SWURPG

Wrack

Nightsister MagickDark
Cost
3 FP
Activation
Action
Range
30 ft
Recommended Lv
Lv 7+
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). On a failed save, it takes 2d6 psychic damage and has disadvantage on attack rolls until the end of its next turn. On a success, it takes half damage and suffers no other effect.

At the Table

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.

In the 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.