SWURPG

Vital Transfer II

EnergyLight
Cost
2 FP
Activation
Action
Range
Touch
Recommended Lv
Lv 10+
Prerequisites
LVL 10Vital 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. However, you only take half the sacrificed amount as damage (rounded up). If 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.

At the Table

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.

In the 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.