SWURPG

Harmonize

MindLight
Cost
2 FP
Activation
Action
Range
30 ft
Recommended Lv
Lv 1+

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.

At the Table

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.

In the 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.