Force Powers

=Force Powers Overview= “Force powers” are abilities that characters wield through their manipulation of the Force. They range in scope from the subtle and almost undetectable to the earth-shaking and reality-bending, and only the most potent and well-trained students of the Force can call upon them.

A Force power is a one-time Force effect. Characters and creatures capable of Force powers need not prepare their powers for use ahead of time. They either have sufficient power points to manifest a Force power or they do not.

A power is manifested when a Force-attuned character (almost always a Jedi or Dark Jedi) pays its power point cost.

Each power has a specific effect. A power known to a character can be used whenever he or she has power points to pay for it.

Manifesting Powers
Jedi and Sith characters and creatures manifest powers. The process of manifesting a power is akin to casting a spell, but with significant differences.

Choosing A Power
First you must choose which power to manifest. You can select any power you know, provided you are capable of manifesting powers of that level or higher. To manifest a power, you must pay power points, which count against your daily total. You can manifest the same power multiple times if you have points left to pay for it.

Concentration
To manifest a power, you must concentrate. If something threatens to interrupt your concentration while you’re manifesting a power, you must succeed on a Concentration check or lose the power points without manifesting the power. The more distracting the interruption and the higher the level of the power that you are trying to manifest, the higher the DC (higher-level powers require more mental effort).


 * Injury: Getting hurt or being affected by hostile Force powers while trying to manifest a power can break your concentration and ruin a power. If you take damage while trying to manifest a power, you must make a Concentration check (DC 10 + points of damage taken + the level of the power you’re manifesting). The interrupting event strikes during manifestation if it occurs between when you start and when you complete manifesting a power (for a power with a manifesting time of 1 round or longer) or if it comes in response to your manifesting the power (such as an attack of opportunity provoked by the manifesting of the power or a contingent attack from a readied action).

If you are taking continuous damage half the damage is considered to take place while you are manifesting a power. You must make a Concentration check (DC 10 + 1/2 the damage that the continuous source last dealt + the level of the power you’re manifesting).

If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.

Repeated damage does not count as continuous damage.


 * Power: If you are affected by a power while attempting to manifest a power of your own, you must make a Concentration check or lose the power you are manifesting. If the power affecting you deals damage, the Concentration DC is 10 + points of damage + the level of the power you’re manifesting. If the power interferes with you or distracts you in some other way, the Concentration DC is the power’s save DC + the level of the power you’re manifesting. For a power with no saving throw, it’s the DC that the power’s saving throw would have if a save were allowed.


 * Grappling or Pinned: To manifest a power while grappling or pinned, you must make a Concentration check (DC 20 + the level of the power you’re manifesting) or lose the power.


 * Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a vehicle, or are simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the power you’re manifesting) or lose the power.


 * Violent Motion: If you are on a galloping mount, taking a very rough ride in a vehicle, or are being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the power you’re manifesting) or lose the power.


 * Violent Weather: If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the power you’re manifesting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the power you’re manifesting. In either case, you lose the power if you fail the Concentration check. If the weather is caused by a power, use the rules in the Power subsection above.


 * Manifesting Powers on the Defensive: If you want to manifest a power without provoking attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the power you’re manifesting) to succeed. You lose the power points without successful manifestation if you fail.


 * Entangled: If you want to manifest a power while entangled in a net or while affected by a power with similar effects you must make a DC 15 Concentration check to manifest the power. You lose the power if you fail.

Manifester Level
The variables of a power’s effect often depend on its manifester level, which is equal to your Jedi or Sith class level. A power that can be augmented for additional effect is also limited by your manifester level (you can’t spend more power points on a power than your manifester level). See Augment under Descriptive Text, below.

You can manifest a power at a lower manifester level than normal, but the manifester level must be high enough for you to manifest the power in question, and all level-dependent features must be based on the same manifester level.

In the event that a class feature or other special ability provides an adjustment to your manifester level, this adjustment applies not only to all effects based on manifester level (such as range, duration, and augmentation potential) but also to your manifester level check to overcome your target’s power resistance and to the manifester level used in dispel checks (both the dispel check and the DC of the check).

Power Failure
If you try to manifest a power in conditions where the characteristics of the power (range, area, and so on) cannot be made to conform, the manifestation fails and the power points are wasted.

Powers also fail if your concentration is broken (see Concentration, above).

The Power’s Result
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a power entails.

Special Effects
Certain special features apply to all powers.


 * Attacks: Some powers refer to attacking. All offensive combat actions, even those that don’t damage opponents, such as disarm and bull rush, are considered attacks. All powers that opponents can resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are considered attacks. Astral construct and similar powers are not considered attacks because the powers themselves don’t harm anyone.


 * Bonus Types: Many powers give creatures bonuses to ability scores, Armor Class, attacks, and other attributes. Each bonus has a type that indicates how the power grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. Only dodge bonuses, circumstance bonuses, and racial bonuses stack with eachother (so two +1 dodge bonuses from two different sources stack). The same principle applies to penalties: a character taking two or more penalties of the same type applies only the worst one.

Powers and Power Points
Jedi and Sith characters manifest powers, which involve the direct manipulation of Force energy. These manipulations require natural talent and personal meditation. A Jedi or Sith character’s level limits the number of power points available to manifest powers. A character’s relevant ability score (Wisdom or Charisma) might allow him to gain extra power points. He can manifest the same power more than once, but each manifestation subtracts power points from his daily limit. Manifesting a power is an arduous mental task. To do so, a character must have a key ability score of at least 10 + the power’s level.


 * Daily Power Point Acquisition: To regain used daily power points, a Jedi must have a clear mind. To clear his mind, he must first sleep for 8 hours. The character does not have to slumber for every minute of the time, but he must refrain from movement, combat, manifesting powers, skill use, conversation, or any other demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest to clear his mind, and he must have at least 1 hour of rest immediately prior to regaining lost power points. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining power points.


 * Peaceful Environment: To regain power points, a character must have enough peace, quiet, and comfort to allow for proper concentration. The character’s surroundings need not be luxurious, but they must be free from overt distractions, such as combat raging nearby or other loud noises. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might incur while concentrating on regaining power points.

Bonus Power Points By Class Level
http://img265.imageshack.us/img265/4061/bonuspowerpointsrr9.gif

Adding New Powers
Characters can learn new powers when they attain a new level. A Jedi or Sith can learn any power from the primary list and powers from the Light Side list (for Jedi) or the Dark Side list (for Sith).


 * Powers Gained at a New Level: Force-wielding characters perform a certain amount of personal meditation between adventures in an attempt to unlock latent mental abilities. Each time a character attains a new level, he or she learns additional powers according to his class description. The powers must be of levels the characters can manifest.


 * Learning Different Powers: At each new level, a Jedi or Sith character can "unlearn" any of his powers and replace them with different powers of the same or lower level.

Ability Burn
This is a special form of ability damage that can only be healed naturally (not even the Force will restore it). It is caused by the use of certain Force feats and powers.

=Power Lists=

Level 1
Attraction: Subject has an attraction you specify.

Burst: Gain +10 ft. to speed this round.

Call to Mind: Gain additional Knowledge check with +4 competence bonus.

Catfall: Instantly save yourself from a fall.

Charm: Makes one person your friend.

Control Light: Adjust ambient light levels.

Control Object: Telekinetically animate a small object.

Create Sound: Create the sound you desire.

Daze: Humanoid creature of 4 HD or less loses next action.

Deceleration: Target’s speed is halved.

Déjà Vu: Your target repeats his last action.

Destiny Dissonance: Your dissonant touch sickens a foe.

Disable: Subjects incorrectly believe they are disabled.

Distract: Target gets –4 penalty on Listen, Search, Sense Motive, and Spot checks.

Empathy: You know the subject’s surface emotions.

Empty Mind: You gain +2 on Will saves until your next action.

Far Hand: Move small objects at a limited distance.

Float: You buoy yourself in water or other liquid.

Force Sight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.

Grip of Iron: Your iron grip gives +4 bonus on grapple checks.

Know Direction and Location: You discover where you are and what direction you face.

Mindlink: You forge a limited mental bond with another creature.

Missive: Send a one-way telepathic message to subject.

Precognition: Gain +2 insight bonus to one roll.

Sense Link: You sense what the subject senses (single sense).

Stomp: Subjects fall prone and take 1d4 nonlethal damage.

Synesthete: You receive one kind of sense when another sense is stimulated.

Telempathic Projection: Alter the subject’s mood.

Level 2
Aversion: Subject has aversion you specify.

Bestow Power: Subject receives 2 power points.

Biofeedback: Gain damage reduction 2/lightsaber.

Body Equilibrium: You can walk on nonsolid surfaces.

Brain Lock: Subject cannot move or take any mental actions.

Control Air: You have control over wind speed and direction.

Control Sound: Create very specific sounds.

Clairvoyant Sense: See and hear a distant location.

Cloud Mind: You erase knowledge of your presence from target’s mind.

Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.

Feat Leech: Borrow another’s Force or Metaforce feats.

Id Insinuation: Swift tendrils of thought disrupt and confuse your target.

Knock: Opens locked or sealed door, even one manipulated by the Force.

Levitate: You move up and down, forward and back via mental support.

Mental Disruption: Daze creatures within 10 feet for 1 round.

Missive, Mass: You send a one-way telepathic message to an area.

Object Reading: Learn details about an object’s previous owner.

Prowess: Instantly gain another attack of opportunity.

Read Thoughts: Detect surface thoughts of creatures in range.

Sense Link, Forced: Sense what subject senses.

Sensitivity to Force Impressions: You can find out about an area’s past.

Share Pain: Willing subject takes some of your damage.

Suggestion: Compels subject to follow stated course of action.

Sustenance: Go without food and water for one day.

Level 3
Danger Sense: You gain +4 bonus against traps.

Darkvision: See 60 ft. in total darkness.

Dispel Force: Cancels Force powers and effects.

Escape Detection: You become difficult to detect with clairsentience powers.

Fate Link: You link the fates of two targets.

Force Blast: Stun creatures in 30-ft. cone for 1 round.

Hustle: Instantly gain a move action.

Mental Barrier: Gain +4 deflection bonus to AC until your next action.

Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.

Precognition, Offensive: Gain +1 insight bonus on your attack rolls.

Prescience, Offensive: Gain +2 insight bonus on your damage rolls.

Telekinetic Force: Move an object with the sustained force of your mind.

Telekinetic Thrust: Hurl objects with the force of your mind.

Touchsight: Your telekinetic field tells you where everything is.

Ubiquitous Vision: You have all-around vision.

Level 4
Control Body: Take rudimentary control of your foe’s limbs.

Correspond: Hold mental conversation with another creature at any distance.

Detect Remote Viewing: You know when others spy on you remotely.

Dominate: Control target telepathically.

Freedom of Movement: You cannot be held or otherwise rendered immobile.

Modify Memory: Changes 5 minutes of subject’s memories.

Remote Viewing: See, hear, and potentially interact with subjects at a distance.

Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.

Schism: Your partitioned mind can manifest lower level powers.

Level 5
Catapsi: Psychic static inhibits power manifestation.

Clairtangent Hand: Emulate far hand at a distance.

Metaconcert: Mental concert of two or more increases the total power of the participants.

Mind Probe: You discover the subject’s secret thoughts.

Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.

Shatter Mind Blank: Cancels target’s mind blank effect.

Level 6
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.

Null Force Field: Create a field where the Force does not function.

Precognition, Greater: Gain +4 insight bonus to one roll.

Suspend Life: Put yourself in a state akin to suspended animation.

Temporal Acceleration: Your time frame accelerates for 1 round.

Level 7
Fate of One: Re-roll any roll you just failed.

Mind Blank, Personal: You are immune to scrying and mental effects.

Level 8
Hypercognition: You can deduce almost anything.

Mind Blank: Subject immune to mental/emotional effects, scrying, and remote viewing.

Level 9
Affinity Field: Effects that affect you also affect others.

Foresight: The Force warns you of impending danger.

Metafaculty: You learn details about any one creature.

Level 1
Body Adjustment: You heal 2d6 damage.

Endure Elements: Exist comfortably in hot or cold environments.

Heroism: You or an ally gain fast healing 1.

Vigor: Gain 5 temporary hero points.

Level 2
Thought Shield: Gain PR 13 against mind-affecting powers.

Tongues: You can communicate with intelligent creatures.

Level 3
Body Purification: You restore 2 points of ability damage.

Level 4
Divination: Provides useful advice for specific proposed action.

Energy Adaptation: Your body converts energy to harmless light.

Inertial Barrier: Gain DR 5/lightsaber.

Intellect Fortress: Those inside fortress take only half damage from all powers until your next action.

Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.

Level 5
Adapt Body: Your body automatically adapts to hostile environments.

Force Revivify: Return the dead to life before the psyche leaves the corpse.

Power Resistance: Grant PR equal to 12 + level.

Second Chance: Gain a reroll.

Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.

True Seeing: See all things as they really are.

Level 6
Dispelling Buffer: Subject is buffered from one dispel force effect.

Restoration: Restores level and ability score drains.

Level 7
Energy Conversion: Offensively channel energy you’ve absorbed.

Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

Reddopsi: Reflect hostile powers back on the attacker.

Level 8
True Metabolism: You regenerate 10 hero points/round.

Level 9
Psychic Chirurgery: You repair psychic damage or impart knowledge of new powers.

Timeless Body: Ignore all harmful, and helpful, effects for 1 round.

Level 1
Conceal Thoughts: You conceal your motives.

Demoralize: Enemies become shaken.

Dissipating Touch: Touch deals 1d6 damage.

Level 2
Inflict Pain: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save.

Lightning Push: Deal 2d6 electrical damage and knock subject back.

Lightning Stun: Deal 1d6 electrical damage and stun target if it fails both saves.

Recall Agony: Foe takes 2d6 damage.

Strength of My Enemy: Siphon away your enemy’s strength and grow stronger.

Level 3
False Sensory Input: Subject sees what isn’t there.

Force Choke: Violently disrupt subject’s breathing.

Lightning Bolt: Deal 5d6 electrical damage in 120-ft. line.

Share Pain, Forced: Unwilling subject takes some of your damage.

Level 4
Death Urge: Implant a self-destructive compulsion.

Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.

Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.

Psychic Vampire: Touch attack drains 2 power points/level from foe.

Level 5
Leech Field: Leech power points each time you make a saving throw.

Lightning Current: Deal 9d6 electrical damage to one foe and half to another foe as long as you concentrate.

Psychic Crush: Brutally crush subject’s mental essence, reducing subject to –1 hero points.

Psychotic Break: Targets viciously attack closest creature.

Level 6
Co-opt Concentration: Take control of foe’s concentration power.

Dark Agony: Creatures you attack with Force powers are subjected to tremendous pain.

Level 7
Insanity: Subject is permanently confused.

Lightning Wave: Deal 13d6 damage of your chosen energy type in 120-ft. cone.

Level 8
Force Crush: Violently crush a target with the Force for 15d6 points of damage.

Level 9
Drain Life: Drain 8d6 hero points from a target, adding them to your own total.

=Force Powers Descriptions=

Adapt Body
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.
 * Psychometabolism
 * Level: Light 5
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level (D)
 * Power Points: 9

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage.

Affinity Field
You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures take all damage (including ability damage) as you do and heal all wounds as you do. Hero points gained or lost persist after this power ends.
 * Psychometabolism
 * Level: Force 9
 * Manifesting Time: 1 standard action
 * Range: 20 ft.
 * Area: 20-ft.-radius emanation, centered on you
 * Duration: 1 round/level (D)
 * Saving Throw: Fortitude negates (potentially harmless)
 * Power Resistance: Yes
 * Power Points: 17

Creatures in range are also subject to Force effects of 3rd level or lower. Creatures that have an affinity to you gain a saving throw against each new power transferred through the affinity field as if the power were manifested upon them normally. All Force effects transferred to subjects fade at the end of this power’s duration, although instantaneous effects remain. If you suddenly become immune to a particular effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity to you.

Attraction
You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can’t command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).
 * Telepathy (Charm) [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 hour/level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1 and the bonus on interaction checks increases by 1.

Aversion
You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual or a physical object, she will prefer not to approach within 30 feet of it. If it is a word, she will try not to utter it; if it is an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it. The subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by doing so.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 hour/level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

If the subject is forced into taking an action she has an aversion to, she takes a –2 penalty on any attack rolls, ability checks, or skill checks involved.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1 and the duration increases by 1 hour.

Bestow Power
You link your mind with another Jedi's mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has manifester levels.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: 20 ft.
 * Target: One Force-wielding creature
 * Duration: Instantaneous
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3


 * Augment: For every 3 additional power points you spend, the subject gains 2 additional power points.

Biofeedback
You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/lightsaber.
 * Psychometabolism
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 min./level (D)
 * Power Points: 3
 * Augment: For every 3 additional power points you spend, your damage reduction increases by 1.

Body Adjustment
You take control of your body’s healing process, curing yourself of 2d6 points of damage. As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed.
 * Psychometabolism (Healing)
 * Level: Light 1
 * Manifesting Time: 1 round
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 5
 * Augment: For every 2 additional power points you spend, this power heals an additional 2d6 points of damage.

Body Equilibrium
You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on an unfirm surface without sinking or breaking through.
 * Psychometabolism
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level (D)
 * Power Points: 3

If you fall from any height while using this power, damage from the impact is halved.

Body Purification
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain.
 * Psychometabolism (Healing)
 * Level: Light 3
 * Manifesting Time: 1 round
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 5
 * Augment: For every additional power point you spend, this power heals 1 additional point of damage to the same ability score.

Brain Lock
The subject’s higher mind is locked away. He stands dazed, unable to take any Force-related actions (including manifesting powers or using [Force] feats that require a decision to be used) nor any mental actions at all.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One humanoid
 * Duration: Concentration + 1 round
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

A brain locked subject is not stunned, so attackers get no special advantage against him.

A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make for the surface.
 * Augment: You can augment this power in one or both of the following ways.

1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.

2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.

Burst
This power increases your land speed by 10 feet. (This adjustment counts as an enhancement bonus to speed.)
 * Psychoportation
 * Level: Force 1
 * Manifesting Time: 1 swift action
 * Range: Personal
 * Target: You
 * Duration: 1 round
 * Power Points: 1

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you move. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.

Call to Mind
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 minute
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 1

On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.

Catapsi
By manifesting this power, you generate psychic static, interfering with the ability of other Force-wielding characters to manifest their powers (you are not affected by your own Catapsi manifestation). All Force activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will save each time he attempts to manifest a power. If two or more fields of Catapsi overlap, the effects are not cumulative.
 * Telepathy [Mind-Affecting]
 * Level: Force 5
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft.-radius emanation centered on you
 * Duration: 1 round/level
 * Saving Throw: Will negates; see text
 * Power Resistance: Yes
 * Power Points: 9

The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended.
 * Augment: For every 4 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.

Catfall
You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can manifest this power even when it isn’t your turn.
 * Psychoportation
 * Level: Force 1
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: Until landing or 1 round/ level
 * Power Points: 1
 * Augment: For every additional power point you spend, this power reduces your damage as if the fall were an additional 10 feet shorter.

Charm
This power makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
 * Telepathy (Charm) [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One humanoid
 * Duration: 1 hour/level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1

The power does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the power. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
 * Augment: You can augment this power in one or more of the following ways.

2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.

3. If you spend 4 additional power points, this power’s duration increases to one day per level. In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Clairtangent Hand
You can emulate a far hand effect at any distance while simultaneously emulating clairvoyant sense to target your far hand; see the appropriate power descriptions. Clairtangent hand’s duration is up to 1 minute per level when used with a far hand effect.
 * Clairsentience (Scrying)
 * Level: Force 5
 * Manifesting Time: 1 standard action
 * Range: See text
 * Area: See text
 * Duration: Up to 1 min./level; see text (D)
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 9
 * Augment: If you spend 8 additional power points, you can emulate clairvoyant sense in conjunction with either telekinetic force, telekinetic maneuver, or telekinetic thrust, but this power’s duration expires as soon as any of the noted telekinetic powers deals damage.

Clairvoyant Sense
You can see and hear a distant location almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the focus of your clairvoyant sense doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying powers, this power does not allow Force-enhanced senses to work through it.
 * Clairsentience (Scrying)
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: See text
 * Effect: Force sensor
 * Duration: 1 min./level (D)
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

If the area naturally pitch black, you can see in a 10-foot radius around the center of the power’s effect or out to the extent of your natural darkvision. The power does not work across planes.

Cloud Mind
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. +5 ft./2 levels)
 * Target: One creature
 * Duration: 1 min./level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.

Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.

If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

Cloud Mind, Mass
As Cloud Mind, except as noted above. Each creature is affected individually.
 * Telepathy [Mind-Affecting]
 * Level: Force 6
 * Target: One creature/level
 * Power Points: 11

Conceal Thoughts
You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
 * Telepathy [Mind-Affecting]
 * Level: Dark 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One willing creature
 * Duration: 1 hour/level
 * Saving Throw: Will negates (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 1

Control Air
You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour.
 * Psychokinesis
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Long (400 ft. + 40 ft./level)
 * Area: 50-ft.-radius spread
 * Duration: Concentration, up to 1 min./level
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

You can spend as many as 5 additional power points to augment this power, with each point allowing you to modify the wind speed by an additional 10 miles per hour, to a maximum change in wind speed of 60 miles per hour.

This power also gives you the ability to alter the direction of the wind by as much as 90 degrees.

Powerful enough winds can cause creatures to be blown away, knocked down, or checked.
 * Augment: See above.

Control Body
You psychokinetically control the actions of any humanoid (including undead or outsiders with a humanoid physiology) that is within range and to which you have line of sight. Control body doesn’t require mental contact with the subject, since you are actually forcing limb movements independent of the target’s mind. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends.
 * Psychokinesis
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level)
 * Target: One Medium or smaller creature with humanoid physiology
 * Duration: Concentration, up to 1 min./level
 * Saving Throw: Fortitude negates
 * Power Resistance: Yes
 * Power Points: 7

If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Intelligence bonus, and its bonus on damage rolls is equal to your Intelligence bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Intelligence bonus.

Although the subject’s body is under your control, the subject’s mind is not. Creatures capable of taking purely mental actions (such as manifesting powers) can do so.
 * Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

Control Light
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power’s duration.
 * Psychokinesis [Light]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level)
 * Area: Nine 10-ft. cubes + three 10-ft. cubes/level
 * Duration: Concentration, up to 1 min./level, or 1 round; see text
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 1

Decrease: You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly.If you decrease the ambient light in an area by 100%, even those with lowlight vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).

Increase: You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.

You can use this power to increase the illumination of an area by 200% (improving visual abilities accordingly), but in such a case the power’s duration is only 1 round.

Control Object
You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it.
 * Psychokinesis
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One unattended object weighing up to 100 lb.
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 1

A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points.

You can use this power on a nonmagical lock, making it move in such a way as to attempt to unlock itself. If another character makes an Open Lock check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check.

Control Sound
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.
 * Psychokinesis [Sonic]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One sound or mixture of related sounds
 * Duration: Concentration, up to 1 min./level; see text
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Move Silently and Listen checks.

Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area. This doesn't function on lightsabers, however.

Co-Opt Concentration
You take over control of a power that was manifested by the subject and that must be maintained through concentration. Once you wrest control of the power from the subject, you have several options.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Dark 6
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One creature
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 11

• Allow the power to function as normal.

• Keep the power targeted on the subject (if a personal power) but decide how the power fulfills its function each round.

• Retarget the power on yourself (if a personal power).

• Choose not to concentrate on the co-opted power in the next round, ending the power at that point.

When the duration of co-opt concentration expires, the power you took control of ends (even if this would mean that the power ends earlier than normal).

Correspond
You forge a passive mental link with a creature with which you have previously had physical or mental contact. The subject need not be within sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration (though nothing forces the subject to respond to you), exchanging messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of opportunity.
 * Telepathy [Mind-Affecting]
 * Level: Force 4
 * Manifesting Time: 10 minutes
 * Range: See text
 * Target: One creature with an Intelligence score of 3 or higher
 * Duration: 1 round/level
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 7

Create Sound
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans per manifester level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.
 * Metacreativity (Creation) [Sonic]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Effect: Sounds; see text
 * Duration: 1 round/level (D)
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 1

If you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid arousing suspicion.

Create Sound can be used to bring sounds into existence that you later manipulate by manifesting control sound.

Danger Sense
You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Ref lex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level (D)
 * Power Points: 5


 * Augment: If you spend 3 additional power points, this power also gives you the uncanny dodge ability; if you spend 6 additional power points, this power gives you the improved uncanny dodge ability as well.

Dark Agony
While this power is active on you, any creature that you deal hero point damage to with any Force power is wracked with great pain, and must make an additional Will saving throw against this power when damaged, or suffer a –2 penalty to attack rolls, skill checks, and saving throws for the rest of Dark Agony's duration.
 * Psychokinesis
 * Level: Dark 6
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Area: Any damaged creature (see below)
 * Duration: 1 round/level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 11

Creatures that you damage, but that completely absorb the damage with energy resistance, damage reduction, or some other effect, are not affected by this power. Body Adjustment and Body Purification both end the effects of Dark Agony on a creature in addition to their normal effects, but they do not end the power, meaning that the penalty can re-appear on the same victim if they are damaged again. Successfully dispelling the power ends it completely, however.

The penalty from Dark Agony does not stack if a creature is damaged multiple times, or attacked by two characters who both have Dark Agony active.

Darkvision
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level
 * Power Points: 5

Daze
This power clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One humanoid creature that has 4 HD or less
 * Duration: 1 round
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points.

Death Urge
You plant a hidden death-urge impulse in the subject’s unconscious. On the subject’s next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Dark 4
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One living creature
 * Duration: 1 round
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7

If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.

If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.
 * Augment: For every 4 additional power points you spend, this power’s save DC increases by 2 and its duration increases by 1 round.

Deceleration
You warp space around an individual, hindering the subject’s ability to move. The subject’s speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.
 * Psychoportation
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./level)
 * Target: One Medium or smaller creature
 * Duration: 1 min./level
 * Saving Throw: Reflex negates
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

Déjà Vu
Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level)
 * Target: One creature
 * Duration: 1 round
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Demoralize
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.
 * Telepathy [Mind-Affecting]
 * Level: Dark 1
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft.-radius spread centered on you
 * Duration: 1 min./level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.

Destiny Dissonance
Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the manifester.
 * Clairsentience
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Target: Creature touched
 * Duration: 1 round/level
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 1

Detect Hostile Intent
While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft.-radius emanation centered on you
 * Duration: 10 min./level (D)
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.

The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

Detect Remote Viewing
You immediately become aware of any attempt to observe you by means of a Clairsentience (scrying) power. The power’s effect radiates from you and moves as you move. You know the location of every Force sensor within the power’s area.
 * Clairsentience
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: 40 ft.
 * Area: 40-ft.-radius emanation centered on you
 * Duration: 24 hours
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 7

If the viewing attempt originates within the area, you also know the viewer’s location. Otherwise, you and the remote viewer immediately make opposed manifester level checks (1d20 + manifester level, or viewer’s caster level as appropriate). If you at least match the remote viewer’s result, you get a visual image of the remote viewer and an accurate sense of the remote viewer’s direction and distance from you.

Disable
You broadcast a mental compulsion that convinces one or more creatures of 4 Hit Dice or less that they are disabled (see page 307 of the Player’s Handbook). Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are closest to the power’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Creatures that are rendered helpless or are destroyed when they reach 0 hero points cannot be affected. Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. While it’s possible for an important nonplayer character to attempt some sort of “heroic” action, common NPCs and creatures under the effect of this power typically cower or retreat.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: 20 ft.
 * Area: Cone-shaped emanation centered on you
 * Duration: 1 min./level (D)
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1

Any creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and if it is not actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion (although the damage still counts against its actual current hero points).
 * Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.

In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points.

Dispel Force
You can use Dispel Force to end ongoing powers that have been manifested on a creature or object, or to end ongoing powers (or at least their effects) within an area. A dispelled power ends as if its duration had expired. Some powers, as detailed in their descriptions, can’t be defeated by Dispel Force, or can be ended only if you manifest Dispel Force at a high enough manifester level. Dispel Force can end spell-like effects just as it does powers.
 * Psychokinesis
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level)
 * Target or Area: One manifester, creature, or object; or 20-ft.-radius burst
 * Duration: Instantaneous or 1d4 rounds; see text
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 5

The effect of a power with an instantaneous duration can’t be dispelled, because the Force effect is already over before Dispel Force can take effect.

You choose to use Dispel Force in one of two ways: a targeted dispel or an area dispel.

Targeted Dispel: One object, creature, or power is the target of the Dispel Force power. You make a dispel check (1d20 + your manifester level, maximum +10) against the power or against each ongoing power currently in effect on the object or creature. The DC for this dispel check is 11 + the power’s manifester level. If you succeed on a particular check, that power is dispelled; if you fail, that power remains in effect.

If you target an object or creature that is the effect of an ongoing power or is under the effect of an ongoing power, you make a dispel check to end the power or its effect. If the object that you target is a Force-affected item, you make a dispel check against the item’s manifester level. If you succeed, all the item’s Force properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item loses any abilities it gains from the Force for the duration of the effect. An item’s physical properties are unchanged.

You automatically succeed on your dispel check against any power that you manifested yourself.

Area Dispel: When Dispel Force is used in this way, the power affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more powers, you make a dispel check against the power with the highest manifester level. If that check fails, you make dispel checks against progressively weaker powers until you dispel one power (which discharges the Dispel Force power so far as that target is concerned) or until you fail all your checks. The creature’s items are not affected.

For each object within the area that is the target of one or more powers, you make dispel checks as with creatures.

For each ongoing area or effect power whose point of origin is within the area of the Dispel Force power, you can make a dispel check to dispel the power.

For each ongoing power whose area overlaps that of the Dispel Force power, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing power is in the area, you can make a dispel check to end the power that created that object or construct in addition to attempting to dispel powers targeting the creature or object. You can choose to automatically succeed on dispel checks against any power that you have manifested.
 * Augment: For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).

Dispelling Buffer
You create a psychokinetic shield around the subject that improves the chance that any powers affecting the subject will resist a Dispel Force power or a negation effect that targets a specific power (such as Shatter Mind Blank). When dispelling buffer is manifested on a creature or object, add +5 to the DC of the dispel check for each ongoing effect that is subject to being dispelled.
 * Psychokinesis
 * Level: Light 6
 * Manifesting Time: 1 standard action
 * Range: Personal or close (25 ft. + 5 ft./2 levels); see text
 * Target: You or one willing creature or one object (object weighing up to 100 lb./level); see text
 * Duration: 1 hour/level (D)
 * Saving Throw: None
 * Power Resistance: Yes (harmless, object)
 * Power Points: 11

Dispel Force can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last (with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level (with the same +5 bonus).

Distract
You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all Listen, Spot, Search, and Sense Motive checks at a –4 penalty.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: Concentration, up to 1 min./level (D)
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1

Divination
A Divination can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per manifester level, to a maximum of 90%. If the dice roll fails, you know the power failed, unless a specific Force power yielding false information is at work.
 * Clairsentience
 * Level: Light 4
 * Manifesting Time: 10 minutes
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 7

Multiple divinations about the same topic by the same manifester use the same dice result as the first power and yield the same answer each time.

Dominate
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 4
 * Manifesting Time: 1 round
 * Range: Medium (100 ft. + 10 ft./level)
 * Target: One humanoid
 * Duration: Concentration
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a power, so it is a move action.

By concentrating fully on the power (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.


 * Augment: You can augment this power in one or more of the following ways.

1. If you spend 2 additional power points, this power can also affect an animal or other non-humanoid.

2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Drain Life
You call upon the Dark Side of the Force to suck the life out of a creature, using its energy to fuel your own. The chosen victim must make a Will save or suffer 8d6 points of damage. Immediately after this damage is registered, you add the damage dealt to your own hero point total. You cannot exceed your maximum possible hero points by use of this power.
 * Psychometabolism
 * Level: Dark 9
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level
 * Target: One creature
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 17

If you kill an opponent with this power, you may choose to either act as if you had manifested Body Purification or add one year to your lifespan. Adding to your lifespan in this way doesn't make you physically younger in any way, but merely staves off natural death for another year.


 * Augment: For every 2 additional power points you spend, the damage increases by 1d6 and the save DC increases by 1.

Empathy
You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft.-radius spread centered on you
 * Duration: Concentration, up to 1 min./level (D)
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 1

You gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.
 * Augment: You can augment this power in one or both of the following ways.

1. For every additional power point you spend, this power’s range and the radius of its area increases by 5 feet.

2. If you spend 2 additional power points, this power’s maximum duration increases to 1 hour/level.

Empty Mind
You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus on all Will saves until your next action. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it is not your turn.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: 1 round
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, the bonus on your Will saves increases by 1.

Energy Adaptation
http://img329.imageshack.us/img329/2814/yodacatchhdln8.jpg Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage.
 * Psychometabolism [see text]
 * Level: Light 4
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level
 * Power Points: 7

When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display.

The energy resistance provided by this power increases to 20 points at 9th manifester level and to a maximum of 30 points at 13th level. The power protects your equipment as well.

The resistance provided by this power does not stack with other forms of energy resistance.

This power’s subtype is the same as the type of damage it protects against.
 * Augment: If you spend 4 additional power points, you can manifest this power as an immediate action.

Energy Conversion
As energy adaptation, except that instead of radiating away energy as light, you store up the energy and can later discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays during the power’s duration. The ray you fire must be of one of the energy types you have stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that type you have stored, up to a maximum of three times your manifester level. As long as this power remains in effect, you can continue to absorb energy damage and fire additional rays using the stored damage.
 * Psychometabolism [see text]
 * Level: Light 7
 * Manifesting Time: 1 standard action
 * Range: Personal and close (25 ft. + 5 ft./2 levels); see text
 * Effect: Ray; see text
 * Duration: 10 min./level
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 13

This power’s subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change during the course of the power’s duration.

Escape Detection
You (plus all your gear and any objects you carry) become difficult to detect by Clairsentience powers such as clairvoyant Sense, Remote Viewing, and True Seeing. If a Clairsentience power or similar effect is attempted against you, the manifester of the power must succeed on a manifester level check (1d20 + manifester level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester level (maximum +10).
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level
 * Power Points: 5

False Sensory Input
You have a limited ability to falsify one of the subject’s senses. The subject thinks she sees, hears, smells, tastes, or feels something other than what her senses actually report. You can’t create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like an alien (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a bird look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
 * Telepathy [Mind-Affecting]
 * Level: Dark 3
 * Manifesting Time: 1 round
 * Range: Long (400 ft. + 40 ft./level)
 * Target: One creature
 * Duration: Concentration, up to 1 min./level (D)
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 5

You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this power. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy manifester who is attempting to use his powers, the enemy must make a Concentration check as if being grappling or pinned.

Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method of gathering information, assuming you know that the victim is actively using such an effect and you can maintain concentration.


 * Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Far Hand
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.
 * Psychokinesis
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: A nonmagical, unattended object weighing up to 5 lb.
 * Duration: Concentration, up to 1 min.
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 1
 * Augment: You can augment this power in one or both of the following ways.

1. For every 2 additional power points you spend, this power’s range increases by 5 feet.

2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.

Fate Link
You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hero points, the other loses the same amount. If one takes nonlethal damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed on a Fortitude save against this power’s save DC or gain two negative levels.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: Any two living creatures that are initially no more than 30 ft. apart.
 * Duration: 10 min./level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 5

No other effects are transferred by the fate link.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Fate of One
Your limited omniscience allows you to reroll a saving throw, attack roll, or skill check. Whatever the result of the reroll, you must use it even if it is worse than the original roll.
 * Clairsentience
 * Level: Force 7
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 13

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. If you use the power to reroll a saving throw, you can manifest this power even when it is not your turn.

Feat Leech
You can use another’s Force or Metaforce feats for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target’s Force and Metaforce feats, if any, and you can choose a number of these feats to “leech” equal to your Wisdom modifier (minimum one).
 * Clairsentience
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Target: Creature touched
 * Duration: 1 min./level
 * Saving Throw: Will negates; see text
 * Power Resistance: Yes
 * Power Points: 3

While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the power’s duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target.

If the duration of feat leech is extended by the use of a Metaforce feat, the target gains a Will saving throw every 10 minutes beyond the normal duration.

If this save succeeds, the power’s duration ends. If the target is killed before the duration expires, you immediately lose the benefit of the stolen feats.

You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as the prerequisite for another stolen feat.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Float
You mentally support yourself in water or similar liquid. You can swim at a speed of 10 feet using the power alone, or use it to boost your swim speed by 10 feet.
 * Psychoportation
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level (D)
 * Power Points: 1

Force Blast
The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Force Blast stuns all affected creatures for 1 round.
 * Telepathy [Mind-Affecting]
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft. cone-shaped burst
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 5
 * Augment: For every 2 additional power points you spend, the duration of the stun effect increases by 1 round.

Force Choke
You form invisible, intangible hands around a target's throat, crushing his or her airway with lethal force.
 * Psychokinesis
 * Level: Dark 3
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./ 2 levels)
 * Target: One breathing humanoid
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: Will negates, Fortitude partial; see text
 * Power Resistance: Yes
 * Power Points: 5

If the target fails a Fortitude save when Force Choke is manifested, they are considered helpless for 1 round and suffer 1d6 points of damage. If the target succeeds, they are not rendered helpless, suffer only half damage, and the power ends.

A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.

After all subsequent rounds beyond the first, the victim automatically recovers from the initial shock, and is no longer helpless.

Characters that fail their save are choking as long as the manifester keeps his concentration, and must make a Will save each turn before they act to resist the power. If they succeed, the power ends. If they fail, they suffer a further 1d6 damage and are limited to taking only move actions on their turn.


 * Augment: For every 2 additional power points you spend, the initial and subsequent damage on each round is increased by 1, and the save DC increases by 1.

Force Crush
You physically crush a creature or object with the power of the Dark Side. This can be a creature of no greater than medium size, or an object of similar proportions. On manifestation of the power, the target suffers 15d6 points of damage.
 * Psychokinesis
 * Level: Dark 8
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./ 2 levels)
 * Target: One creature or object
 * Duration: Instantaneous
 * Saving Throw: Fortitude half
 * Power Resistance: Yes
 * Power Points: 15

A successful Fortitude save reduces this damage by half. This damage ignores all damage reduction and hardness. Objects wielded by another creature receive the wielder’s saving throw or their own, whichever is better.


 * Augment: For every 1 additional power point you spend, the damage increases by 1d6. For every 2 power points you spend, the save DC increases by 1 and you can target one additional creature or object.

If you spend an additional 4 power points, you can attack a creature of Large or greater size.

Force Revivify
Force Revivify lets a manifester reconnect a corpse’s psyche with its body, restoring life to a recently deceased creature. The power must be manifested within 1 round of the victim’s death. Before the psyche of the deceased has completely left the body, this power halts its journey while repairing somewhat the damage to the body.
 * Psychometabolism (Healing) [Good]
 * Level: Light 5
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Target: Dead creature touched
 * Duration: Instantaneous
 * Saving Throw: None
 * Power Resistance: Yes (harmless)
 * Power Points: 9

This power functions like the Raise Dead spell, except that the affected creature receives no level loss, no Constitution loss, and no loss of powers.

The creature has –1 hero points (but is stable) after being restored to life.

Use of this power requires an action point.
 * Augment: For every 100 additional experience points that both you and the subject pay, the manifestation of this power can be delayed by 1 additional round.

Force Sight
You gain low-light vision for the duration of the power, as well as a +2 bonus on Search and Spot checks.
 * Psychometabolism
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level
 * Power Points: 1

In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one, getting to make a Search check as if you were actively looking for it.

Foresight
This power grants you a powerful sixth sense in relation to yourself or another. Once foresight is manifested, you receive instantaneous warnings of impending danger or harm to the subject of the power. You are never surprised or flat-footed. In addition, the power gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
 * Clairsentience
 * Level: Force 9
 * Manifesting Time: 1 standard action
 * Range: Personal or touch
 * Target: See text
 * Duration: 10 min./level
 * Saving Throw: None or Will negates (harmless)
 * Power Resistance: No or Yes (harmless)
 * Power Points: 17

When another creature is the subject of the power, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate power) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

Freedom of Movement
This power enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of powers that usually impede movement, such as Deceleration or Telekinetic Maneuver. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
 * Psychoportation
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level
 * Power Points: 7

The power also allows the subject to move and attack normally while underwater, even with slashing and bludgeoning weapons such as lightsabers and vibro-blades, provided that the weapon is wielded in the hand rather than hurled. The power does not, however, allow water breathing.

Grip of Iron
You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks.
 * Psychometabolism
 * Level: Force 1
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level
 * Power Points: 1

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can manifest this power when it isn’t your turn (if you are grappled).
 * Augment: For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.

Heroism
You draw upon your own inner courage and resolve to redouble the endurance of either yourself or an ally. The target gains fast healing 1 for the duration of the power.
 * Telepathy
 * Level: Light 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./ 2 levels)
 * Target: 1 creature
 * Duration: 3 rounds + 1 round/level
 * Power Points: 1
 * Augment: For every 4 additional power points you spend, the fast healing increases by 1, and you can affect an additional creature no more than thirty feet away from your initial target.

Hustle
You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity.
 * Psychometabolism
 * Level: Force 3
 * Manifesting Time: 1 swift action
 * Range: Personal
 * Target: You
 * Effect: 1 extra move action
 * Power Points: 5

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power before you move. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.

Hypercognition
You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane).
 * Clairsentience
 * Level: Force 8
 * Manifesting Time: 1 standard action or 1 immediate action; see text
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 15

The nature of the knowledge you gain concerning the subject of your analysis might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at.

An Intelligence check may be required to obtain the desired information. If so, you can manifest Hypercognition as an immediate action prior to making the check and receive a +20 bonus for doing so.

Id Insinuation
Affecting] As the Confusion spell, except as noted here.
 * Telepathy (Compulsion) [Mind-
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. +5 ft./2 levels)
 * Target: One creature
 * Duration: Concentration + 1 round
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the manifester remains concentrating fully on this power, the subject is confused, making it unable to independently determine it will do. Roll on the following table at the beginning of each of the subject’s turns to see what the subject does in that round:

d100

 * 01–10: Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).
 * 11–20: Act normally.
 * 21–50: Do nothing but babble incoherently.
 * 51–70: Flee from manifester at top possible speed.
 * 71–100: Attack nearest creature.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Inertial Barrier
You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. You gain damage reduction 5/lightsaber. Inertial barrier also absorbs half the damage you take from any fall.
 * Psychokinesis
 * Level: Light 4
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level
 * Power Points: 7

Inflict Pain
You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a –4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a –2 penalty.
 * Telepathy [Mind-Affecting]
 * Level: Dark 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 round/level
 * Saving Throw: Will partial; see text
 * Power Resistance: Yes
 * Power Points: 3
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Insanity
As the Confusion spell, except as noted here. Creatures affected by this power are permanently confused and constantly behave randomly. Roll on the following table at the beginning the subject’s turn each round to see what the subject does in that round.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Dark 7
 * Manifesting Time: 1 standardaction
 * Range: Medium (100 ft. + 10 ft./level)
 * Target: One creature
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 13

d100

 * 01–10: Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).
 * 11–20: Act normally.
 * 21–50:' Do nothing but babble incoherently.
 * 51–70: Flee from manifester at top possible speed.
 * 71–100: Attack nearest creature.

Only Psychic Chirurgery and other similarly extreme measures can restore the subject’s sanity.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Intellect Fortress
You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from Force powers taken by subjects inside the area of the intellect fortress, including ability damage, is halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction and evasion.
 * Psychokinesis
 * Level: Light 4
 * Manifesting Time: 1 immediate action
 * Range: 20 ft.
 * Area: 20-ft.-radius spread centered on you
 * Duration: 1 round
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 7

Powers that are not subject to power resistance are not affected by an intellect fortress.

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it’s not your turn.
 * Augment: For every additional power point you spend, this power’s duration increases by 1 round.

Knock
The knock power opens stuck, barred, locked, or held doors, even when they are secured by the Force. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a door held by the Force, the power does not remove the defending power, but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each use of the power can undo as many as two means of preventing egress.
 * Psychoportation
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One door, box, or chest with an area of up to 10 sq. ft./level
 * Duration: Instantaneous; see spell text
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

Know Direction and Location
You generally know where you are. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing.
 * Clairsentience
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 1

Leech Field
You raise a field of potentiality that drains the vitality from powers that you successfully save against. When you succeed on a saving throw to negate the effect of a foe’s power on you, and the power is one that leech field is effective against (see below), your body erupts in a brief flash of crackling dark energy. You gain 1 power point for every 2 power points your foe spent to manifest the power you just saved against (to a maximum number of points equal to your manifester level). You cannot gain power points that would cause you to exceed your normal daily maximum.
 * Psychometabolism
 * Level: Dark 5
 * Manifesting Time: 1 standard action
 * Range: Personal; see text
 * Target: You
 * Duration: 1 min.
 * Power Points: 9

This power is effective against any power that targets a single creature and allows the target a saving throw to negate it, except those that are delivered by a touch attack or a ranged touch attack (including a ray).
 * Augment: For every 2 additional power points you spend, this power’s duration increases by 1 minute.

Levitate
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
 * Psychoportation
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Personal or close (25 ft. + 5 ft./2 levels)
 * Target: You or one willing creature or one object (total weight up to 100 lb./level)
 * Duration: 10 min./level (D)
 * Saving Throw: None
 * Power Resistance: Yes (harmless, object)
 * Power Points: 3

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.

Lightning Bolt
Upon manifesting this power, you release a powerful stroke of Dark Side energy that deals 5d6 points of electricity damage to every creature or object within the area. The beam begins at your fingertips. This power provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
 * Psychokinesis [see text]
 * Level: Dark 3
 * Manifesting Time: 1 standard action
 * Range: 120 ft.
 * Area: 120-ft. line
 * Duration: Instantaneous
 * Saving Throw: Reflex half or Fortitude half; see text
 * Power Resistance: Yes
 * Power Points: 5
 * Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Lightning Current
http://img442.imageshack.us/img442/8308/bzzzzzzmd5.jpg Upon manifesting this power, your body’s bio-energetic currents, fueled by the Dark Side of the Force, produce an arc of electricity that targets a creature you designate as the primary foe for 9d6 points of electrical damage in every round when the power remains in effect. Electricity also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe takes in every round while the duration lasts.
 * Psychokinesis [see text]
 * Level: Dark 5
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: Any two creatures no more than 15 ft. apart
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: Reflex half or Fortitude half; see text
 * Power Resistance: Yes
 * Power Points: 9

Should either the primary or secondary foe fall to less than 0 hero points (or should a target completely evade the effect with a special ability or power), the energy current ’s arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round.

Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power.

Manifesting this power provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
 * Augment: You can augment this power in one or both of the following ways.

1. For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power.

Lightning Push
Upon manifesting this power, you project a blast of electricity of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement caused by Energy Push does not provoke attacks of opportunity.
 * Psychokinesis [see text]
 * Level: Dark 2
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Effect: Ray
 * Duration: Instantaneous
 * Saving Throw: Reflex half or Fortitude half; see text
 * Power Resistance: Yes
 * Power Points: 3

Manifesting this power provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
 * Augment: For every 2 additional power points you spend, this power’s damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.

Lightning Stun
Upon manifesting this power, you release a powerful stroke of electricity that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round.
 * Psychokinesis [see text]
 * Level: Dark 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Area: 5-ft.-radius burst
 * Duration: Instantaneous
 * Saving Throw: Reflex half or Fortitude half; see text
 * Power Resistance: Yes
 * Power Points: 3

Manifesting this power provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
 * Augment: For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.

Lightning Wave
Upon manifesting this power, you create a flood of electricity that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and extends outward in a cone.
 * Psychokinesis [see text]
 * Level: Dark 7
 * Manifesting Time: 1 standard action
 * Range: 120 ft.
 * Area: Cone-shaped spread
 * Duration: Instantaneous
 * Saving Throw: Reflex half or Fortitude half; see text
 * Power Resistance: Yes
 * Power Points: 13

Manifesting this power provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
 * Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Mental Barrier
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it’s not your turn; however, you must manifest it prior to an opponent’s attack roll in order to gain this power’s benefit against that attack.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: 1 round
 * Power Points: 5


 * Augment: You can augment this power in one or both of the following ways.

1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.

2. For every additional power point you spend, this power’s duration increases by 1 round.

Mental Disruption
You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: 10 ft.
 * Area: 10-ft.-radius spread centered on you
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3
 * Augment: You can augment this power in one or both of the following ways.

1. For every 2 additional power points you spend, this power’s save DC increases by 1.

2. For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.

Metaconcert
You link your psychic might with other Jedi, creating an entity more powerful than the sum of its parts.
 * Telepathy [Mind-Affecting]
 * Level: Force 5
 * Manifesting Time: Standard Action
 * Range: 20 ft.
 * Target: You and up to nine other willing Jedi in range
 * Duration: 1 min./level (D)
 * Power Points: 9

When you manifest this power, a number of power points you designate flows from each participant into a collective pool. One individual is chosen as the metaconcert conductor by mutual consent of the other participants (this is usually the manifester, but doesn’t have to be). Until the power ends, this conductor directs the efforts of the group.

All the powers of each participant are known to the mental entity created with Metaconcert (which is under the conductor’s command). This entity can’t take any more actions than a normal individual, but it manifests all its powers more effectively. Each participant contributing to the entity provides a cumulative +1 bonus to save DCs that apply when manifesting a power. Likewise, each individual provides a cumulative +1 bonus when the entity makes its own saving throws in response to powers.

If a Force entity takes ability damage from the attack, the total is divided among all the members as determined by the conductor.

If the entity manifests a power that costs one or more action points, the conductor pays the cost, or it is divided evenly (the conductor pays the remainder if the cost can’t be divided evenly).

Once linked, the participants must remain within a 20-foot-radius area, and as a group can move at a speed of 10 feet. If a participant moves outside the 20-foot-radius area occupied by the others (whether willingly or involuntarily), that individual drops out of the group, and the power point pool of the metaconcert is instantly recalculated.

All participants who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to the current power point pool divided by the number of members. If the conductor drops out, the power ends. That same number of points is removed from the power point pool.

When a metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the participants (the conductor receives the remainder if the points can’t be divided evenly).
 * Augment: For every additional power point you spend, this power’s duration increases by 1 minute.

Metafaculty
You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you have seen before, whether personally or by means of another power such as remote viewing.
 * Clairsentience
 * Level: Force 9
 * Manifesting Time: 1 hour
 * Range: Personal
 * Target: You
 * Duration: Instantaneous and 1 min./level (D); see text
 * Power Points: 17

This process gives you an uncannily accurate vision of the creature’s nature, activities, and whereabouts. When you manifest the power, you learn the following facts about the creature.

• Its name, race, alignment, and character class.

• A general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher).

• Its location (including place of residence, town, country, world, and plane of existence).

• Significant items currently in its possession.

• Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or races of those the creature fought, spells it cast, items it acquired, and items it left behind (including the location of those items).

• A current mental view of the creature, as described in the remote viewing power, which you can maintain for up to 1 minute per level. Metafaculty can defeat spells, powers, and special abilities such as screen or mind blank (or even a wish spell) that normally obscure Clairsentience powers. You can attempt a caster level check (DC 6 + caster level of the creator of the obscuring effect) to defeat these sorts of otherwise impervious defenses.

Use of this power requires an action point.

Mind Blank, Personal
As Mind Blank (see below), except as noted here.
 * Telepathy [Mind-Affecting]
 * Level: Force 7
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: One day
 * Power Points: 13

Mind Blank
The subject is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. In the case of remote viewing or scrying that scans an area the creature is in, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all.
 * Telepathy [Mind-Affecting]
 * Level: Force 8
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: One day
 * Saving Throw: Will negates (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 15

Mind Probe
All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a save does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the power’s duration persists.
 * Telepathy (Charm) [Mind-Affecting]
 * Level: Force 5
 * Manifesting Time: 1 minute
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 round/level (D)
 * Saving Throw: Will partial; see text
 * Power Resistance: Yes
 * Power Points: 9

You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above.

Subjects that do not wish to be probed can attempt to move beyond the power’s range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.

Mindlink
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels); see text
 * Targets: You and one other willing creature within range that has an Intelligence score of 3 or higher
 * Duration: 10 min./level
 * Saving Throw: None; see text
 * Power Resistance: Yes (harmless)
 * Power Points: 1
 * Augment: You can augment this power in one or both of the following ways.

1. If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates).

2. For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Missive
Effect: Mental message delivered to subject You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless mental syllables.
 * Telepathy [Mind-Affecting, Language-Dependent]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 1
 * Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.

Missive, Mass
You send a telepathic message of up to twenty-five words to all creatures within range. You can include or exclude from this broadcast any creature you can see, as well as any creature that you know or know of. Mass missive is strictly a one-way exchange from you to the subjects. If you do not share a common language, the subjects “hear” meaningless mental syllables.
 * Telepathy [Mind-Affecting, Language-Dependent]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Long (400 ft. + 40 ft./level)
 * Targets: All creatures in a 400 ft. + 40 ft./level radius centered on you; see text
 * Effect: Mental message delivered to subjects
 * Saving Throw: Will negates (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 3
 * Augment: For every 2 additional power points you spend, this power’s range increases by 40 feet and its save DC increases by 1.

Modify Memory
You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: Permanent
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7


 * Eliminate all memory of an event the subject actually experienced. This spell cannot negate the influence of Force powers.
 * Allow the subject to recall with perfect clarity an event it actually experienced.
 * Change the details of an event the subject actually experienced.
 * Implant a memory of an event the subject never experienced.

Manifesting the power takes 1 round. If the subject fails to save, you proceed with the power by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell’s range during this time, the power is lost.

A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.

Moment of Prescience
This power grants you a powerful sixth sense in relation to yourself. Once during the power’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your manifester level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the power ends.
 * Clairsentience
 * Level: Light 7
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level or until discharged
 * Power Points: 13

You can’t have more than one moment of prescience active on you at the same time.

Null Force Field
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most Force effects, including powers. Likewise, it prevents the functioning of any powers within its confines. A Null Force Field suppresses any power or Force effect used within, brought into, or manifested into its area, but does not negate it. Time spent within a Null Force Field counts against a suppressed effect’s duration.
 * Psychokinesis
 * Level: Force 6
 * Manifesting Time: 1 standard action
 * Range: 10 ft.
 * Area: 10-ft.-radius emanation centered on you
 * Duration: 10 min./level (D)
 * Saving Throw: None
 * Power Resistance: See text
 * Power Points: 11

Creation powers with instantaneous durations and calling powers are not affected by a Null Force Field because the power itself is no longer in effect, only its result.

Dispel Force does not remove the field. Two or more Null Force Fields sharing any of the same space have no effect on each other. Certain powers may be unaffected by Null Force Field (see the individual power descriptions). Artifacts and deities are unaffected by mortal power such as this. Should a creature’s space extend across the boundary of the area enclosed by the field, any part of the creature that lies outside the effect is unaffected by the field.

Object Reading
You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object.
 * Clairsentience
 * Level: Force 2
 * Manifesting Time: 1 minute
 * Range: Touch
 * Target: Object touched
 * Duration: Concentration, up to 10 min./level (D)
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 3

1st Minute: Last owner’s race.

2nd Minute: Last owner’s gender.

3rd Minute: Last owner’s age.

4th Minute: How last owner gained and lost the object.

5th+ Minute: Next-to-last owner’s race, and so on.

The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).

There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.

This power will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)

An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the power’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.
 * Augment: For every additional power point you spend, this power’s maximum duration increases by 10 minutes.

Personality Parasite
You attempt to briefly partition the mind of your foe, calving off a minor personality that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take one standard action each round that is purely mental, such as manifesting a power, in the same turn that the subject takes its normal actions.
 * Telepathy [Mind-Affecting]
 * Level: Dark 4
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One Medium or smaller humanoid
 * Duration: 1 round/level (D)
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7

The parasitic personality manifests powers using the subject’s power point reserve and known powers, but can only manifest powers three or more levels lower than the highest level of power the subject can normally manifest.

The parasitic personality actively attempts to manifest powers that negatively impact the subject, using the highest-level powers possible (so as to deplete the subject’s power point reserve), and the most deadly to the subject. You do not have control over what the parasitic personality does, though it always works against the interest of the subject.

Both minds communicate with each other telepathically. If a creature is targeted by a compulsion or charm effect while under the effect of this power, it can make a second saving throw if the first one fails. If both saving throws fail, then this power ends and the creature is affected by the charm or compulsion effect.

The parasitic personality does not gain any advantages if the main personality is subjected to a Haste or Schism effect.

Power Leech
Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends.
 * Telepathy (Compulsion) [Mind-Affecting]
 * Level: Dark 4
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: Any Jedi
 * Duration: Concentration, up to 1 round/level; see text
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7

Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action.

Power Resistance
The creature gains power resistance equal to 12 + your manifester level.
 * Clairsentience
 * Level: Light 5
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Target: Creature touched
 * Duration: 1 min./level
 * Saving Throw: Will negates (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 9

Precognition
Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge.
 * Clairsentience
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level
 * Power Points: 1

You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.

Precognition, Defensive
Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 min./level (D)
 * Power Points: 5

You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply.
 * Augment: You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the insight bonus gained increases by 1.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Precognition, Greater
As precognition, except as noted here.
 * Clairsentience
 * Level: Force 6
 * Manifesting Time: 10 minutes
 * Range: Personal
 * Target: You
 * Duration: 1 hour/level
 * Power Points: 11

You gain a +4 insight bonus instead of a +2 bonus.

Precognition, Offensive
Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action; see text
 * Range: Personal
 * Target: You
 * Duration: 1 min./level (D)
 * Power Points: 5
 * Augment: You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Prescience, Offensive
Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 min./level (D)
 * Power Points: 5
 * Augment: You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Prowess
If an enemy provokes an attack of opportunity from you, you can make the attack even if you’ve already taken your allotted number of attacks of opportunity this round (usually one).
 * Clairsentience
 * Level: Force 2
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 3

You can manifest this power instantly, quickly enough to gain an extra attack of opportunity in the same round. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.

Psychic Chirurgery
You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version of this power you manifest.
 * Telepathy [Mind-Affecting]
 * Level: Light 9
 * Manifesting Time: 10 minutes
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 17

Repair Psychic Damage: You can remove any compulsions and charms affecting the subject. In fact, you can remove any instantaneous or permanent effect caused by a psychic power with psychic chirurgery. Unlike with aura alteration, these effects end or are negated as soon as this power is manifested, with no need for another saving throw.

You can remove all negative levels affecting the subject, regardless of how it lost those levels, restoring it to the highest level it had previously attained. Also, you can restore levels lost to energy drain or a similar effect if the level drain occurred within a number of hours equal to your manifester level.

You can also remove all Force effects penalizing the subject’s ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the effect of such powers as microcosm, and so on, but it does not restore levels or Constitution points lost due to death.

Transfer Knowledge: If desired, you can use this power to directly transfer knowledge of a power you know to another Jedi. You can give a character knowledge of a power of any level that she can manifest, even if the power is not normally on the character’s power list. Knowledge of powers gained through psychic chirurgery does not count toward the maximum number of powers a character can know per level.

Each time you use psychic chirurgery to implant knowledge of a power in another creature, you must pay one action point per level of the power. If you and the subject are both willing to do so, you can split this cost evenly.

Psychic Crush
Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus or collapse unconscious and dying at –1 hero points. If the target succeeds on the save, it takes 3d6 points of damage.
 * Telepathy [Mind-Affecting]
 * Level: Dark 5
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. +5 ft./2 levels)
 * Target: One creature
 * Duration: Instantaneous
 * Saving Throw: Will partial; see text
 * Power Resistance: Yes
 * Power Points: 9
 * Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points.

Psychic Vampire
This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent’s power.
 * Psychometabolism
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Target: Creature touched
 * Duration: Instantaneous
 * Saving Throw: Fortitude negates
 * Power Resistance: Yes
 * Power Points: 7

If you manifest this power to affect your hand, the next successful melee touch attack you make (if the victim fails its Fortitude save) drains 2 power points from your foe for every manifester level you have. The drained points simply dissipate. Your touch attack, charged with Dark Side power, is treated as an armed attack.

If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack with the weapon to gain the power’s benefit.

Against a Force-attuned being that has no power points or an un-attuned foe, your attack instead deals 2 points of Intelligence, Wisdom, or Charisma damage (your choice).

Psychofeedback
You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores. All score decreases are treated as a special form of ability damage, called ability burn, which cannot be healed through the Force—it goes away only through natural healing.
 * Psychometabolism
 * Level: Force 5
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level (D)
 * Power Points: 9

You can boost your Strength, Dexterity or Constitution score by an amount equal to your manifester level (or any lesser amount), assuming you can afford to burn your other ability scores to such an extent.

When the duration of this power expires, your ability boost also ends, but your ability burn remains until it is healed naturally.

Read Thoughts
You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: 60 ft.
 * Area: Cone-shaped emanation centered on you
 * Duration: Concentration, up to 1 min./level (D)
 * Saving Throw: Will negates; see text
 * Power Resistance: No
 * Power Points: 3

Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.

Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Recall Agony
The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That foe takes 2d6 points of damage as the past (or future) impinges briefly on the present.
 * Clairsentience [Mind-Affecting]
 * Level: Dark 2
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One creature
 * Duration: Instantaneous
 * Saving Throw: Will half
 * Power Resistance: Yes
 * Power Points: 3


 * Augment: For every additional power point you spend, this power’s damage increases by 1d6 points. For each extra 2d6 points of damage, this power’s save DC increases by 1.

Reddopsi
When you manifest Reddopsi, powers targeted against you rebound to affect the original manifester. This effect reverses powers that have only you as a target (except Dispel Force and similar powers or effects). Powers that affect an area and those that produce effects can’t be reversed. Reddopsi also can’t reverse any power with a range of touch.
 * Psychokinesis
 * Level: Light 7
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: Until discharged or 10 min./level
 * Power Points: 13

Should you rebound a power back against a manifester who also is protected by Reddopsi, the power rebounds once more upon you.

Remote View Trap
When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared trap gives them a nasty surprise. If the scryer fails its saving throw, you are undetected. Moreover, the would-be observer takes 8d6 points of electricity damage. If the scryer makes its saving throw, it takes only 4d6 points of electricity damage and is able to observe you normally. Either way, you are aware of the attempt to view you, but not of the viewer or the viewer’s location. It is possible that you might recognize the quasireal viewpoint of someone using the remote viewing power if you could pierce its invisibility (which is true for remote viewing whether or not you use this power).
 * Clairsentience [Electricity]
 * Level: Force 6
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 24 hours + 1 hour/level
 * Saving Throw: Will half; see text
 * Power Resistance: No
 * Power Points: 11

Remote Viewing
You send your mind across space and dimensions, forming it into a quasireal viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Will save, the remote viewing attempt fails, and you can’t attempt to view that creature again for at least 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
 * Clairsentience (Scrying; see text)
 * Level: Force 4
 * Manifesting Time: 1 hour
 * Range: See text
 * Effect: Quasi-real viewpoint
 * Duration: 1 min./level (D)
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 7

Knowledge/Will Save Modifier
None: +10

Secondhand (you have heard of the subject): +5

Firsthand (you have met the subject): +0

Familiar (you know the subject well): –5

Connection/Will Save Modifier
Likeness or picture: –2

Possession or garment: –4

Body part, lock of hair, bit of nail, etc.: –10

If the subject fails its Will save, your mind coalesces a quasi-real viewpoint near enough to the subject to see and hear the subject and its immediate surroundings (up 30 feet in all directions away from the subject).

While the remote viewing lasts, your real body remains unmoving and unaware of your actual surroundings. On the other hand, your quasi-real viewpoint is treated in some ways as if it were an invisible ectoplasmic form of yourself, except as follows. This power is of the Scrying subdiscipline, but use the following information in place of the standard scrying sensor. As a quasi-real viewpoint, you can speak (though your voice is whispery).

You may potentially be sensed by the subject of your viewing (subjects who can see or sense invisible or hidden creatures automatically sense you; otherwise you make a Hide check with a +40 bonus to escape detection if immobile, or a +20 bonus if moving). You could be attacked (although if you become subject to Dispel Force, the remote viewing simply ends). If the subject moves, you can attempt to follow it at a speed of 20 feet, though if it gets farther than 30 feet from you (or you move farther than 30 feet from it), the power ends.

You can attempt to manifest one power through your quasi-real viewpoint, but you must make a Concentration check (DC 20 + level of the power you wish to manifest) to succeed. Manifesting (or attempting and failing to manifest) a power immediately ends the remote viewing.

Furthermore, all powers from your quasi-real viewpoint cost twice the usual number of power points (you can’t exceed the power point limit set by your manifester level, so you are restricted to manifesting lower-level powers than you otherwise could). Power points you spend as a quasireal viewpoint are drained from your real body.

Use of this power requires an action point.

Restoration
This power cures all ability damage, and it restores all points drained from a single ability score (your choice if more than one score is drained). It also eliminates any fatigue or exhaustion suffered by the target. Restoration does not restore levels or Constitution points lost due to death.
 * Psychometabolism (Healing)
 * Level: Light 6
 * Manifesting Time: 3 rounds
 * Range: Touch
 * Target: Creature touched
 * Duration: Instantaneous
 * Saving Throw: Will negates (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 11

Restoration can remove negative levels. It can also restore one level to a creature who has had a level drained, if the number of days since the creature lost the level is equal to or less than your manifester level. In such a case, restoration brings the creature up to the minimum number of experience points necessary to advance it to the next higher level, gaining it an additional Hit Die and level benefits accordingly.

Schism
Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new “second mind” does not control your body physically but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions.
 * Telepathy [Mind-Affecting]
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level (D)
 * Power Points: 7

Your second mind can manifest powers using your power point reserve, but only as if your manifester level were six lower than it is. Your second mind doesn’t provoke attacks of opportunity when manifesting a power, because doing so doesn’t distract your primary mind.

Your second mind takes its first action on your turn in the round after schism is manifested.

Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not subject to the compulsion or charm.

Your second mind does not gain any advantages if you are subject to a Haste effect, although you gain the overall standard benefits.

Second Chance
You take a hand in influencing the probable outcomes of your immediate environment. You see the many alternative branches that reality could take in the next few seconds, and with this foreknowledge you gain the ability to re-roll one attack roll, one saving throw, one ability check, or one skill check each round. You must take the result of the re-roll, even if it’s worse than the original roll. You do not have to make another roll if satisfied with your original roll.
 * Clairsentience
 * Level: Light 5
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level or until discharged
 * Power Points: 9

Sense Link
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same manifestation.
 * Telepathy [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./level)
 * Target: One willing creature
 * Duration: Concentration, up to 1min./level
 * Power Points: 1

You make any skill checks involving senses, such as Spot or Listen, as the subject, and only within the subject’s field of view. You lose your Dexterity bonus to AC while directly sensing what the subject senses.

Once sense link is manifested, the link persists even if the subject moves out of the range of the original manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate with it by means of this power.

The strength of the subject’s linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective while this power’s duration lasts.
 * Augment: You can augment this power in one or both of the following ways.

1. If you spend 2 additional power points, you can have the subject perceive one of your senses instead of the other way around.

2. If you spend 4 additional power points, you can link to a second sense of the same subject.

Sense Link, Forced
As sense link, except you can use this power on any creature (willing or unwilling), and this power can’t be augmented.
 * Telepathy [Mind-Affecting]
 * Level: Force 2
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

Sensitivity to Force Impressions
You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past.
 * Clairsentience
 * Level: Force 2
 * Manifesting Time: 1 hour
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you
 * Duration: Concentration, up to 10 min./level
 * Saving Throw: None
 * Power Resistance: No
 * Power Points: 3

The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a manifester to detect.

The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.

Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your sensitivity extends into the past a maximum number of years equal to 100 x your manifester level.

Share Pain
This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are transferred to the subject. You take half damage from all attacks that deal hero point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject. If your hero points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hero point damage. When this power ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned. If you and the subject move farther away from each other than close range, the power ends.
 * Psychometabolism
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Touch
 * Targets: You and one willing creature, or two willing creatures; see text
 * Duration: 1 hour/level (D)
 * Power Points: 3

You can manifest this power on two willing subjects, one of which you designate to share its damage with the other.

Share Pain, Forced
As Share Pain, except as noted here.
 * Psychometabolism
 * Level: Dark 3
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 round/level (D)
 * Saving Throw: Fortitude negates
 * Power Resistance: Yes
 * Power Points: 5

You attempt to force the sharing of your wounds with an unwilling creature, and for less time. If you are immune to the type of damage dealt, or if you convert lethal damage into nonlethal damage, the target takes no damage.
 * Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Shatter Mind Blank
This power can negate a Mind Blank affecting the target. If the target fails its save and does not overcome your attempt with its power resistance, you can shatter the mind blank by making a successful check (1d20 + your manifester level, maximum +20) against a DC equal to 11 + the manifester level of the creator of the mind blank effect. If you succeed, the Mind Blank ends, allowing you to affect the target thereafter with mind-affecting powers.
 * Telepathy
 * Level: Force 5
 * Manifesting Time: 1 standard action
 * Range: 30 ft.
 * Area: 30-ft.-radius burst centered on you
 * Duration: Instantaneous
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 9

Steadfast Perception
Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as invisibility). Moreover, your Spot and Search checks receive a +6 enhancement bonus for the duration of this power. This power also grants you another saving throw against someone using false sensory input on you, but you must realize that that power has been used in order to know enough to manifest steadfast perception.
 * Clairsentience
 * Level: Light 4
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level (D)
 * Power Points: 7

Stomp
Your foot stomp precipitates a psychokinetic shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power’s area. Creatures that fail their saves are thrown to the ground, become prone, and take 1d4 points of nonlethal damage.
 * Psychokinesis
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: 20 ft.
 * Area: Cone-shaped spread
 * Duration: Instantaneous
 * Saving Throw: Reflex negates
 * Power Resistance: No
 * Power Points: 1
 * Augment: For every additional power point you spend, this power’s nonlethal damage increases by 1d4 points.

Strength of My Enemy
You gain the ability to siphon away your enemy’s strength for your own use. One of your natural or manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you siphon from different foes is tracked separately—the total siphoned from each individual foe is considered a separate enhancement bonus to your Strength (maximum +8), and you gain only the highest total.
 * Psychometabolism
 * Level: Dark 2
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round/level (D)
 * Power Points: 3
 * Augment: You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the maximum enhancement bonus you can add to your Strength increases by 2.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Suggestion
http://img186.imageshack.us/img186/2261/obiwanii1.jpg You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the power.
 * Telepathy (Compulsion) [Mind-Affecting, Language-Dependent]
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Close (25 ft. + 5 ft./2 levels)
 * Target: One creature
 * Duration: 1 hour/level or until completed
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 3

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
 * Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Suspend Life
You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that detect life or thought are incapable of determining that you are alive.
 * Psychometabolism
 * Level: Force 6
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: Permanent unless ended or dismissed; see text
 * Power Points: 11

While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate.

If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by a successful use of Dispel Force. If you choose to dismiss the power, your trance ends 10 rounds later.

Sustenance
You can go without food and water for one day. Each time you manifest this power, your body manufactures sufficient solid and liquid nourishment to satisfy your needs for that time.
 * Psychometabolism
 * Level: Force 2
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: Instantaneous
 * Power Points: 3

Synesthete
You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or feel sound. You can shift your stimulated sense between these two options once per round as a swift action. Your senses continue to work normally as well, unless they are impaired for some reason.
 * Psychometabolism
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level (D)
 * Power Points: 1

Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver. If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4 circumstance bonus on all Spot and Search checks. While feeling light, you are immune to gaze attacks.

If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with a +4 circumstance bonus on Listen checks.

Force displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.

You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not deafened or blinded).

Telekinetic Force
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
 * Psychokinesis [Force]
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One object at a time
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: Will negates (object); see text
 * Power Resistance: Yes (object)
 * Power Points: 5

You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.

If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier.
 * Augment: For every additional power point you spend, the weight limit of the target increases by 25 pounds.

Telekinetic Maneuver
You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your manifester level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.
 * Psychokinesis [Force]
 * Level: Force 4
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One creature
 * Duration: Concentration, up to 1 round/level
 * Saving Throw: None
 * Power Resistance: Yes
 * Power Points: 7


 * Augment: For every 2 additional power points you spend, this power grants a +1 bonus on your checks involving bull rush, disarm, grapple, or trip attempts.

Telekinetic Thrust
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
 * Psychokinesis
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target or Targets: One or more objects or creatures with a total weight of 250 lb. or less
 * Duration: Instantaneous
 * Saving Throw: Will negates or Will negates (object); see text
 * Power Resistance: Yes or Yes (object); see text
 * Power Points: 5

You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).

Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power.

If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
 * Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.

Telempathic Projection
You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.
 * Telepathy (Charm) [Mind-Affecting]
 * Level: Force 1
 * Manifesting Time: 1 standard action
 * Range: Medium (100 ft. + 10 ft./ level)
 * Target: One creature
 * Duration: 1 min./level
 * Saving Throw: Will negates
 * Power Resistance: Yes
 * Power Points: 1

Temporal Acceleration
You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below.
 * Psychoportation
 * Level: Force 6
 * Manifesting Time: 1 swift action
 * Range: Personal
 * Target: You
 * Duration: 1 round (in apparent time); see text
 * Power Points: 11

While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends.

You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts.

While under the effect of this power, you cannot enter an area protected by a Null Force Field or by a power or spell that neutralizes high-level powers or spells. Normal and magical fire, cold, acid, and the like can still harm you.

When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to the standard time frame.

Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers such as schism, are not temporally speeded up, even if your second mind manifested this power (your primary mind gains the benefit, while your second mind remains stuck in the standard time frame).

Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.
 * Augment: For every 4 additional power points you spend, this power’s duration (in apparent time) increases by 1 round.

Thought Shield
You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers.
 * Telepathy [Mind-Affecting]
 * Level: Light 2
 * Manifesting Time: 1 immediate action
 * Range: Personal
 * Target: You
 * Duration: 1 round
 * Power Points: 3

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it’s not your turn.
 * Augment: For every additional power point you spend, this power’s duration increases by 1 round, and the power resistance it provides increases by 1 point.

Timeless Body
Your body ignores all harmful (and helpful) effects, beginning when you finish manifesting this power and ending at the end of your next turn. While timeless body is in effect, you are invulnerable to all attacks and powers.
 * Psychoportation
 * Level: Light 9
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 round
 * Power Points: 17

This power cannot be quickened.

Tongues
This power grants you the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
 * Telepathy [Mind-Affecting]
 * Level: Light 2
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level
 * Power Points: 3

Touchsight
You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Spot or Listen checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.
 * Psychometabolism
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal; see text
 * Target: You
 * Duration: 1 min./level (D)
 * Power Points: 5
 * Augment: For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.

Tower of Iron Will
You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving the self-control of all. You and all creatures in the power’s area gain power resistance 19 against all mind-affecting powers.
 * Telepathy [Mind-Affecting]
 * Level: Light 5
 * Manifesting Time: 1 immediate action
 * Range: 10 ft.
 * Area: 10-ft.-radius emanation centered on you
 * Duration: 1 round
 * Saving Throw: None (harmless)
 * Power Resistance: Yes (harmless)
 * Power Points: 9

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.

You can use this power even when it is not your turn.
 * Augment: For every additional power point you spend, this power’s duration increases by 1 round and the power resistance it provides increases by 1 point.

True Metabolism
You are difficult to kill while this power persists. You automatically heal damage at the rate of 10 hero points per round.
 * Psychometabolism
 * Level: Light 8
 * Manifesting Time: 1 round
 * Range: Personal
 * Target: You
 * Duration: 1 min./level
 * Power Points: 15

This power is not effective against damage from starvation, thirst, or suffocation. Also, attack forms that don’t deal hero point damage (for example, most poisons) ignore True Metabolism.

True Seeing
You gain the ability to see all things as they actually are. You see through darkness, see the exact locations of creatures or objects under displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of shapechangers. The range of true seeing conferred is 120 feet.
 * Clairsentience
 * Level: Light 5
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 min./level
 * Power Points: 9

The power does not, however, penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True Seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.

Ubiquitous Vision
You have metaphoric “eyes in the back of your head,” and on the sides and top as well, granting you benefits in specific situations. In effect, you have a 360-degree sphere of sight, allowing you a perfect view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack ability because you do not lose your Dexterity bonus (but they may still sneak attack you if you are caught flat-footed). Your Spot and Search checks gain a +4 enhancement bonus. Concurrently, you take a –4 penalty on saves against all gaze attacks during the power’s duration.
 * Clairsentience
 * Level: Force 3
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 10 min./level (D)
 * Power Points: 5

Vigor
You suffuse yourself with power, gaining 5 temporary hero points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hero points (if any remain) with the newer ones.
 * Psychometabolism
 * Level: Light 1
 * Manifesting Time: 1 standard action
 * Range: Personal
 * Target: You
 * Duration: 1 min./level
 * Power Points: 1
 * Augment: For every additional power point you spend, the number of temporary hero points you gain increases by 5.