing, and now knows exactly what just clawed at her mind. The GM quietly notes another dark-side mark against the party's Jedi for even touching this power.",
      "lore": "Ripping memories straight from a living mind is a classic dark-side intrusion, the aggressive cousin of the Jedi's gentler mind probe and a hallmark of Sith and Inquisitor interrogation. In canon, Darth Vader and the Grand Inquisitor are shown forcing thoughts and locations loose from captives, and Kylo Ren famously tears into the minds of Poe Dameron and Rey aboard the First Order's ships to seize the map to Luke Skywalker. In Legends, Sith from Revan to Darth Bane practiced such mental domination, prying secrets and severing a victim's will. It belongs to the Alter and telepathic disciplines turned to coercion, and Jedi teaching holds that such violation of another's mind corrupts the practitioner as surely as it harms the target."
    },
    {
      "name": "Sever Force",
      "category": "Mind",
      "cost": 5,
      "activation": "Action",
      "range": "30 ft",
      "concentration": true,
      "prerequisites": [
        "LVL 12"
      ],
      "effect": "As an Action, you reach out to smother a target's connection to the Force itself. A creature within 30 ft must succeed on a Wisdom saving throw against your Force DC or be cut off from the Force while you concentrate, up to 3 rounds: it cannot cast Force powers, spend Force Points, or use any Force-fueled trait or ability, and any concentration it was holding ends at once.\n\nThis is a graver, longer severing than Force Suppression's momentary block — and to turn it on another living being is to flirt with the dark side. The GM will take note.",
      "min_level": 12,
      "side": "Dark",
      "example": "A Jedi shadow finally corners the rogue Inquisitor on a landing platform, but the dark-sider still has a saber spinning on telekinetic strings. As an Action she spends 5 FP and reaches out across the 30 ft gap to smother his bond to the Force; he rolls a Wisdom save against her Force DC and fails. His levitating blade clatters dead to the deck — concentration broken — and for the next three rounds, while she holds her own concentration, he can't cast a single power, spend a Force Point, or fire off a Force-fueled trait. He's just a man with a hilt now, and she knows the cost of what she just did: the GM is taking note.",
      "lore": "Severing a being from the Force is one of the rarest and most feared acts in the lore, drawn from the deep Legends well of the Jedi and Sith. In Legends continuity, the Jedi Council could sever a fallen Jedi's connection as a final punishment, stripping away their power. The dark-side technique reached its terrifying apex in Sith sorcery, with Darth Nihilus of the Old Republic era devouring the Force essence of entire worlds, and the ancient art of cutting a Jedi off from the Force echoing through tales like that of Jedi who lost their connection through trauma. The power sits among the Alter disciplines as an inversion of the Force's gift, and because stripping another living being of their connection is an act of domination, it is overwhelmingly a tool of the dark side rather than orthodox Jedi practice. Where Force Suppression is a momentary block, true severance is a graver, more permanent shadow of that same impulse to control."
    }
  ]
}
