SWURPG

Force Whirlwind

KineticUniversal
Cost
3 FP
Activation
Action
Range
30 ft
Recommended Lv
Lv 5+
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). On 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. On a successful initial save, the creature is not Restrained and takes no damage. The effect lasts for up to 3 rounds while you maintain concentration.

At the Table

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.

In the 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.