TEXT: AFFECT MIND
  At-will universal power
  Casting Time: 1 action 
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose a target within range that isn’t 
  hostile toward you. The target must make a 
  Wisdom saving throw. On a failed save, 
  you have advantage on all Charisma checks 
  directed at that target. On a successful save, 
  the creature realizes that you tried to use 
  the Force to inﬂuence its mood and 
  becomes hostile toward you. A creature 
  prone to violence might attack you. Another 
  creature might seek retribution in other 
  ways (at the DM’s discretion), depending on 
  the nature of your interaction with it. This 
  power has no eﬀect on droids or constructs.
  
  AFFLICTION
  2nd-level dark side power
  Prerequisite: Slow
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose a creature that you can see within range. 
  That creature must make a Constitution saving 
  throw. On a failed save, the target’s speed is 
  halved, it takes a -2 penalty to AC and Dexterity 
  saving throws, and it can’t use reactions. On its 
  turn, it can use either an action or a bonus action, 
  not both. Regardless of the creature’s abilities or 
  items, it can’t make more than one melee or 
  ranged attack during its turn. If the creature 
  attempts to cast a power with a casting time of 1 
  action, roll a d20. On an 11 or higher, the power 
  doesn't take eﬀect until the creature’s next turn, 
  and the creature must use its action on that turn to 
  complete the power. If it can’t, the power is 
  wasted. The creatures makes another Wisdom 
  saving throw at the end of its turn. On a 
  successful save, the eﬀect ends.
  
  ANIMATE WEAPON
  2nd-level universal power
  Prerequisite: Force Disarm
  Casting Time: 1 bonus action
  Range: 60 feet
  Duration: 1 minute
  You select a melee weapon you wield, or one melee weapon 
  within range that is not worn or carried by a conscious 
  creature, and use the Force to cause it to levitate, acting as 
  an extension of your will for the duration or until you cast 
  this power again. When you use this power, you can cause 
  the weapon to move up to 20 feet and make a melee force 
  attack against a creature within 5 feet of it. On a hit, the 
  target takes 1d8 + your forcecasting ability modiﬁer damage. 
  The type is of the normal damage dealt by the weapon. 
  While the weapon is animated, on each of your turns you can 
  use a bonus action to move the weapon up to 20 feet and 
  repeat the attack against a creature within 5 feet of it. At any 
  time, you can end this force power to return the animated 
  weapon to your hand. An enemy can attempt to gain control 
  of the weapon by making a Strength (Athletics) check against 
  your force save DC. On a success, the creature gains control 
  of the weapon and the power ends. 
  Force Potency. When you cast this power using a force slot 
  of 3rd level or higher, the weapon's damage increases by 
  1d8 for every two slot levels above 2nd.
  
  AURA OF PURITY
  4th-level light side power
  Prerequisite: Restoration
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 10 minutes
  Purifying energy radiates from you in a 
  30-foot radius. Until the power ends, the 
  aura moves with you, centered on you. 
  Each non-hostile creature in the aura 
  (including you) can’t become diseased, has 
  resistance to poison damage, and has 
  advantage on saving throws against eﬀects 
  that cause any of the following conditions: 
  blinded, charmed, deafened, frightened, 
  paralyzed, poisoned, and stunned.
  
  AURA OF VIGOR
  3rd-level light side power
  Prerequisite: Valor
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 1 minute
  Invigorating energy radiates from you in a 
  30-foot radius. 
  Until the power ends, the aura moves with 
  you, centered on you. 
  Each non-hostile creature in the aura 
  (including you) deals an extra 1d4 damage 
  with weapon attacks.
  
  BATTLE MEDITATION
  2nd-level universal power
  Casting Time: 1 action
  Range: Self (5-foot radius)
  Duration: Concentration, up to 1 minute
  You exude an aura out to 5 feet that boosts the 
  morale and overall battle prowess you and 
  your allies while simultaneously reducing the 
  opposition's combat eﬀectiveness by eroding 
  their will to ﬁght. Whenever you or a friendly 
  creature within your meditation makes an 
  attack roll or a saving throw, they can roll a d4 
  and add the number rolled to the attack roll or 
  saving throw. Whenever a hostile creature 
  starts enters your meditation or starts its turn 
  there, it must make a Charisma saving throw. 
  On a failed save, it must roll a d4 and subtract 
  the number rolled from each attack roll or 
  saving throw it makes before the end of your 
  next turn. On a successful save, it is immune to 
  this power for 1 day.
  
  BATTLE PRECOGNITION
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: 8 hours
  Your attunement to the Force warns you 
  when you are about to enter danger. 
  Until the power ends, your base AC 
  becomes 13 + your Dexterity modiﬁer. 
  This power has no eﬀect if you are wearing 
  armor.
  
  BEACON OF HOPE
  3rd-level light side power
  Prerequisite: Heroism
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  This power bestows hope and vitality. 
  Choose any number of creatures within 
  range. 
  For the duration, each target has advantage 
  on Wisdom saving throws and death saving 
  throws, and regains the maximum number 
  of hit points possible from any healing.
  
  BEAST TRICK
  1st-level light side power
  Casting Time: 1 action
  Range: 30 feet
  Duration: 24 hours
  This power lets you distract a beast. Choose 
  a beast that you can see within range. If the 
  beast’s Intelligence is 4 or higher, the 
  power fails. Otherwise, the beast must 
  succeed on a Wisdom saving throw or be 
  charmed by you for the power’s duration. 
  If you or one of your companions harms the 
  target, the power ends. 
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, you 
  can aﬀect one additional beast for each slot 
  level above 1st.
  
  BESTOW CURSE
  3rd-level dark side power
  Prerequisite: Curse
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You touch a creature, and that creature must succeed on a 
  Wisdom saving throw or become cursed for the duration 
  of the power. When you cast this power, choose the nature 
  of the curse from the following options:
  • Choose one ability score. While cursed, the target
     has disadvantage on ability checks and saving
     throws made with that ability score. 
  • While cursed, the target has disadvantage on
     attack rolls against you. 
  • While cursed, the target must make a Wisdom
     saving throw at the start of each of its turns. lf it
     fails, it wastes its action that turn doing nothing. 
  • While the target is cursed, your attacks and
     powers deal an extra 1d8 necrotic damage to the
     target. 
  A remove curse power ends this eﬀect. At the DM's option, 
  you may choose an alternative curse eﬀect, but it should 
  be no more powerful than those described above. The DM 
  has ﬁnal say on such a curse's eﬀect.
  
  BREATH CONTROL
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: 10 minutes
  You are able to slow your metabolism in 
  such a way that you can stop breathing and 
  resist the eﬀect of toxins in your body. 
  If you are poisoned, you neutralize the 
  poison. 
  If more than one poison aﬄicts you, you 
  neutralize one poison that you know is 
  present, or you neutralize one at random. 
  For the duration, you have advantage on 
  saving throws against being poisoned, 
  resistance to poison damage, and you no 
  longer need to breathe.
  
  BURST
  At-will universal power
  Casting Time: 1 action
  Range: Self (5-foot sphere)
  Duration: Instantaneous
  You cause the earth to burst from beneath 
  your feet. 
  Each creature within range, other than you, 
  must succeed on a Dexterity saving throw 
  or take 1d6 kinetic damage.
   
  This power's damage increases by 1d6 
  when you reach 5th level (2d6), 11th level 
  (3d6), and 17th level (4d6).
  
  BURST OF SPEED
  1st-level universal power
  Prerequisite:
  Casting Time: 1 action
  Range: Touch
  Duration: 1 hour
  You touch a creature. The target’s speed 
  increases by 10 feet until the power ends.
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, you 
  can target one additional creature for each 
  slot level above 1st.
  
  CALM EMOTIONS
  2nd-level light side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You attempt to suppress strong emotions in a group of 
  people. Each humanoid in a 20-foot-radius sphere 
  centered on a point you choose within range must make a 
  Charisma saving throw. A creature can choose to fail this 
  saving throw if it wishes. If a creature fails its saving throw, 
  choose one of the following two eﬀects. 
  • You can suppress any eﬀect causing a target to 
     be charmed or frightened. When this power 
     ends, any suppressed eﬀect resumes, provided 
     that its duration has not expired in the 
     meantime. 
  • You can make a target indiﬀerent about  
     creatures of your choice that it is hostile 
     toward. This indiﬀerence ends if the target is 
     attacked or harmed by a power or if it 
     witnesses any of its friends being harmed. 
  When the power ends, the creature becomes hostile again, 
  unless the DM rules otherwise.
  
  CHOKE
  3rd-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You make a constricting gesture at a 
  creature within range. The target must 
  make a Constitution saving throw. On a 
  failed save target takes 5d8 force damage 
  and is restrained until the end of your next 
  turn. On a successful save, the target takes 
  half as much damage and is not restrained. 
  You can use a bonus action while the target 
  is restrained to move the target up to 5 feet 
  in any direction. 
  Force Potency. When you cast this power 
  using a force slot of 4th level or higher, the 
  damage increases by 1d8 for each slot level 
  above 3rd.
  
  CLOUD MIND
  1st-level light side power
  Casting Time: 1 action
  Range: 90 feet
  Duration: 1 minute
  Roll 5d8; the total is how many hit points of 
  creatures this power can aﬀect. Creatures within 20 
  feet of a point you choose are aﬀected in order of 
  their current hit points. Starting with the creature 
  that has the lowest current hit points, each creature 
  aﬀected by this power falls unconscious. If the 
  power ends, the sleeper takes damage, or someone 
  uses an action wake the sleeper, they will be 
  awoken. Subtract each creature's hit points from the 
  total before moving on to the creature with the next 
  lowest hit points. A creature's hit points must be 
  equal to or less than the remaining total for that 
  creature to be aﬀected. This power has no eﬀect on 
  droids or constructs. 
  Force Potency. When you cast this power using a 
  force slot of 2nd level or higher, you can roll an 
  additional 2d8 for each slot level above 1st.
  
  COERCE MIND
  2nd-level universal power
  Prerequisite: Aﬀect Mind
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 8 hours
  You suggest a course of activity (limited to a sentence or 
  two) and inﬂuence with the Force a creature you can see 
  within range that can hear and understand you. Creatures 
  that can’t be charmed are immune to this eﬀect. The 
  suggestion must be worded in such a manner as to make 
  the course of action sound reasonable. Asking the creature 
  to harm itself automatically negates the eﬀect of the 
  power. The target must make a Wisdom saving throw. On 
  a failed save, it pursues the course of action you described 
  to the best of its ability. The suggested course of action can 
  continue for the entire duration. If the suggested activity 
  can be completed in a shorter time, the power ends when 
  the subject ﬁnishes what it was asked to do. You can also 
  specify conditions that will trigger a special activity during 
  the duration. For example, you might suggest that a soldier 
  give her speeder to the ﬁrst vagrant she meets. If the 
  condition isn’t met before the power expires, the activity 
  isn’t performed. If you or any of your companions damage 
  the target, the power ends. 
  This power has no eﬀect on droids or constructs.
  
  CONVULSION
  3rd-level universal power
  Prerequisite: Tremor
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  Choose a point you can see on the ground 
  within range. A fountain of churned earth 
  and stone erupts in a 20-foot cube centered 
  on that point. Each creature in that area must 
  make a Dexterity saving throw. A creature 
  takes 3d12 kinetic damage on a failed save, 
  or half as much damage on a successful one. 
  Additionally, 
  the 
  ground 
  in 
  that 
  area 
  becomes diﬃcult terrain until cleared. Each 
  5-foot-square portion of the area requires at 
  least 1 minute to clear by hand. 
  Force Potency. When you cast this power 
  using a force slot of 4th level or higher, the 
  damage increases by 1d12 for each slot level 
  above 3rd.
  
  CRUSH
  6th-level dark side power
  Prerequisite: Choke
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You make a crushing gesture at a creature 
  within range. The target must make a 
  Constitution saving throw. On a failed 
  save target takes 10d8 force damage and is 
  paralyzed until the end of your next turn. 
  On a successful save, the target takes half 
  as much damage and is not paralyzed. You 
  can use a bonus action while the target is 
  paralyzed to move the target up to 10 feet 
  in any direction. 
  Force Potency. When you cast this power 
  using a force slot of 7th level or higher, the 
  damage increases by 1d8 for each slot level 
  above 6th.
  
  CURSE
  1st-level dark side power
  Prerequisite: Denounce
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Up to three creatures of your choice that 
  you can see within range must make 
  Charisma saving throws. Whenever a 
  target that fails this saving throw makes an 
  attack roll or a saving throw before the 
  power ends, the target must roll a d4 and 
  subtract the number rolled from the attack 
  roll or saving throw. 
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, you 
  can target one additional creature for each 
  slot level above 1st.
  
  DANGER SENSE
  2nd-level universal power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Instantaneous
  You put your faith in the Force, feeling out the 
  future and seeing whether your actions will lead 
  to fortune or ruin. The DM chooses from the 
  following possible omens: 
  · Peace, for results which are not dangerous 
  · Danger, for results which are dangerous but 
    perhaps still worth the danger 
  · Ruin, for results which are certain to end in 
    death or tragedy 
  The power doesn't take into account any possible 
  circumstances that might change the outcome, 
  such as the use of additional powers or the loss or 
  gain of a companion. If you use this power two or 
  more times before completing your next long rest, 
  there is a cumulative 25 percent chance for each 
  casting after the ﬁrst that you get a neutral result 
  regardless of the actual outcome.
  
  DARK SHEAR
  2nd-level dark side power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  You create a weapon of imperceptible Force 
  energy that lasts until the power ends. It counts as 
  a simple lightweapon with which you are 
  proﬁcient. It deals 2d6 psychic damage, and has 
  the ﬁnesse, light, and thrown properties (range 
  20/60). When you attack while within dim light or 
  darkness, you have advantage. If you drop the 
  weapon or throw it, it disappears at the end of the 
  turn. While the power lasts, you can use a bonus 
  action to make the weapon reappear in your 
  hand.
  Force Potency. When you cast this power using a 
  3rd or 4th level force slot, the damage increases 
  by 1d6 (3d6). At 5th or 6th level, the damage 
  increases by 2d6 (4d6). At 7th level or higher, the 
  damage increases by 3d6 (5d6).
  
  DARK SIDE TENDRILS
  1st-level dark side power
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Duration: Instantaneous
  Tendrils of dark energy erupt from you and 
  batter all creatures within 10 feet of you. 
  Each creature in that area must make a 
  Strength saving throw. On a failed save, a 
  target takes 2d6 necrotic damage and can't 
  take reactions until its next turn. On a 
  successful save, the creature takes half 
  damage, but suﬀers no other eﬀect. 
  Force Potency. When you cast this power 
  using a power slot of 2nd level or higher, the 
  damage increases by 1d6 for each slot level 
  above 1st.
  
  DARKNESS
  2nd-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 10 minutes
  Darkness spreads from a point you choose 
  within range to ﬁll a 15-foot-radius sphere 
  until the power ends. The darkness spreads 
  around corners. A creature with darkvision 
  can't see through this darkness, and 
  unenhanced light can't illuminate it. 
  If the point you choose is on an object you 
  are holding or one that isn't being worn or 
  carried, the darkness comes from the 
  object and moves with it. Completely 
  covering the source of the darkness with an 
  opaque object blocks the darkness. 
  If this power's area overlaps with light 
  created by a 2nd-level power or lower, this 
  power and the light are dispelled.
  
  DENOUNCE
  At-will dark side power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  A target of your choice within range must 
  make a Charisma saving throw. On a 
  failed save, when the target makes their 
  next attack roll or saving throw they must 
  roll a d4 and subtract the number from it. 
  The power then ends.
  
  DEATH FIELD
  8th-level dark side power
  Prerequisite: Siphon Life
  Casting Time: 1 action
  Range: 90 feet (30-foot cube)
  Duration: Instantaneous
  You draw the life force from every creature 
  in a 30- foot cube centered on a point you 
  choose within range. 
  Each creature in that area must make a 
  Constitution saving throw. A creature 
  takes 10d8 necrotic damage on a failed 
  save, or half as much damage on a success-
  ful one. If you reduce a hostile creature to 0, 
  you gain temporary hit points equal to half 
  the damage dealt. This power has no eﬀect 
  on droids or constructs.
  
  DESTROY DROID
  7th-level light side power
  Prerequisite: Disable Droid
  Casting Time: 1 action
  Range: 120 feet (30-foot cube)
  Duration: Concentration, up to 1 minute
  Choose a point that you can see within 
  range. Each droid must succeed on a 
  Constitution saving throw or be paralyzed 
  for the duration. 
  At the beginning of each of its turns, the 
  droid takes energy damage equal to twice 
  your forcecasting ability modiﬁer and then 
  repeats this saving throw. On a success, the 
  power ends on the target.
  
  DISABLE DROID
  4th-level light side power
  Prerequisite: Stun Droid
  Casting Time: 1 action
  Range: 90 feet (15-foot cube)
  Duration: Concentration, up to 1 minute
  Choose a point that you can see within 
  range. Each droid must succeed on a 
  Constitution saving throw or be paralyzed 
  for the duration. 
  At the beginning of each of its turns, the 
  droid takes energy damage equal to your 
  forcecasting ability modiﬁer and then 
  repeats this saving throw. On a success, the 
  power ends on the target.
  
  DISPERSE FORCE
  1st-level universal power
  Prerequisite: Saber Ward
  Casting Time: 1 reaction*
  Range: Self
  Duration: 1 round
  *which you take when you take cold, energy, 
  ﬁre, ion, lightning, or sonic damage
  This power absorbs damage from incoming 
  energy attacks, lessening its eﬀect on you 
  and distributing it throughout your body. You 
  have resistance to the triggering damage 
  type until the start of your next turn. Also, 
  you gain 5 temporary hit points to potentially 
  absorb the attack. These temporary hit 
  points last until the start of your next turn. 
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, the 
  temporary hit points increases by 5 for each 
  slot level above 1st.
  
  DOMINATE BEAST
  4th-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  A beast you can see must succeed on a Wisdom save or 
  be charmed. If you or your companions are ﬁghting it, it 
  has advantage on this saving throw. While it's charmed, 
  you have a telepathic link to it if you're on the same planet. 
  You can use this link to issue commands while you are 
  conscious, no action required, which it does its best to 
  obey. You can specify a simple and general course of 
  action. If it completes the order and doesn't receive 
  further orders, it focuses on defending itself. You can use 
  your action to take total control of the target. Until the end 
  of your next turn, the beast takes only the actions you 
  decide and nothing you don't allow it to. You can also have 
  the beast use a reaction, but this takes your reaction as 
  well. If the beast takes damage, it makes another Wisdom 
  save. On a success, the power ends. 
  Force Potency. When you cast this power using a 5th-level 
  force slot, the duration is up to 10 minutes. At a 6th-level 
  slot, the duration is up to 1 hour. At a slot of 7th or higher, 
  the duration is up to 8 hours.
  
  DOMINATE MIND
  5th-level dark side power
  Prerequisite: Dominate Beast
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You attempt to beguile a humanoid that you can see within range. It 
  must succeed on a Wisdom saving throw or be charmed by you for 
  the duration. If you or creatures that are friendly to you are ﬁghting it, 
  it has advantage on the saving throw. While the target is charmed, you 
  have a telepathic link with it as long as you are within 1 mile of it. You 
  can use this telepathic link to issue commands to the creature while 
  you are conscious (no action required), which it does its best to obey. 
  You can specify a simple and general course of action, such as “Attack 
  that creature,” “Run over there,” or “Fetch that object.” If the creature 
  completes the order and doesn't receive further direction from you, it 
  defends and preserves itself to the best of its ability. You can use your 
  action to take total and precise control of the target. Until the end of 
  your next turn, the creature takes only the actions you choose, and 
  doesn't do anything that you don’t allow it to do. During this time you 
  can also cause the creature to use a reaction, but this requires you to 
  use your own reaction as well. Each time the target takes damage, it 
  makes a new Wisdom saving throw against the power. If the saving 
  throw succeeds, the power ends. This power has no eﬀect on droids or 
  constructs. 
  Force Potency. When you cast this power using a 6th-level force slot, 
  the duration is 10 minutes. When you use a 7th-level force slot, the 
  duration is 1 hour. When you use a force slot of 8th level or higher, the 
  duration is 8 hours.
  
  DOMINATE MONSTER
  8th-level dark side power
  Prerequisite: Dominate Mind
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 hour
  You attempt to beguile a creature that you can see within range. 
  It must succeed on a Wisdom saving throw or be charmed by 
  you for the duration. If you or creatures that are friendly to you 
  are ﬁghting it, it has advantage on the saving throw. While the 
  creature is charmed, you have a telepathic link with it as long as 
  you are within 1 mile of it. You can use this telepathic link to issue 
  commands to the creature while you are conscious (no action 
  required), which it does its best to obey. You can specify a simple 
  and general course of action, such as “Attack that creature,” “Run 
  over there,” or “Fetch that object.” If the creature completes the 
  order and doesn't receive further direction from you, it defends 
  and preserves itself to the best of its ability. You can use your 
  action to take total and precise control of the target. Until the end 
  of your next turn, the creature takes only the actions you choose, 
  and doesn't do anything that you don’t allow it to do. During this 
  time, you can also cause the creature to use a reaction, but this 
  requires you to use your own reaction as well. Each time the 
  target takes damage, it makes a new Wisdom saving throw 
  against the power. If the saving throw succeeds, the power ends. 
  Force Potency. When you cast this power with a 9th level force 
  slot, the duration is concentration, up to 8 hours.
  
  DRAIN LIFE
  4th-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You draw the life force from a creature you 
  can see within range. The target must make 
  a Constitution saving throw. The target 
  takes 8d8 necrotic damage on a failed save, 
  or half as much damage on a successful 
  one. If you reduce a hostile creature to 0, 
  you gain temporary hit points equal to half 
  the damage dealt. This power has no eﬀect 
  on droids or constructs.
  Force Potenecy. When you cast this power 
  using a force slot of 5th level or higher, the 
  damage increases by 1d8 for each slot level 
  above 4th.
  Prerequisite: Drain Vitality
  
  DRAIN VITALITY
  2nd-level dark side power
  Prerequisite: Sap Vitality
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You draw the willpower from a creature you 
  can see within range. Make a ranged force 
  attack against the target. On a hit, the target 
  takes 2d6 necrotic damage and it deals only 
  half damage with weapon attacks that use 
  Strength until the power ends. At the end of 
  each of the target’s turns, it can make a 
  Constitution saving throw against the 
  power. On a success, the power ends. 
  Force Potency. When you cast this power 
  using a force slot of 3rd level or higher, the 
  damage increases by 1d6 for each slot level 
  above 2nd.
  
  EARTHQUAKE (1 of 2)
  8th-level universal power
  Prerequisite: Eruption
  Casting Time: 1 action
  Range: 500 feet (100-foot radius)
  Duration: Concentration, up to 1 minute
  You create a seismic disturbance at a point on the ground 
  that you can see within range. For the duration, an intense 
  tremor rips through the ground in a 100-foot-radius circle 
  centered on that point and shakes creatures and structures 
  in contact with the ground in that area. The ground in the 
  area becomes diﬃcult terrain. Each creature on the ground 
  that is concentrating must make a Constitution saving 
  throw. On a failed save, the creature’s concentration is 
  broken. When you cast this power and at the end of each 
  turn you spend concentrating on it, each creature on the 
  ground in the area must make a Dexterity saving throw. 
  On a failed save, the creature is knocked prone. This power 
  can have additional eﬀects depending on the terrain in the 
  area, as determined by the DM.     
       Fissures. Fissures open throughout the power’s area at 
  the start of your next turn after you cast the power. A total 
  of 1d6 such ﬁssures open in locations chosen by the DM. 
  Each is 1d10 x 10 feet deep, 10 feet wide, and extends from 
  one edge of the power’s area to the opposite side.
  
  EARTHQUAKE (2 of 2)
  8th-level universal power
  Prerequisite: Eruption
  Casting Time: 1 action
  Range: 500 feet (100-foot radius)
  Duration: Concentration, up to 1 minute
  A creature standing on a spot where a ﬁssure opens must 
  succeed on a Dexterity saving throw or fall in. A creature 
  that successfully saves moves with the ﬁssure’s edge as it 
  opens. A ﬁssure that opens beneath a structure causes it 
  to automatically collapse (see below). 
       Structures. The tremor deals 50 kinetic damage to any 
  structure in contact with the ground in the area when you 
  cast the power and at the start of each of your turns until 
  the power ends. If a structure drops to 0 hit points, it 
  collapses and potentially damages nearby creatures. A 
  creature within half the distance of a structure’s height 
  must make a Dexterity saving throw. On a failed save, 
  the creature takes 5d6 kinetic damage, is knocked prone, 
  and is buried in the rubble, requiring a DC 20 Strength 
  (Athletics) check as an action to escape. The DM can adjust 
  the DC higher or lower, depending on the nature of the 
  rubble. On a successful save, the creature takes half as 
  much damage and doesn't fall prone or become buried.
  
  ENFEEBLE
  At-will dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Dark energy courses from your hand at a 
  creature within range. The target must 
  succeed on a Wisdom saving throw. 
  If it's is missing any hit points, it takes 1d12 
  necrotic damage. Otherwise, it takes 1d8.
  The power's damage increases by one die 
  when you reach 5th, 11th, and 17th level.
  
  ERUPTION
  6th-level universal power
  Prerequisite: Convulsion
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  You cause up to six pillars of stone to burst from places on the 
  ground that you can see within range. Each pillar is a cylinder that 
  has a diameter of 5 feet and a height of up to 30 feet. The ground 
  where a pillar appears must be wide enough for its diameter, and 
  you can target the ground under a creature if that creature is 
  Medium or smaller. Each pillar has AC 5 and 30 hit points. When 
  reduced to 0 hit points, a pillar crumbles into rubble, which 
  creates an area of diﬃcult terrain with a 10 - foot radius that lasts 
  until the rubble is cleared. Each 5-foot-diameter portion of the 
  area requires at least 1 minute to clear by hand. If a pillar is 
  created under a creature, that creature must succeed on a 
  Dexterity saving throw or be lifted by the pillar. A creature can 
  choose to fail the save. If a pillar is prevented from reaching its 
  full height because of a ceiling or other obstacle, a creature on 
  the pillar takes 6d6 kinetic damage and is restrained, pinched 
  between the pillar and the obstacle. The restrained creature can 
  use an action to make a Strength or Dexterity check (the 
  creature’s choice) against the power’s save DC. On a success, the 
  creature is no longer restrained and must either move oﬀ the 
  pillar or fall oﬀ it. Force Potency. When you cast this power using 
  a force slot of 7th level or higher, you can create two additional 
  pillars for each slot level above 6th.
  
  FEAR
  1st-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You awaken the sense of mortality in one 
  creature you can see within range. 
  The target must succeed on a Wisdom 
  saving throw or become frightened for the 
  duration. 
  A target with 25 hit points or fewer makes 
  the saving throw with disadvantage. 
  This power has no eﬀect on constructs or 
  droids.
  
  FEEDBACK
  At-will dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You unleash a burst of psychic energy at a 
  target within range. If the target can hear 
  you (though it need not understand you), it 
  must succeed on an Intelligence saving 
  throw or take 1d4 psychic damage and 
  have disadvantage on the next attack roll it 
  makes before the end of its next turn. 
  This power’s damage increases by 1d4 
  when you reach 5th level (2d4), 11th level 
  (3d4), and 17th level (4d4).
  
  FORCE BARRIER
  2nd-level light side power
  Casting Time: 1 action
  Range: 30 feet
  Duration: 8 hours
  This power bolsters your allies with tough-
  ness and resolve. Choose up to three 
  creatures within range. Each target’s hit 
  point maximum and current hit points 
  increase by 5 for the duration. 
  Force Potency. When you cast this power 
  using a force slot of 3rd level or higher, a 
  target’s hit points increase by an additional 
  5 for each slot level above 2nd.
  
  FORCE BLIND/DEAFEN
  2nd-level light side power
  Casting Time: 1 action
  Range: 30 feet
  Duration: 1 minute
  You can blind or deafen a foe. Choose one 
  creature that you can see within range to 
  make a Constitution saving throw. If it 
  fails, the target is either blinded or 
  deafened (your choice) for the duration. At 
  the end of each of its turns, the target can 
  make a Constitution saving throw. On a 
  success, the power ends. 
  Force Potency. When you cast this power 
  using a force slot of 3rd level or higher, you 
  can target one additional creature for each 
  slot level above 2nd.
  
  FORCE BODY
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: 1 hour
  This power enables you to use your health 
  to fuel your force powers. For the duration, 
  when you cast a force power, half the cost is 
  paid by your force points (rounded up) and 
  half the cost is paid by your hit points 
  (rounded down). 
  Additionally, your maximum hit points are 
  decreased by this amount while the power 
  is active. You may end this eﬀect at any 
  time. If you cast a force power that would 
  reduce your hit points to 0, the power 
  automatically fails and this eﬀect ends.
  
  FORCE BREACH
  5th-level universal power
  Casting Time: 1 action
  Range: 120 feet (20-foot cube)
  Duration: Instantaneous
  Choose a spot within range. All force 
  powers of 5th level or lower in the area end. 
  For each force power of 6th level or higher 
  in the area, make an ability check using your 
  forcecasting ability. The DC equals 10 + the 
  power’s level. On a successful check, the 
  force power ends. 
  Force Potency. When you cast this power 
  using a force slot of 6th level or higher, you 
  automatically end the eﬀects of a force 
  power on the target if the power’s level is 
  equal to or less than the level of the force 
  slot you used.
  
  FORCE CAMOUFLAGE
  2nd-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  You become invisible until the power ends. 
  Anything you are wearing or carrying is 
  invisible as long as it is on your person. The 
  power ends if you attack or cast a power.
  
  FORCE CHAIN LIGHTNING
  6th-level dark side power
  Prerequisite: Force Lightning
  Casting Time: 1 action
  Range: 150 feet
  Duration: Instantaneous
  You create a bolt of lightning that arcs toward 
  a target of your choice that you can see 
  within range. Three bolts then leap from that 
  target to as many as three other targets, each 
  of which must be within 30 feet of the ﬁrst 
  target. A target can be a creature or an object 
  and can be targeted by only one of the bolts. 
  A target must make a Dexterity saving 
  throw. The target takes 10d8 lightning 
  damage on a failed save, or half as much 
  damage on a successful one. 
  Force Potency. When you cast this power 
  using a force slot of 7th level or higher, one 
  additional bolt leaps from the ﬁrst target to 
  another target for each slot level above 6th.
  
  FORCE CONFUSION
  2nd-level universal power
  Prerequisite: Mind Trick
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  One humanoid of your choice that you can 
  see within range must succeed on a Wisdom 
  saving throw or become charmed by you for 
  the duration. The charmed target must use 
  its action before moving on each of its turns 
  to make a melee attack against a creature 
  other than itself that you mentally choose. 
  The target can act normally on its turn if you 
  choose no creature or if none are within its 
  reach. On your subsequent turns, you must 
  use your action to maintain control over the 
  target, or the power ends. 
  Also, the target can make a Wisdom saving 
  throw at the end of each of its turns. On a 
  success, the power ends.
  
  FORCE DISARM
  At-will universal power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  You select a weapon being worn or carried 
  by a Large or smaller creature within range. 
  The creature must make a Strength or 
  Dexterity saving throw (the creature 
  chooses the ability to use). If the item is 
  being worn, this save is made with 
  disadvantage. On a failed save, the creature 
  takes 1d4 force damage and the item is 
  pulled directly to you. If you have a free 
  hand, you catch the weapon. Otherwise, it 
  lands at your feet. 
  This power's damage increases by 1d4 
  when you reach 5th level (2d4), 11th level 
  (3d4), and 17th level (4d4).
  
  FORCE ENLIGHTENMENT
  2nd-level light side power
  Prerequisite: Guidance
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  You touch a creature and enhance it with the Force. 
  Choose one of the following eﬀects; the target gains that 
  eﬀect until the power ends.
  Endurance. The target has advantage on Constitution 
  checks. It also gains 2d6 temporary hit points, which are 
  lost when the power ends.
  Strength. The target has advantage on Strength checks, 
  and his or her carrying capacity doubles.
  Dexterity. The target has advantage on Dexterity checks. 
  It also doesn't take damage from falling 20 feet or less if it 
  isn’t incapacitated.
  Splendor. The target has advantage on Charisma checks.
  Cunning. The target has advantage on Intelligence 
  checks.
  Wisdom. The target has advantage on Wisdom checks.
  Force Potency. When you cast this power using a 
  force slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  
  FORCE IMMUNITY
  4th-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  An immobile, faintly shimmering barrier 
  springs into existence around you and 
  remains for the duration. The barrier moves 
  with you. Any force power of 3rd level or 
  lower cast from outside the barrier can't 
  aﬀect you, even if the power is cast using a 
  higher level force slot. Such a power can 
  target you, but the power has no eﬀect on 
  you. Similarly, the area within the barrier is 
  excluded from the areas aﬀected by such 
  powers. 
  Force Potency. When you cast this power 
  using a force slot of 5th level or higher, the 
  barrier blocks powers of one level higher 
  for each slot level above 4th.
  
  FORCE JUMP
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Instantaneous
  Using the force to augment the strength in 
  your legs, you leap up to 30 feet to an 
  unoccupied space you can see.
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, 
  your jump distance increases by 5 feet for 
  each slot level above 1st.
  
  FORCE LIGHTNING
  3rd-level dark side power
  Prerequisite: Shock
  Casting Time: 1 action
  Range: Self (100-foot line)
  Duration: Instantaneous
  A stroke of lightning forming a line 100 feet 
  long and 5 feet wide blasts out from you in 
  a direction you choose. Each creature in the 
  line must make a Dexterity saving throw. 
  A creature takes 8d6 lightning damage on a 
  failed save, or half as much damage on a 
  successful 
  one. 
  The 
  lightning 
  ignites 
  ﬂammable objects in the area that aren’t 
  being worn or carried.
  Force Potency. When you cast this power 
  using a force slot of 4th level or higher, the 
  damage increases by 1d6 for each slot level 
  above 3rd.
  
  FORCE LIGHTNING CONE
  7th-level dark side power
  Prerequisite: Force Chain Lightning
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Duration: Instantaneous
  Lightning arcs from your hands. Each 
  creature in a 60-foot cone must make a 
  Dexterity saving throw. A creatures takes 
  12d6 lightning damage on a failed save, or 
  half as much on a successful one. 
  Force Potency. When you cast this power 
  using a force slot of 8th level or higher, the 
  damage increases by 2d6 for each slot level 
  above 7th.
  
  FORCE LINK
  8th-level universal power
  Casting Time: 1 action
  Range: Unlimited
  Duration: 24 hours
  You create a telepathic link between 
  yourself and a willing creature with which 
  you are familiar. Until the power ends, you 
  and the target can instantaneously share 
  words, images, sounds, and other sensory 
  messages with one another through the 
  link, and the target recognizes you as the 
  creature it is communicating with. 
  The power enables a creature with an 
  Intelligence score of at least 1 to under-
  stand the meaning of your words and take 
  in the scope of any sensory messages you 
  send to it.
  
  FORCE MASK
  1st-level universal power
  Prerequisite: Mind Trick
  Casting Time: 1 action
  Range: Self
  Duration: 1 hour
  Until the power ends or you use an action to 
  dismiss it, you can disguise yourself through 
  use of the Force in many ways. You can appear 
  to be shorter or taller by about a foot and 
  change the appearance of your body and 
  weight, but you cannot change the basic 
  structure of your body. This eﬀect can include 
  your clothes, weapons, and other belongings 
  on your person. This eﬀect is only visual, so 
  any sort of physical contact will only interact 
  with the real size and shape of you. A creature 
  that uses its action to examine you can identify 
  this eﬀect with a successful Intelligence 
  (Investigation) check against your force save 
  DC. This power has no eﬀect on droids or 
  constructs.
  
  FORCE MEND
  7th-level light side power
  Casting time: 1 minute
  Range: Touch
  Duration: 1 hour
  You touch a creature and stimulate its 
  natural healing ability. The target regains 
  4d8+15 hit points. For the duration of the 
  power, the target regains 1 hit point at the 
  start of each of its turns (10 hit points each 
  minute). 
  If the creature has a severed part you hold 
  to the stump, the power instantaneously 
  causes the limb to knit to the stump. This 
  power has no eﬀect on droids or constructs.
  
  FORCE PROJECT
  7th-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 day
  You create an illusory copy of yourself that lasts for the 
  duration. The copy can appear at any location that you have 
  seen before, regardless of intervening obstacles. The illusion 
  looks and sounds like you but is intangible. If the illusion 
  takes any damage, it disappears, and the power ends. You 
  can use your action to move this illusion up to twice your 
  speed, and make it gesture, speak, and behave in whatever 
  way you choose. It mimics your mannerisms perfectly. You 
  can see through its eyes and hear through its ears as if you 
  were in its space. On your turn as a bonus action, you can 
  switch from using its senses to using your own, or back again. 
  While you are using its senses, you are blinded and deafened 
  in regard to your own surroundings. Physical interaction with 
  the image reveals it to be an illusion, because things can pass 
  through it. A creature that uses its action to examine the 
  image can determine that it is an illusion with a successful 
  Intelligence (Investigation) check against your force save DC. 
  If a creature discerns the illusion for what it is, the creature 
  can see through the image, and any noise it makes sounds 
  hollow to the creature.
  
  FORCE PUSH/PULL
  At-will universal power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You gain the minor ability to move or manipulate 
  creatures and objects with the Force. When you cast this 
  power, you can exert your will on one creature or object 
  that you can see within range, causing the appropriate 
  eﬀect below.
  Creature. You use the Force to push or pull on on a target. 
  Make a ranged force attack against the target. If the attack 
  hits, the creature takes 1d6 force damage, and if the 
  creature is Large or smaller, it must make a Strength 
  saving throw. On a failed save, you push or pull the 
  creature up to 10 feet further or closer to you. 
  This damage increases to 2d6 at level 5, 3d6 at level 11, 
  and 4d6 at level 17.
  Object. You move an object that isn't being worn or 
  carried and weighs up to 10 lbs up to 30 feet in any 
  direction, but not beyond the range of this power. You can 
  exert ﬁne control on objects with your telekinetic grip, 
  such as manipulating a simple tool, opening a door or a 
  container, stowing or retrieving an item from an open 
  container, or pouring the contents from a vial.
  
  FORCE REPULSE
  3rd-level universal power
  Casting Time: 1 action
  Range: Self (20-foot radius)
  Duration: Instantaneous
  You release an omni-directional telekinetic 
  burst. Each creature within 20 feet must 
  make a Dexterity saving throw. On a 
  failed save, a creature takes 8d6 force 
  damage and is pushed back 5 feet. On a 
  successful save, a creature takes half 
  damage and isn't pushed. All small objects 
  that are not worn or carried are also pushed 
  5 feet back.
  Force Potency. When you cast this power 
  using a force slot of 4th level or higher, the 
  damage increases by 1d6 for each slot level 
  above 3rd.
  
  FORCE SCREAM
  3rd-level dark side power
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Duration: Instantaneous
  You emit a scream imbued with the power 
  of the Force. Each creature you choose 
  within 15 feet of you must succeed on a 
  Constitution saving throw. On a failed 
  save, a creature take 4d6 psychic damage, 
  4d6 sonic damage, and is deafened until the 
  end of its next turn. 
  On a successful save, it takes half as much 
  damage and isn’t deafened.
  
  FORCE SIGHT
  2nd-level universal power
  Prerequisite: Sense Force
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You shift your vision to see through use of the 
  Force; colors fade and inanimate objects 
  appear as shades of gray. 
  You gain the following beneﬁts:
  • Living things glow with the power of the 
  Force. Those with an aﬃnity for the light side 
  glow blue, those with an aﬃnity for the dark 
  side glow red, and those with no attunement 
  to either side of the Force glow yellow. How 
  bright they glow is determined by how strong 
  their connection to the Force is.
  • You gain blindsight to 30 feet.
  • You have advantage on Wisdom (Perception) 
  checks that rely on sight against living targets 
  within 30 feet.
  
  FORCE STORM
  9th-level dark side power
  Prerequisite: Force Lightning Cone
  Casting Time: 1 action
  Range: 150 feet (60-foot cylinder)
  Duration: Concentration, up to 1 minute
  A crackling storm of lightning appears in a 
  location you choose within range.
  Whenever a creature enters the storm or 
  starts its turn there, it must make a 
  Dexterity saving throw. On a failed save, it 
  takes 30d6 lightning damage or half as 
  much as a successful one. The power 
  damages objects in the area and ignites 
  ﬂammable objects that aren’t being worn or 
  carried.
  
  FORCE SUPPRESSION
  3rd-level universal power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  Choose one creature, object, or force eﬀect 
  within range. Any force power of 3rd level 
  or lower on the target ends. 
  For each force power of 4th level or higher 
  on the target, make an ability check using 
  your forcecasting ability. The DC equals 10 + 
  the power’s level. On a success, the power 
  ends.
  Force Potency. When you cast this power 
  using a force slot of 4th level or higher, you 
  automatically end the eﬀects of a force 
  power on the target if the power’s level is 
  equal to or less than the level of the force 
  slot you used.
  
  FORCE TECHNIQUE
  At-will light side power
  Casting Time: 1 action
  Range: 5 feet
  Duration: 1 round
  You imbue your weapon with the purifying light of 
  the Force. As part of the action used to cast this 
  power, you must make a melee attack with a 
  weapon against one creature within the power's 
  range, otherwise the power fails. On a hit, the 
  target suﬀers the attack's normal eﬀects, and it 
  becomes wreathed in a glowing barrier of force 
  energy until the start of your next turn. If the 
  target willingly moves before then, it immediately 
  takes 1d8 force damage, and the power ends.
  This power's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals 
  an extra 1d8 force damage to the target, and the 
  damage the target takes for moving increases to 
  2d8. Both damage rolls increase by 1d8 at 11th 
  level and 17th level.
  
  FORCE THROW
  1st-level universal power
  Prerequisite: Force Push/Pull
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Choose one or more creatures or objects 
  within 60 feet that weigh up to 15 pounds. The 
  object immediately moves 60 feet in a 
  direction of your choice. If the object ends this 
  movement in the air, it immediately falls to the 
  ground. If the object collides with anything 
  during its travel, both the object and the target 
  take 3d8 kinetic damage. If the target is a 
  creature, it must make a Dexterity saving 
  throw. On a failed save, it takes 3d8 kinetic 
  damage, or half as much on a successful one.
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, the 
  maximum weight increases by 15 pounds and 
  the damage increases by 1d8 for each slot level 
  above 1st.
  
  FORCE TRANCE
  3rd-level light side power
  Casting Time: 1 action
  Range: 30 feet
  Duration: 10 minutes
  You make a calming gesture, and up to three 
  willing creatures of your choice that you can 
  see within range fall unconscious for the 
  power’s duration. The power ends on a target 
  early if it takes damage or someone uses an 
  action to shake or slap it awake. If a target 
  remains unconscious for the full duration, 
  that target gains the beneﬁt of a short rest, 
  and it can’t be aﬀected by this power again 
  until it ﬁnishes a long rest.
  Force Potency. When you cast this power 
  using a force slot of 4th level or higher, you 
  can target one additional willing creature for 
  each slot level above 3rd.
  
  FREEDOM OF MOVEMENT
  4th-level universal power
  Casting Time: 1 action
  Range: Touch
  Duration: 1 hour
  You touch a willing creature. Its movement 
  is unaﬀected by diﬃcult terrain, and powers 
  and enhanced eﬀects can't reduce its speed 
  or cause it to be paralyzed or restrained. 
  The target can spend 5 feet of movement to 
  automatically escape from unenhanced 
  restraints. Additionally, being underwater 
  imposes no penalties on its movement or 
  attacks.
  
  GIVE LIFE
  At-will light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  Placing your hand on another creature you 
  can transfer your own life force to them. 
  You spend and roll one of your hit dice and 
  the creature regains that many hit points. 
  This power has no eﬀect on droids or 
  constructs.
  
  GRASPING VINE
  4th-level light side power
  Prerequisite: Plant Surge
  Casting Time: 1 bonus action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  You make a vine sprout from the ground in 
  an unoccupied space you can see. When 
  you cast this power, you can make the vine 
  whip a creature up to 30 feet from it, if you 
  can see the target. The creature must pass a 
  Dexterity save or be pulled 20 feet directly 
  toward the vine. Until the power ends, you 
  can use your bonus action to have the vine 
  lash out again.
  
  GREATER FEEDBACK
  5th-level dark side power
  Prerequisite: Improved Feedback
  Casting Time: 1 action
  Range: 120 feet (20-foot radius)
  Duration: Instantaneous
  You choose a point within range and cause 
  psychic energy to explode there. Each creature 
  in a 20-foot radius sphere centered on that point 
  must make an Intelligence saving throw. 
  A creature with an Intelligence score of 2 or 
  lower can’t be aﬀected by this power. A target 
  takes 8d6 psychic damage on a failed save, or 
  half as much damage on a successful one. After 
  a failed save, a target has muddled thoughts for 
  1 minute. 
  During that time, it rolls a d6 and subtracts the 
  number rolled from all its attack rolls and ability 
  checks, as well as its Constitution saving throws 
  to maintain concentration. The target can make 
  a Wisdom saving throw at the end of each of its 
  turns, ending the eﬀect on itself on a success.
  
  GREATER HEAL
  6th-level light side power
  Prerequisite: Improved Heal
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  Choose a creature that you can see within 
  range. A surge of positive energy washes 
  through the creature, causing it to regain 70 
  hit points. This power also ends blindness, 
  deafness, and any diseases aﬀecting the 
  target. This power has no eﬀect on droids 
  or constructs.
  Force Potency. When you cast this power 
  using a force slot of 7th level or higher, the 
  healing increases by 10 for each slot level 
  above 6th.
  
  GUIDANCE
  Level Side Power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You touch one willing creature. Once before 
  the power ends, the target can roll a d4 and 
  add the number rolled to one ability check 
  of its choice. It can roll the die before or 
  after making the ability check. The power 
  then ends.
  
  HALLUCINATION (1 of 2)
  2nd-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You craft a dangerous illusion in the mind of a creature 
  that you can see within range. The target must make a 
  Wisdom saving throw. On a failed save, you create a 
  phantasmal object, creature, or other visible phenomenon 
  of your choice that is no larger than a 10-foot cube and 
  that is perceivable only to the target for the duration. This 
  power has no eﬀect on droids or constructs.
  The hallucination includes sound, temperature, and other 
  stimuli, also evident only to the creature. The target can 
  use its action to examine the hallucination with an 
  Intelligence (Investigation) check against your force power 
  save DC. If the check succeeds, the target realizes that the 
  hallucination is an illusion, and the power ends. While a 
  target is aﬀected by the power, the target treats the 
  hallucination as if it were real. The target rationalizes any 
  illogical outcomes from interacting with the hallucination. 
  For example, a target attempting to walk across a 
  phantasmal bridge that spans a chasm falls once it steps 
  onto the bridge.
  
  HALLUCINATION (2 of 2)
  2nd-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  If the target survives the fall, it still believes that the bridge 
  exists and comes up with some other explanation for its 
  fall - it was pushed, it slipped, or a strong wind might have 
  knocked it oﬀ. An aﬀected target is so convinced of the 
  hallucination’s reality that it can even take damage from 
  the illusion. A hallucination created to appear as a creature 
  can attack the target. Similarly, a hallucination created to 
  appear as ﬁre, a pool of acid, or lava can burn the target. 
  Each round on your turn, the hallucination can deal 1d6 
  psychic damage to the target if it is in the hallucination’s 
  area or within 5 feet of the hallucination, provided that the 
  illusion is of a creature or hazard that could logically deal 
  damage, such as by attacking. The target perceives the 
  damage as a type appropriate to the illusion.
  Force Potency. When you cast this power using a force 
  power slot of 3rd level or higher, the range increases by 20 
  feet, the image dimensions increase by 5 feet, and you can 
  target one additional creature for every two slot levels 
  above 2nd.
  
  HEAL
  1st-level light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  A creature you touch regains a number of 
  hit points equal to 1d8 + your forcecasting 
  ability modiﬁer. This power has no eﬀect on 
  droids or constructs. 
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, the 
  healing increases by 1d8 for each slot level 
  above 1st.
  
  HEROISM
  1st-level light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  A willing creature you touch is imbued with 
  bravery. Until the power ends, the creature 
  is immune to being frightened and gains 
  temporary 
  hit 
  points 
  equal 
  to 
  your 
  forcecasting ability modiﬁer at the start of 
  each of its turns. When the power ends, the 
  target loses any remaining temporary hit 
  points from this power. 
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, you 
  can target one additional creature for each 
  slot level above 1st.
  
  HEX
  1st-level dark side power
  Casting Time: 1 bonus action
  Range: 90 feet
  Duration: Concentration, up to 1 hour
  You curse an opponent within range. Until the 
  power ends, you deal an extra 1d6 necrotic 
  damage to the target whenever you hit it with 
  an attack. Also, choose one ability when you 
  cast the power. The target has disadvantage 
  on ability checks made with the chosen ability. 
  If the target drops to 0 hit points before this 
  power ends, you can use a bonus action on a 
  subsequent turn of yours to curse a new 
  creature. 
  Force Potency. When you cast this power 
  using a force slot of 3rd or 4th level, you can 
  maintain your concentration on the power for 
  up to 8 hours. When you use a force slot of 5th 
  level or higher, you can maintain your concen-
  tration on the power for up to 24 hours.
  
  HORROR
  3rd-level dark side power
  Prerequisite: Fear
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Duration: Concentration, up to 1 minute
  You project a phantasmal image of a 
  creature’s worst fears. Each creature in a 
  30-foot cone must succeed on a Wisdom 
  saving throw or drop whatever it is holding 
  and become frightened for the duration. This 
  power has no eﬀect on constructs or droids.
  While frightened by this power, a creature 
  must take the Dash action and move away 
  from you by the safest available route on 
  each of its turns, unless there is nowhere to 
  move. If the creature ends its turn in a 
  location where it doesn't have line of sight to 
  you, the creature can make a Wisdom saving 
  throw. On a successful save, the power ends 
  for that creature.
  
  HYSTERIA
  4th-level dark side power
  Prerequisite: Hallucination
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You tap into the nightmares of a creature 
  you can see within range and create an 
  illusory manifestation of its deepest fears, 
  visible only to that creature. The target 
  becomes frightened for the duration. At the 
  end of each of the target's turns before the 
  power ends, the target must succeed on a 
  Wisdom saving throw or take 4d10 psychic 
  damage. On a successful save, the power 
  ends. This power has no eﬀect on droids or 
  constructs. Force Potency. When you cast 
  this power using a force power slot of 5th 
  level or higher, the damage increases by 
  1d10 for each slot level above 4th.
  
  IMPROVED BATTLE MEDITATION
  5th-level universal power
  Prerequisite: Battle Meditation
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Duration: Concentration, up to 1 minute
  You exude an aura out to 10 feet that boosts 
  the morale and overall battle prowess you and 
  your allies while simultaneously reducing the 
  opposition's combat eﬀectiveness by eroding 
  their will to ﬁght. Whenever you or a friendly 
  creature within your meditation makes an 
  attack roll or a saving throw, they can roll a d6 
  and add the number rolled to the attack roll or 
  saving throw. Whenever a hostile creature 
  starts enters your meditation or starts its turn 
  there, it must make a Charisma saving throw. 
  On a failed save, it must roll a d6 and subtract 
  the number rolled from each attack roll or 
  saving throw it makes before the end of your 
  next turn. On a successful save, it is immune to 
  this power for 1 day.
  
  IMPROVED DARK SIDE TENDRILS
  3rd-level dark side power
  Prerequisite: Dark Side Tendrils
  Casting time: 1 action
  Range: 150 feet (20-foot radius)
  Duration: Concentration, up to 1 minute
  You summon a 20-foot-radius sphere of 
  inky blackness at a point within range. No 
  light, enhanced or otherwise, can illuminate 
  the area, creatures fully within the area are 
  blinded, and the area is diﬃcult terrain. Any 
  creature that starts its turn in the area takes 
  2d6 necrotic damage. 
  Any creature that ends its turn in the area 
  must succeed on a Strength saving throw 
  or take 2d6 poison damage as tendrils of 
  dark energy caress it.
  
  IMPROVED FEEDBACK
  1st-level dark side power
  Prerequisite: Feedback
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You unleash a blast of psychic energy at a target 
  within range. If the target can hear you (though 
  it need not understand you), it must succeed on 
  an Intelligence saving throw. On a failed save, 
  it takes 3d6 psychic damage and must 
  immediately use its reaction, if available, to 
  move as far as its speed allows away from you. 
  The creature doesn't move into obviously 
  dangerous ground, such as a ﬁre or a pit. On a 
  successful save, the target takes half as much 
  damage and doesn't have to move away. A 
  deafened creature automatically succeeds on 
  the save.
  Force Potency. When you cast this power using 
  a force slot of 2nd level or higher, the damage 
  increases by 1d6 for each slot level above 1st.
  
  IMPROVED FORCE BARRIER
  5th-level light side power
  Prerequisite: Force Barrier
  Casting Time: 10 minutes
  Range: 30 feet
  Duration: Instantaneous
  This power further bolsters your allies with 
  toughness and resolve. Choose up to twelve 
  creatures within range. Each target gains 
  the following beneﬁts: 
  • The becomes immune to poison and 
  disease. Any currently existing poison or 
  diseases still exist. 
  • The creature becomes immune to being 
  frightened by powers.
  • The creature’s hit point maximum and 
  current hit points increase by 2d10 for the 
  duration.
  These beneﬁts last for 24 hours or until the 
  end of your next long rest, whichever 
  happens ﬁrst.
  
  IMPROVED FORCE CAMOUFLAGE
  4th-level universal power
  Prerequisite: Force Camouﬂage
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  A willing creature you touch becomes 
  invisible until the power ends. Anything the 
  target is wearing or carrying is invisible as 
  long as it is on the target’s person.
  
  IMPROVED FORCE IMMUNITY
  6th-level universal power
  Prerequisite: Force Immunity
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Duration: Concentration, up to 1 minute
  An immobile, faintly shimmering barrier 
  springs into existence in a 15-foot radius 
  around you and remains for the duration. The 
  barrier moves with you. Any force power of 5th 
  level or lower cast from outside the barrier 
  can't aﬀect creatures or objects within it, even 
  if the power is cast using a higher level force 
  slot. Such a power can target creatures and 
  objects within the barrier, but the power has 
  no eﬀect on them. Similarly, the area within 
  the barrier is excluded from the areas aﬀected 
  by such powers. 
  Force Potency. When you cast this power 
  using a force slot of 7th level or higher, the 
  barrier blocks powers of one level higher for 
  each slot level above 6th.
  
  IMPROVED FORCE SCREAM
  5th-level dark side power
  Prerequisite: Force Scream
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Instantaneous
  You emit a violent scream imbued with the 
  power of the Force. Each creature you 
  choose within 30 feet of you must succeed 
  on a Constitution saving throw. On a 
  failed save, a creature take 5d6 psychic 
  damage, 5d6 sonic damage, is deafened, 
  and is knocked prone. On a successful save, 
  it takes half as much damage and isn’t 
  deafened or knocked prone.
  
  IMPROVED HEAL
  5th-level light side power
  Prerequisite: Heal
  Casting Time: 1 action
  Range: 60 feet (30-foot radius, 6 creatures)
  Duration: Instantaneous
  A wave of healing energy washes out from a 
  point of your choice within range. 
  Choose up to six creatures in a 30-foot 
  radius sphere centered on that point. Each 
  target regains hit points equal to 3d8 + your 
  forcecasting ability modiﬁer. This power has 
  no eﬀect on droids or constructs.
  Force Potency. When you cast this power 
  using a force slot of 6th level or higher, the 
  healing increases by 1d8 for each slot level 
  above 5th.
  
  IMPROVED PHASESTRIKE
  5th-level universal power
  Prerequisite: Phasestrike
  Casting Time: 1 action
  Range: 30 feet (ﬁve creatures)
  Duration: Instantaneous
  Choose up to ﬁve creatures you can see 
  within range. Make a melee force attack 
  against each one. On hit, a target takes 
  6d10 force damage. You can then teleport 
  to an unoccupied space you can see within 
  5 feet of one of the creatures you chose.
  
  IMPROVED PHASEWALK
  5th-level universal power
  Prerequisite: Phasewalk
  Casting Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  You teleport up to 60 feet to an unoccupied 
  space you can see. On each of your turns 
  before the power ends, you can use a 
  bonus action to teleport in this way again.
  
  IMPROVED RESTORATION
  5th-level light side power
  Prerequisite: Restoration
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  You imbue a creature you touch with 
  positive energy to undo a debilitating eﬀect. 
  You can reduce the target’s exhaustion level 
  by one, or end one of the following eﬀects 
  on the target:
  • One eﬀect that charmed the target.
  • One curse, including the target’s 
  attunement to a cursed item.
  • Any reduction to one of the target’s ability 
  scores.
  • One eﬀect reducing the target’s hit point 
  maximum.
  
  IMPROVED REVITALIZE
  7th-level light side power
  Prerequisite: Revitalize
  Casting Time: 10 minutes
  Range: Touch
  Duration: Instantaneous
  You return a dead creature you touch to life, 
  provided that it has been dead no longer 
  than 1 hour. If the creature’s soul is both 
  willing and at liberty to rejoin the body, the 
  creature returns to life with all its hit points. 
  This power also neutralizes any poisons and 
  cures diseases that aﬀected the creature at 
  the time it died. 
  This power closes all mortal wounds and 
  restores any missing body parts.
  Coming back from the dead is an ordeal. The 
  target takes a -4 penalty to all attack rolls, 
  saving throws, and ability checks. Every time 
  the target ﬁnishes a long rest, the penalty is 
  reduced by 1 until it disappears.
  
  INSANITY (1 of 2)
  5th-level dark side power
  Prerequisite: Horror
  Casting Time: 1 action
  Range: Self (30-foot sphere)
  Duration: Concentration, up to 1 minute
  This power assaults and twists creatures' 
  minds, spawning delusions and provoking 
  uncontrolled action. Each creature in a 
  30-foot radius sphere centered on you must 
  succeed on a Wisdom saving throw when 
  you cast this power or be aﬀected by it.
  An aﬀected target can’t take reactions and 
  must roll a d8 at the start of each of its turns 
  to determine its behavior for that turn. This 
  power has no eﬀect on constructs or droids.
  Roll 1d8 for Behavior (see card 2)
  Force Potency. When you cast this power 
  using a power slot of 6th level or higher, the 
  radius of the sphere increases by 5 feet for 
  each force slot level above 5th.
  
  INSANITY (2 of 2)
  5th-level dark side power
  Prerequisite: Horror
  Casting Time: 1 action
  Range: Self (30-foot sphere)
  Duration: Concentration, up to 1 minute
  1: The creature uses all its movement to 
  move in a random direction. To determine 
  the direction, roll a d8 and assign a 
  direction to each die face. The creature 
  doesn't take an action this turn.
  2-6: The creature doesn't move or take 
  actions this turn.
  7-8: The creature uses its action to make a 
  melee attack against a randomly 
  determined creature within its reach. If 
  there is no creature within its reach, the 
  creature does nothing this turn. 
  At the end of each of its turns, an aﬀected target 
  can make a Wisdom saving throw. If it succeeds, 
  this eﬀect ends for that target.
  
  KILL
  9th-level dark side power
  Prerequisite: Ruin
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You compel one creature you can see within 
  range to die instantly. If the creature you 
  choose has 100 hit points or fewer, it dies. 
  Otherwise, the power has no eﬀect.
  
  KNIGHT SPEED
  3rd-level universal power
  Prerequisite: Burst of Speed
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose a willing creature that you can see 
  within range. Until the power ends, the 
  target’s speed is doubled, it gains a +2 
  bonus to AC, it has advantage on Dexterity 
  saving throws, and it gains an additional 
  action on each of its turns. That action can 
  be used only to take the Attack (one 
  weapon attack only), Dash, Disengage, Hide, 
  or Use an Object action.
  When the power ends, the target can’t 
  move or take actions until after its next 
  turn, as a wave of lethargy sweeps over it.
  
  LIGHTNING CHARGE
  At-will dark side power
  Casting Time: 1 action
  Range: 5 feet
  Duration: 1 round
  You imbue your weapon with debilitating force 
  lightning. As part of the action used to cast this 
  power, you must make a melee attack with a 
  weapon against one creature within the power's 
  range, otherwise the power fails. On a hit, the 
  target suﬀers the attack's normal eﬀects, and the 
  lightning leaps from the target to a diﬀerent 
  creature of your choice that you can see within 5 
  feet of it. The second creature takes lightning 
  damage equal to your forcecasting ability 
  modiﬁer.
  This power's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals an 
  extra 1d8 lightning damage to the target, and the 
  lightning damage to the second creature increases to 
  1d8 + your forcecasting ability modiﬁer. Both damage 
  rolls increase by 1d8 at 11th level and 17th level.
  
  LOCATE CREATURE
  4nd-level universal power
  Prerequisite: Locate Object
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  Describe or name a creature familiar to you. 
  You sense the direction to the creature's 
  location, as long as its within 1000 feet of 
  you. If the creature is in motion, you know 
  the direction of its movement. The power 
  can locate a speciﬁc creature known to you 
  or the nearest of a speciﬁc kind, as long as 
  you have seen it while within 30 feet of it. If 
  the creature is in a diﬀerent form, the 
  power doesn't work. This power can't locate 
  a creature if running water at least 10 feet 
  wide blocks a direct path between you and 
  the creature.
  
  LOCATE OBJECT
  2nd-level universal power
  Prerequisite:
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  Describe or name an object. You sense the 
  direction to the object's location, as long as 
  its within 1000 feet of you. If the object is in 
  motion, you know the direction of its 
  movement. The power can locate a speciﬁc 
  object known to you, as long as you have 
  seen it while within 30 feet of it. 
  Alternatively, the power can locate the 
  nearest object of a particular kind. This 
  power can't locate an object if any thickness 
  of lead blocks a direct path between you 
  and the object.
  
  MADDENING DARKNESS
  8th-level dark side power
  Prerequisite: Shroud of Darkness
  Casting Time: 1 action
  Range: 150 feet (60-foot radius)
  Duration: Concentration, up to 10 minutes
  Terrifying darkness spreads from a point 
  you choose within range to ﬁll a 60-foot 
  radius sphere until the power ends. The 
  darkness 
  spreads 
  around 
  corners. 
  A 
  creature with darkvision can’t see through 
  this darkness. Unenhanced light, as well as 
  light created by powers of 8th level or 
  lower, can’t illuminate the area. Shrieks, 
  gibbering, and mad laughter can be heard 
  within the sphere. Whenever a creature 
  starts its turn in the sphere, it must make a 
  Wisdom saving throw, taking 8d8 psychic 
  damage on a failed save, or half as much 
  damage on a successful one.
  
  MASS ANIMATION (1 of 2)
  5th-level universal power
  Prerequisite: Animate Weapon
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  You snag several objects using the force and whip 
  them into the air around you, controlling them to 
  attack at your command. Choose up to ten 
  unenhanced objects within range that are not 
  being worn or carried. Medium targets count as 
  two objects, Large targets count as four objects, 
  Huge targets count as eight objects. You can't 
  control any object larger than Huge. Each object 
  animates and hovers near you, remaining within 
  100 feet of you for the duration. An animated 
  object behaves as though it is was a construct, 
  with AC, hit points, and attacks determined by its 
  size, and a ﬂying speed of 30 feet.
  Force Potency. If you cast this power using a 
  force slot of 6th level or higher, you can animate 
  two additional objects for each slot level above 
  5th.
  
  MASS ANIMATION (2 of 2)
  5th-level universal power
  Prerequisite: Animate Weapon
  Casting Time: 1 action
  Range: 120 feet
  Duration: Concentration, up to 1 minute
  As a bonus action, you can mentally direct any 
  object controlled by this power. If you control 
  multiple objects, you can command any or all of 
  them at the same time. You decide what action 
  the object will take and where it will move. The 
  objects act at the end of your turn. If you 
  command an object to attack, it can make a single 
  melee attack against a creature within 5 feet of it. 
  It makes a slam attack with an attack bonus and 
  kinetic damage determined by its size.
  Size  
  HP  AC  Attack
  Tiny  
  20   16     +6 to hit, 1d4 + 3 dam
  Small  
  25   15  
  +6 to hit, 1d8 + 2 dam
  Medium  40   13  
  +5 to hit, 2d6 + 1 dam
  Large  
  50   10  
  +6 to hit, 2d10 + 2 dam
  Huge  
  80   10  
  +8 to hit, 2d12 + 4 dam
  
  MASS COERCE MIND (1 of 2)
  6th-level universal power
  Prerequisite: Coerce Mind
  Casting Time: 1 action
  Range: 60 feet
  Duration: 24 hours
  You suggest a course of activity (limited to a 
  sentence or two) and inﬂuence with the Force up 
  to twelve creatures of your choice that you can 
  see within range and that can hear and 
  understand you. Creatures that can’t be charmed 
  are immune to this eﬀect. The suggestion must be 
  worded in such a manner as to make the course of 
  action sound reasonable. Asking the creature to 
  harm itself automatically negates the eﬀect of the 
  power.
  Each target must make a Wisdom saving throw. 
  On a failed save, it pursues the course of action 
  you described to the best of its ability. The 
  suggested course of action can continue for the 
  entire duration. If the suggested activity can be 
  completed in a shorter time, the power ends 
  when the subject ﬁnishes what it was asked to do.
  
  MASS COERCE MIND (2 of 2)
  6th-level universal power
  Prerequisite: Coerce Mind
  Casting Time: 1 action
  Range: 60 feet
  Duration: 24 hours
  You can also specify conditions that will trigger 
  a special activity during the duration. For 
  example, you might suggest that a group of 
  soldiers give all their money to the ﬁrst beggar 
  they meet. If the condition isn’t met before the 
  power ends, the activity isn’t performed. If you 
  or any of your companions damage a creature 
  aﬀected by this power, the power ends for that 
  creature. This power has no eﬀect on droids or 
  constructs.
  Force Potency. When you cast this power 
  using a 7th-level force slot, the duration is 10 
  days. When you use an 8th-level force slot, the 
  duration is 30 days. When you use a 9th-level 
  force slot, the duration is a year and a day.
  
  MASS HYSTERIA
  9th-level dark side power
  Prerequisite: Hysteria
  Casting Time: 1 action
  Range: 120 feet (30-foot radius)
  Duration: Concentration, up to 1 minute
  Drawing on the deepest fears of a group of 
  creatures, you create illusory creatures in 
  their 
  minds, 
  manifesting 
  their 
  worst 
  nightmares as an implacable threat visible 
  only to them. 
  Each creature in a 30-foot-radius sphere is 
  frightened for the duration of the power. 
  At the end of each of the frightened 
  creature's turns, it must succeed on a 
  Wisdom saving throw or take 5d10 psychic 
  damage. On a successful save, the power 
  ends for that creature. This power has no 
  eﬀect on droids or constructs.
  
  MASTER BATTLE MEDITATION
  9th-level universal power
  Prerequisite: 
  Improved Battle Meditation
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 1 minute
  You exude an aura out to 15 feet that boosts the 
  morale and overall battle prowess you and your 
  allies while simultaneously reducing the opposi-
  tion's combat eﬀectiveness by eroding their will 
  to ﬁght. 
  Whenever you or a friendly creature within your 
  meditation makes an attack roll or a saving 
  throw, they can roll a d8 and add the number 
  rolled to the attack roll or saving throw.
  Whenever a hostile creature starts enters your 
  meditation or starts its turn there, it must make 
  a Charisma saving throw. On a failed save, it 
  must roll a d8 and subtract the number rolled 
  from each attack roll or saving throw it makes 
  before the end of your next turn. On a success-
  ful save, it is immune to this power for 1 day.
  
  MASTER FEEDBACK
  9th-level dark side power
  Prerequisite: Greater Feedback
  Casting Time: 1 action
  Range: 90 feet
  Duration: Instantaneous
  You unleash the power of your mind to 
  blast the intellect of up to ten creatures of 
  your choice that you can see within range. 
  Creatures that have an Intelligence score 
  of 2 or lower are unaﬀected. Each target 
  must make an Intelligence saving throw. 
  On a failed save, a target takes 14d6 psychic 
  damage and is stunned. On a successful 
  save, a target takes half as much damage 
  and isn’t stunned. A stunned target can 
  make a Wisdom saving throw at the end of 
  each of its turns. On a successful save, the 
  stunning eﬀect ends.
  
  MASTER FORCE BARRIER
  8th-level light side power
  Prerequisite: Improved Force Barrier
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Duration: Concentration, up to 1 minute
  This power massively bolsters your allies 
  with toughness and resolve. Creatures of 
  your choice in a 30-foot radius around you 
  when you cast this power gain the following 
  beneﬁts: 
  • The creature sheds dim light in a 5-foot radius.
   
  • The creature has advantage on all saving throws
   
  • Other creatures have disadvantage on attack 
  rolls against them. When a dark side creature hits 
  them with a melee attack, that creature must 
  make a Constitution saving throw or be blinded 
  until the power ends.
  
  MASTER FORCE IMMUNITY (1 of 2)
  8th-level universal power
  Prerequisite: 
  Improved Force Immunity
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Duration: Concentration, up to 1 hour
  A 10-foot-radius faintly shimmering barrier surrounds you. Within the 
  sphere, powers can’t be cast and enhanced items become mundane. 
  Until the power ends, the sphere moves with you, centered on you. 
  Powers and other enhanced eﬀects are suppressed in the sphere and 
  can’t protrude into it. A slot expended to cast a suppressed power is 
  consumed. While an eﬀect is suppressed, it doesn't function, but the 
  time it spends suppressed counts against its duration.
  Targeted Eﬀects. Powers and other enhanced eﬀects that 
  target a creature or an object in the sphere have no eﬀect 
  on that target.
  Enhanced Areas. The area of another power or enhanced 
  eﬀect, such as force storm, can’t extend into the sphere. If 
  the sphere overlaps an enhanced area, the part of the area 
  that is covered by the sphere is suppressed.
  Powers. Any active power or other enhanced eﬀect on a 
  creature or an object in the sphere is suppressed while the 
  creature or object is in it.
  Enhanced Travel. Teleportation fails to work in the 
  sphere, whether the sphere is the destination or the 
  departure point for such enhanced travel. A portal to 
  another location temporarily closes while in the sphere.
  
  MASTER FORCE IMMUNITY (2 of 2)
  8th-level universal power
  Prerequisite: 
  Improved Force Immunity
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Duration: Concentration, up to 1 hour
  Enhanced Items. The properties and powers of enhanced 
  items are suppressed in the sphere. For example, a +1 
  vibrosword in the sphere functions as an unenhanced 
  vibrosword. An enhanced weapon’s properties and 
  powers are suppressed if it is used against a target in the 
  sphere or wielded by an attacker in the sphere. If an 
  enhanced weapon or a piece of enhanced ammunition 
  fully leaves the sphere (for example, if you ﬁre an 
  enhanced shot or throw an enhanced saberspear at a 
  target outside the sphere), the enhancement of the item 
  ceases to be suppressed as soon as it exits.
  Creatures and Objects. A creature or object summoned or 
  created by powers temporarily winks out of existence in 
  the sphere. Such a creature instantly reappears once the 
  space the creature occupied is no longer within the 
  sphere.
  Tech Override/Sever Force. Powers and enhanced 
  eﬀects such as sever force have no eﬀect on the sphere. 
  Likewise, the spheres created by diﬀerent scrambling ﬁeld 
  powers don’t nullify each other.
  
  MASTER FORCE SCREAM
  8th-level dark side power
  Prerequisite: Improved Force Scream
  Casting Time: 1 action
  Range: Self (60-foot radius)
  Duration: Instantaneous
  You emit a cacophonous scream imbued 
  with the power of the Force. Each creature 
  you choose within 60 feet of you must 
  succeed on a Constitution saving throw. 
  On a failed save, a creature takes 6d6 
  psychic damage, 6d6 sonic damage, is 
  deafened, knocked prone, and blinded for 1 
  minute. On a successful save, it takes half as 
  much damage and isn’t deafened, knocked 
  prone, or blinded by this power. A creature 
  blinded by this power makes another 
  Constitution saving throw at the end of 
  each of its turns. On a successful save, it is 
  no longer blinded.
  
  MASTER HEAL
  9th-level light side power
  Prerequisite: Greater Heal
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  A wave of healing energy washes over the 
  creature you touch. The target regains all its 
  hit points. If the creature is charmed, 
  frightened, paralyzed, or stunned, the 
  condition ends. If the creature is prone, it 
  can use its reaction to stand up. This power 
  has no eﬀect on droids or constructs.
  
  MASTER REVITALIZE
  9th-level light side power
  Prerequisite: Improved Revitalize
  Casting Time: 1 hour
  Range: Touch
  Duration: Instantaneous
  You return a dead creature you touch to life, 
  provided that it has been dead no longer 
  than 1 day. If the creature’s soul is both 
  willing and at liberty to rejoin the body, the 
  creature returns to life with all its hit points. 
  This power closes all wounds, neutralizes 
  any poison, cures all diseases, and lifts any 
  curses aﬀecting the creature when it died. 
  The power replaces damaged or missing 
  organs and limbs.
  
  MASTER SPEED
  7th-level universal power
  Prerequisite: Knight Speed
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose up to two willing creatures that you 
  can see within range. Until the power ends, 
  each targets' speed is doubled, they gain a +2 
  bonus to AC, they have advantage on 
  Dexterity saving throws, and they gain an 
  additional action on each of their turns. That 
  action can be used only to take the Attack 
  (one weapon attack only), Dash, Disengage, 
  Hide, or the Use an Object Action. 
  When the power ends, each target can't 
  move or take actions until after its next turn, 
  as a wave of lethargy sweeps over it.
  Force Potency. When you cast this power using a 
  force slot of 8th-level or higher, you can target one 
  additional creature for each slot level above 7th.
  
  MIND BLANK
  8th-level universal power
  Prerequisite: Mind Trap
  Casting Time: 1 action
  Range: Touch
  Duration: 24 hours
  Until the power ends, one willing creature 
  you touch is immune to psychic and sonic 
  damage, any eﬀect that would sense its 
  emotions or read its thoughts, and the 
  charmed condition. The power foils powers 
  or eﬀects of similar power used to aﬀect the 
  target’s mind or to gain information about 
  the target.
  
  MIND SPIKE
  2nd-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 hour
  Choose one creature you can see. The 
  target must make a Wisdom saving throw. 
  A creature takes 3d8 psychic damage on a 
  failed save, or half as much damage on a 
  successful one. Additionally, on a failed 
  save, you always know the target's location, 
  but only while the two of you are on the 
  same planet. The target can't become 
  hidden from you, and if it's invisible, it gains 
  no beneﬁts from this condition against you. 
  This power has no eﬀect on droids or 
  constructs.
  
  MIND TRAP
  4th-level universal power
  Prerequisite: Force Confusion
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  You attempt to trap the mind of your target 
  in a psychic cage. The target must make a 
  Charisma saving throw. On a failed save, 
  the creature's mind is trapped. It can think, 
  but it can't have any contact with or 
  perceive the outside world. If the creature 
  takes damage, it makes another Charisma 
  save. On a success, the power ends. This 
  power has no eﬀect on droids or constructs.
  Force Potency. When you cast this power 
  using a force slot of 6th level or higher, after 
  1 minute of concentration the power's 
  duration becomes 24 hours and it no longer 
  requires your concentration.
  
  MIND TRICK
  At-will universal power
  Prerequisite:
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  Choose a target within range that isn’t 
  hostile toward you. The target must make a 
  Wisdom saving throw. On a failed save, 
  the target has disadvantage on Wisdom 
  (Perception) and Intelligence (Investigation) 
  checks. 
  On a successful save, the creature realizes 
  that you tried to use the Force to inﬂuence 
  its awareness and becomes hostile toward 
  you. A creature prone to violence might 
  attack you. Another creature might seek 
  retribution in other ways (at the DM’s 
  discretion), depending on the nature of 
  your interaction with it. This power has no 
  eﬀect on droids or constructs.
  
  NECROTIC CHARGE
  At-will dark side power
  Casting Time: 1 action
  Range: 5 feet
  Duration: 1 round
  As part of the action used to cast this power, 
  you must make a melee attack with a 
  weapon against one creature within the 
  power's range, otherwise the power fails. 
  On a hit, the target suﬀers the attack's 
  normal eﬀects, and you can choose to deal 
  up to 1d8 of necrotic damage, which you 
  suﬀer as well. This damage can’t be reduced 
  or negated in any way. 
  This power's damage increases when you 
  reach higher levels. At 5th level, the melee 
  attack deals an extra 1d8 necrotic damage 
  to the target, and you can increase the 
  secondary damage to 2d8. Both damage 
  rolls increase by 1d8 at 11th and 17th level.
  
  PHASESTRIKE
  1st-level universal power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Concentration, up to 1 minute
  Until the power ends, your movement 
  doesn't provoke opportunity attacks. 
  Once before the power ends, you can give 
  yourself advantage on one weapon attack 
  roll on your turn. That attack deals an extra 
  1d8 force damage on a hit. Whether you hit 
  or miss, your walking speed increases by 30 
  feet until the end of that turn.
  
  PHASEWALK
  2nd-level universal power
  Casting Time: 1 bonus action
  Range: Self
  Duration: Instantaneous
  You teleport up to 30 feet to an unoccupied 
  space that you can see.
  
  PLAGUE
  3rd-level dark side power
  Prerequisite: Aﬄiction
  Casting Time: 1 action
  Range: 30 feet (40-foot cube)
  Duration: Concentration, up to 1 minute
  Choose up to six creatures of your choice in a 
  40-foot cube within range. Each target must succeed 
  on a Constitution saving throw or be aﬀected by 
  this power for the duration.
  An aﬀected target’s speed is halved, it takes a -2 
  penalty to AC and Dexterity saving throws, and it 
  can’t use reactions. On its turn, it can use either an 
  action or a bonus action, not both. Regardless of the 
  creature’s abilities or items, it can’t make more than 
  one melee or ranged attack during its turn.
  If the creature attempts to cast a power with a 
  casting time of 1 action, roll a d20. On an 11 or 
  higher, the power doesn't take eﬀect until the 
  creature’s next turn, and the creature must use its 
  action on that turn to complete the power. If it can’t, 
  the power is wasted. A creature aﬀected by this 
  power makes another Wisdom saving throw at the 
  end of its turn. On a successful save, the eﬀect ends.
  
  PLANT SURGE
  3rd-level light side power
  Casting Time: 1 action or 8 hours
  Range: 150 feet (100-foot radius)
  Duration: Instantaneous
  If you cast this power using 1 action, all 
  normal plants in a 100-foot radius centered 
  on a point become overgrown. 
  Moving through the area spends 4 feet of 
  movement for every 1 foot moved. You can 
  exclude areas of any size within the power's 
  area from being aﬀected.
  If you cast this power for 8 hours, all plants 
  in a half-mile radius centered on a point 
  yield twice the normal amount of food 
  when harvested for 1 year.
  
  PRECOGNITION
  9th-level universal power
  Prerequisite: Danger Sense
  Casting Time: 1 minute
  Range: Self
  Duration: 8 hours
  Your mastery of the force gives you a 
  limited ability to see into the immediate 
  future. 
  For the duration, you can’t be surprised and 
  you have advantage on attack rolls, ability 
  checks, and saving throws. Additionally, 
  other creatures have disadvantage on 
  attack rolls against you for the duration.
  
  PROJECT
  1st-level light side power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  You lift three piles of debris or small objects 
  from the ground and hurl them. Each pile 
  hits a creature of your choice that you can 
  see within range. The pile deals 1d4+1 force 
  damage to its target. The piles all strike 
  simultaneously and you can direct them to 
  hit one creature or several.
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, you 
  lift and throw an additional pile of debris for 
  each slot level above 1st.
  
  PSYCHIC CHARGE
  At-will dark side power
  Casting Time: 1 action
  Range: 5 feet
  Duration: 1 round
  As part of the action used to cast this power, 
  you must make a melee attack with a weapon 
  against one creature within the power's 
  range, otherwise the power fails. On a hit, the 
  target suﬀers the attack's normal eﬀects, and 
  its mouth is covered by a violet veil until the 
  start of your next turn. If the target willingly 
  speaks before then, it immediately takes 1d8 
  psychic damage, and the power ends.
  This power's damage increases when you 
  reach higher levels. At 5th level, the melee 
  attack deals an extra 1d8 psychic damage to 
  the target, and the damage the target takes 
  for speaking increases to 2d8. Both damage 
  rolls increase by 1d8 at 11th and 17th level.
  
  RAGE
  6th-level dark side power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You endow yourself with endurance and martial prowess 
  fueled by the Force. Until the power ends, you can’t cast 
  powers, and you gain the following beneﬁts:
  You gain 50 temporary hit points. If any of these remain 
  when the power ends, they are lost.
  • You have advantage on attack rolls that you make with 
  lightweapons and vibroweapons.
  • When you hit a target with a weapon attack, that target 
  takes an extra 2d12 force damage.
  • You have proﬁciency with all armor, lightweapons, and 
  vibroweapons.
  • You have proﬁciency in Strength and Constitution saving 
  throws.
  • You can attack twice, instead of once, when you take the 
  Attack action on your turn. You ignore this beneﬁt if you 
  already have a feature, like Extra Attack, that gives you 
  extra attacks.
  Immediately after the power ends, you must succeed on a 
  DC 15 Constitution saving throw or suﬀer one level of 
  exhaustion.
  
  REMOVE CURSE
  3rd-level light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  At your touch, all curses aﬀecting one 
  creature or object end. 
  If the object is a cursed enhanced item, its 
  curse remains, but the power breaks its 
  owner's attunement to the object so it can 
  be removed or discarded.
  
  RESCUE
  2nd-level universal power
  Casting Time: 1 bonus action
  Range: 30 feet
  Duration: Instantaneous
  You pull one willing ally you can see within 
  30 feet of you to an unoccupied space 
  within 5 feet of you. The target must use 
  their reaction to accept the pull.
  
  RESISTANCE
  At-will universal power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 minute
  You touch one willing creature. Once before 
  the power ends, the target can roll a d4 and 
  add the number rolled to one saving throw 
  of its choice. It can roll the die before or 
  after the saving throw. The power then 
  ends.
  
  RESTORATION
  2nd-level light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  You touch a creature and end either one 
  disease or one condition aﬄicting it. The 
  condition 
  can 
  be 
  blinded, 
  deafened, 
  paralyzed, or poisoned.
  
  REVITALIZE
  5th-level light side power
  Prerequisite: Spare the Dying
  Casting Time: 1 minute
  Range: Touch
  Duration: Instantaneous
  You return a dead creature you touch to life, 
  provided that it has been dead no longer than 10 
  minutes. If the creature’s soul is both willing and 
  at liberty to rejoin the body, the creature returns 
  to life with 1 hit point. This power also neutralizes 
  any poisons and cures diseases that aﬀected the 
  creature at the time it died. This power closes all 
  mortal wounds, but it doesn't restore missing 
  body parts. If the creature is lacking body parts or 
  organs integral for its survival—its head, for 
  instance—the power automatically fails. 
  Coming back from the dead is an ordeal. The 
  target takes a - 4 penalty to all attack rolls, saving 
  throws, and ability checks. Every time the target 
  ﬁnishes a long rest, the penalty is reduced by 1 
  until it disappears.
  
  RUIN
  7th-level dark side power
  Prerequisite: Wound
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You channel the dark side of the Force to 
  desecrate a creature you can see within range, 
  causing waves of intense pain to assail it. If the 
  target has 100 hit points or fewer, it is subject to 
  crippling pain. Otherwise, the power has no eﬀect 
  on it. While the target is aﬀected by crippling pain, 
  any speed it has can be no higher than 10 feet. 
  The target also has disadvantage on attack rolls, 
  ability checks, and saving throws, other than 
  Constitution saving throws. Finally, if the target 
  tries to cast a power, it must ﬁrst succeed on a 
  Constitution saving throw, or the casting fails 
  and the power is wasted. A target suﬀering this 
  pain can make a Constitution saving throw at 
  the end of each of its turns. On a successful save, 
  the pain ends.
  
  SABER REFLECT
  At-will universal power
  Casting Time: 1 reaction*
  Range: Self
  Duration: Instantaneous
  *which you take in response to being hit by a 
  ranged attack.
  In response to being attacked, you raise your 
  weapon to attempt to deﬂect. When you use this 
  power, the damage you take from the attack is 
  reduced by 1d6. If you reduce the damage to 0, 
  you're wielding a lightweapon or vibroweapon, 
  and the damage is energy or ion, you can reﬂect 
  the attack at a target within range as part of the 
  same reaction. Make a ranged force attack at a 
  target you can see. The attack has a normal range 
  of 20 feet and a long range of 60 feet. On a hit, the 
  target takes the triggering attack's normal 
  damage.
  The power's damage reduction increases by 1d6 
  when you reach 5th level (2d6), 11th level (3d6), 
  and 17th level (4d6).
  
  SABER THROW
  At-will universal power
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  As a part of the action used to cast this power, 
  you must make a ranged force attack with a 
  lightweapon or vibroweapon against one target 
  within the power's range, otherwise the power 
  fails. On a hit, the target takes 1d8 damage of 
  the same type as the weapon's damage. The 
  weapon then immediately returns to your hand.
  This power can hit multiple targets when you 
  reach higher levels: two targets at 5th level, 
  three targets at 11th level, and four targets at 
  17th level. Each target must be within 30 feet of 
  the previous target, you must make a separate 
  attack roll for each target, and the last target 
  must be no further than 30 feet away from you. 
  You can not hit the same target twice in 
  succession.
  
  SABER WARD
  At-will universal power
  Casting Time: 1 action
  Range: Self
  Duration: Instantaneous
  You take a defensive stance. 
  Until the end of your next turn, you have 
  resistance against kinetic and energy 
  damage dealt by weapons.
  
  SANCTUARY
  1st-level light side power
  Casting Time: 1 bonus action
  Range: 30 feet
  Duration: 1 minute
  Until the power ends, any creature who 
  targets the warded creature with an attack, 
  a harmful power, or a hostile action must 
  ﬁrst make a Wisdom saving throw. On a 
  failed save, the creature must choose a new 
  target or lose the attack or power. This 
  power doesn't protect the warded creature 
  from area eﬀects.
  If the warded creature makes an attack, 
  casts a power that aﬀects an enemy 
  creature, or takes a hostile action this 
  power ends.
  
  SAP VITALITY
  1st-level dark side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  Make a melee force attack against a 
  creature you can reach. On a hit, the target 
  takes 3d10 necrotic damage.
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, the 
  damage increases by 1d10 for each slot 
  level above 1st.
  
  SCOURGE
  6th-level dark side power
  Prerequisite: Plague
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  For the power’s duration, your eyes become an inky void imbued with 
  dread power. One creature of your choice within 60 feet of you that 
  you can see must succeed on a Constitution saving throw or 
  be aﬀected by one of the following eﬀects of your choice for the 
  duration. On each of your turns until the power ends, you can use your 
  action to target another creature but can’t target a creature again if it 
  has succeeded on a saving throw against this casting of scourge.
  Asleep. The target falls unconscious. It wakes up if it 
  takes any damage or if another creature uses its action 
  to shake the sleeper awake.
  Panicked. The target is frightened of you. On each of its 
  turns, the frightened creature must take the Dash action 
  and move away from you by the safest and shortest 
  available route, unless there is nowhere to move. If the 
  target moves to a place at least 60 feet away from you 
  where it can no longer see you, this eﬀect ends.
  Sickened. The target has disadvantage on attack rolls 
  and ability checks. At the end of each of its turns, it can 
  make another Wisdom saving throw. If it succeeds, the 
  eﬀect ends.
  
  SENSE EMOTION
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  You attune your senses to pick up the 
  emotions of others for the duration. When 
  you cast the power, and as your action on 
  each turn until the power ends, you can 
  focus your senses on one humanoid you 
  can see within 30 feet of you. You instantly 
  learn the target’s prevailing emotion, 
  whether it’s love, anger, pain, fear, calm, or 
  something else. If the target isn’t actually 
  humanoid or it is immune to being 
  charmed, you sense that it is calm.
  
  SENSE FORCE
  1st-level universal power
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 10 minutes
  For the duration, you sense the use of the 
  Force, or its presence in an inanimate object 
  within 30 feet of you. If you sense the Force in 
  this way, you can use your action to 
  determine the direction from which it 
  originates and, if it's in line of sight, you see a 
  faint aura around the person or object from 
  which the Force emanates.
  Force Potency. When you cast this power 
  using a 3rd-level force slot, the range increas-
  es to 60 feet. When you use a 5th-level force 
  slot, the range increases to 500 feet. When 
  you use a 7th-level force slot, the range 
  increases to 1 mile. When you use a 9th-level 
  force slot, the range increases to 10 miles.
  
  SEVER FORCE
  3rd-level universal power
  Casting Time: 1 reaction
  Range: 60 feet
  Duration: Instantaneous
  You attempt to interrupt a creature in the 
  process of casting a force power. If the 
  creature is casting a power of 3rd level or 
  lower, its power fails and has no eﬀect. If it 
  is casting a power of 4th level or higher, 
  make 
  an 
  ability 
  check 
  using 
  your 
  forcecasting ability. The DC equals 10 + the 
  power’s level. On a success, the creature’s 
  power fails and has no eﬀect.
  Force Potency. When you cast this power 
  using a force slot of 4th level or higher, the 
  interrupted power has no eﬀect if its level is 
  less than or equal to the level of the force 
  slot you used.
  
  SHARE LIFE
  3rd-level light side power
  Prerequisite: Give Life
  Casting Time: 1 action
  Range: 30 feet
  Duration: Instantaneous
  You sacriﬁce some of your health to mend 
  another creature’s injuries. You take 4d8 
  necrotic damage, and one creature of your 
  choice that you can see within range 
  regains a number of hit points equal to 
  twice the necrotic damage you take. This 
  power has no eﬀect on droids or constructs.
  Force Potency. When you cast this power 
  using a force slot of 4th level or higher, the 
  damage increases by 1d8 for each slot level 
  above 3rd.
  
  SHOCK
  At-will dark side power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  You hurl a bolt of lightning at a target within 
  range, making a ranged power attack. On a 
  hit, the target takes 1d10 lightning damage. 
  The lightning ignites ﬂammable objects in 
  the area that aren’t being worn or carried.
  This power's damage increases by 1d10 
  when you reach 5th level (2d10), 11th level 
  (3d10), and 17th level (4d10).
  
  SHOCKING SHIELD
  4th-level dark side power
  Prerequisite: Shock
  Casting Time: 1 action
  Range: Self
  Duration: 10 minutes
  Lightning courses in a sphere surrounding 
  your body, shedding bright light in a 10-foot 
  radius and dim light for an additional 10 
  feet. You can use your action to end the 
  power early.
  Whenever a creature within 5 feet of you 
  hits you with a melee attack, it takes 2d8 
  lightning damage.
  
  SHROUD OF DARKNESS
  4th-level dark side power
  Prerequisite: Darkness
  Casting Time: 1 action
  Range: Self
  Duration: Concentration, up to 1 minute
  You become heavily obscured to others. 
  Dim light within 10 feet of you becomes 
  darkness, and bright light becomes dim 
  light.
  Until the power ends, you have resistance 
  to force damage. In addition, whenever a 
  creature within 10 feet of you hits you with 
  an attack, it takes 2d8 necrotic damage.
  
  SIPHON LIFE
  5th-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  A tendril of inky darkness reaches out from you, 
  touching a creature you can see within range to 
  drain life from it. The target must make a Dexterity 
  saving throw. On a successful save, the target takes 
  2d8 necrotic damage, and the power ends. On a 
  failed save, the target takes 4d8 necrotic damage, 
  and until the power ends, you can use your action 
  on each of your turns to automatically deal 4d8 
  necrotic damage to the target. The power ends if 
  you use your action to do anything else, if the target 
  is ever outside the power’s range, or if the target has 
  total cover from you. Whenever the power deals 
  damage to a target, you regain hit points equal to 
  half the amount of necrotic damage the target 
  takes.
  Force Potency. When you cast this power using a 
  force slot of 6th level or higher, the damage increases 
  by 1d8 for each slot level above 5th.
  Prerequisite: Drain Life
  
  SKILL EMPOWERMENT
  5th-level light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Concentration, up to 1 hour
  Your power with the Force deepens a 
  creature’s understanding of its own talent. 
  You touch one willing creature and give it 
  expertise in one skill of your choice; until 
  the power ends, the creature doubles its 
  proﬁciency bonus for ability checks it makes 
  that use the chosen skill.
  You must choose a skill in which the target 
  is proﬁcient and that isn’t already beneﬁting 
  from an eﬀect, such as Expertise, that 
  doubles its proﬁciency bonus.
  
  SLOW
  At-will dark side power
  Casting Time: 1 action
  Range: 15 feet
  Duration: 1 hour
  A hostile creature of your choice must make 
  a Constitution saving throw. On a failed 
  save, the target’s speed decreases by 10 
  feet until the power ends.
  The target's speed decreases by 5 more feet 
  when you reach 5th level (15 feet), 11th 
  level (20 feet), and 17th level (25 feet).
  
  SLOW DESCENT
  1st-level universal power
  Casting Time: 1 reaction*
  Range: 60 feet
  Duration: 1 minute
  *which you take when you or a creature 
  within 60 feet of you falls
  Choose up to ﬁve falling creatures within 
  range. A falling creature's rate of descent 
  slows to 60 feet per round until the power 
  ends. If the creature lands before the power 
  ends, it takes no falling damage and can 
  land on its feet, and the power ends for that 
  creature.
  
  SONIC CHARGE
  At-will universal power
  Casting Time: 1 action
  Range: 5 feet
  Duration: 1 round
  As part of the action used to cast this power, 
  you must make a melee attack with a weapon 
  against one creature within the power's 
  range, otherwise the power fails. On a hit, the 
  target suﬀers the attack's normal eﬀects, and 
  you begin to emanate a disturbing hum until 
  the start of your next turn. If a hostile 
  creature ends its turn within 5 feet of you, it 
  takes 1d4 sonic damage.
  This power's damage increases when you 
  reach higher levels. At 5th level, the melee 
  attack deals an extra 1d8 sonic damage to the 
  target, and the secondary damage increases 
  by 1d4. Both damage rolls increase by 1d8 and 
  1d4, respectively, at 11th and 17th level.
  
  SPARE THE DYING
  At-will light side power
  Casting Time: 1 action
  Range: Touch
  Duration: Instantaneous
  You touch a living creature that has 0 hit 
  points. The creature becomes stable. This 
  power has no eﬀect on droids or constructs.
  
  STASIS
  5th-level light side power
  Prerequisite: Stun
  Casting Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 1 minute
  Choose up to 3 creatures that you can see 
  within range. Each target must succeed on a 
  Wisdom saving throw or be paralyzed for 
  the duration. This power has no eﬀect on 
  droids or constructs. At the end of each of 
  its turns, a target can make another 
  Wisdom saving throw. On a success, the 
  power ends on the target.
  Force Potency. When you cast this power 
  using a force slot of 6th level or higher, you 
  can target an additional creature for each 
  slot level above 5th.
  
  STASIS FIELD
  8th-level light side power
  Prerequisite: Stasis
  Casting Time: 1 action
  Range: 120 feet (30-foot cube)
  Duration: Concentration, up to 1 minute
  Choose a target that you can see within 
  range. Each creature must succeed on a 
  Wisdom saving throw or be paralyzed for 
  the duration. This power has no eﬀect on 
  droids or constructs. At the end of each of a 
  target's turns, it can make another Wisdom 
  saving throw. On a success, the power 
  ends on the target.
  Force Potency. When you cast this power 
  using a force slot of 9th level, the size of the 
  cube increases to 40 feet.
  
  STUN
  2nd-level light side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  Choose a creature that you can see within 
  range. The target must succeed on a 
  Wisdom saving throw or be paralyzed for 
  the duration. At the end of each of its turns, 
  the target can make another Wisdom 
  saving throw. On a success, the power 
  ends on the target.
  
  STUN DROID
  2nd-level light side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Concentration, up to 1 minute
  Choose a droid that you can see within 
  range. The target must succeed on a 
  Constitution saving throw or be paralyzed 
  for the duration. At the beginning of each of 
  its turns, the droid takes energy damage 
  equal to your forcecasting ability modiﬁer. 
  At the end of each of its turns, the target can 
  make another Wisdom saving throw. On a 
  success, the power ends on the target.
  
  TELEKINESIS
  5th-level universal power
  Prerequisite: Force Throw
  Casting Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 10 minutes
  You gain the ability to move or manipulate creatures and objects with 
  the Force. When you cast this power, and as your action each round for 
  the duration, you can exert your will on one creature or object that you 
  can see within range, causing the appropriate eﬀect below. You can 
  aﬀect the same target round after round, or choose a new one at any 
  time. If you switch targets, the prior target is no longer aﬀected by the 
  power.
  Creature. You can try to move a Huge or smaller creature. The 
  target must make a Strength saving throw. On a failed save, 
  you move the creature up to 30 feet in any direction, including 
  upward but not beyond the range of this power. Until the end of 
  your next turn, the creature is restrained in your telekinetic grip. 
  A creature lifted upward is suspended in mid-air. On subsequent 
  rounds, you can use your action to attempt to maintain your 
  telekinetic grip on the creature by repeating the contest.
  Object. You move an object that isn't being worn or carried and 
  weighs up to 1,000 lbs up to 30 feet in any direction, but not 
  beyond the range of this power. You can exert ﬁne control on 
  objects with your telekinetic grip, such as manipulating a simple 
  tool, opening a door or a container, stowing or retrieving an item 
  from an open container, or pouring the contents from a vial.
  
  TELEKINETIC BURST
  6th-level light side power
  Prerequisite: Telekinetic Storm
  Casting Time: 1 action
  Range: Self (60-foot line)
  Duration: Concentration, up to 1 minute
  A beam of Force energy ﬂashes out from 
  your hand in a 5-foot-wide, 60-foot-long 
  line. Each creature in the line must make a 
  Constitution saving throw. On a failed 
  save, a creature takes 8d6 force damage 
  and is knocked prone. On a successful save, 
  it takes half as much damage and isn't 
  knocked prone. You can create a new 
  telekinetic gust as your action on your turn 
  until the power ends.
  Force Potency. When you cast this power 
  using a force slot of 7th level or higher, the 
  damage increases by 2d6 for each slot level 
  above 6th.
  
  TELEKINETIC STORM
  3rd-level light side power
  Prerequisite: Turbulence
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Duration: Concentration, up to 1 minute
  You stir the force around you, creating a turbulent 
  ﬁeld of telekinetic energy that buﬀets enemies 
  around you. The ﬁeld extends out to a distance of 
  15 feet around you for the duration.
  When you cast this power, you can designate any 
  number of creatures you can see to be unaﬀected 
  by it. An aﬀected creature's speed is halved in the 
  area, and when the creature enters the area for 
  the ﬁrst time on a turn or starts its turn there, it 
  must make a Constitution saving throw. On a 
  failed save, the creature takes 3d8 force damage. 
  On a successful save, the creature takes half as 
  much damage.
  Force Potency. When you cast this power using a 
  force power slot of 4th level or higher, the damage 
  increases by 1d8 for each slot level above 3rd.
  
  TELEKINETIC WAVE
  8th-level light side power
  Prerequisite: Telekinetic Burst
  Casting Time: 1 action
  Range: 150 feet (60-foot radius)
  Duration: Instantaneous
  You manipulate the Force in a 60-foot 
  radius centered on a point you choose 
  within range. Each creature in that area 
  must make a Constitution saving throw. 
  On a failed save, a creature takes 12d6 force 
  damage, is knocked prone, and moved 5 
  feet in a direction of your choice. On a 
  successful save, it takes half as much 
  damage and isn't knocked prone or moved.
  Force Potency. When you cast this power 
  using a force slot of 9th level, the damage 
  increases by 2d6.
  
  TREMOR
  1st-level universal power
  Prerequisite: Burst
  Casting Time: 1 action
  Range: 10 feet (5-foot radius)
  Duration: Instantaneous
  You cause a tremor in the ground within 
  range. Each creature other than you in a 
  5-foot-radius sphere centered on that point 
  must make a Dexterity saving throw. On a 
  failed save, a creature takes 1d6 kinetic 
  damage and is knocked prone. If the 
  ground in that area is loose earth or stone, 
  it becomes diﬃcult terrain until cleared, 
  with each 5-foot-diameter portion requiring 
  at least 1 minute to clear by hand.
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, the 
  damage increases by 1d6 for each slot level 
  above 1st.
  
  TRUE SIGHT
  6th-level universal power
  Prerequisite: Force Sight
  Casting Time: 1 action
  Range: Self
  Duration: 1 hour
  You shift your vision to see through use of 
  the Force, giving you the ability to see things 
  as they actually are.
  For the duration, you have truesight and 
  notice secret doors hidden by powers, all 
  out to a range of 120 feet.
  
  TURBULENCE
  At-will light side power
  Casting Time: 1 action
  Range: 120 feet
  Duration: Instantaneous
  Choose one creature, or choose two 
  creatures that are within 5 feet of each 
  other, within range. A target must succeed 
  on a Dexterity saving throw or take 1d6 
  force damage.
  This power's damage increases by 1d6 
  when you reach 5th, 11th, and 17th level.
  
  VALOR
  1st-level light side power
  Prerequisite: Guidance
  Casting Time: 1 action
  Range: 30 feet
  Duration: Concentration, up to 1 minute
  You bestow up to three creatures of your 
  choice within range. Whenever a target 
  makes an attack roll or a saving throw 
  before the power ends, the target can roll a 
  d4 and add the number rolled to the attack 
  roll or saving throw.
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, you 
  can target one additional creature for each 
  slot level above 1st.
  
  WALL OF LIGHT
  6th-level light side power
  Casting Time: 1 action
  Range: 90 feet
  Duration: Concentration, up to 10 minutes
  You conjure an immense manifestation of 
  destructive light side Force energy. The wall 
  appears within range and lasts for the 
  duration. You can make a straight wall up to 
  100 feet long, 20 feet high, and 5 feet thick, 
  or a ringed wall up to 60 feet in diameter, 20 
  feet high, and 5 feet thick. The wall provides 
  three-quarters cover and its space is 
  diﬃcult terrain.
  When a creature enters the wall's area for 
  the ﬁrst time on a turn or starts its turn 
  there, it must make a Dexterity saving 
  throw. On a failed save, the creature takes 
  6d10 force damage, or half as much on a 
  success.
  
  WHIRLWIND (1 of 2)
  7th-level universal power
  Casting Time: 1 action
  Range: 300 feet (10-foot radius, 30 feet high) 
  Duration: Concentration, up to 1 minute
  A whirlwind howls down to a point that you 
  can see on the ground within range. The 
  whirlwind is a 10-foot radius, 30-foot high 
  cylinder centered on that point. Until the 
  power ends, you can use your action to 
  move the whirlwind up to 30 feet in any 
  direction along the ground. The whirlwind 
  sucks up any Medium or smaller objects 
  that aren’t secured to anything and that 
  aren’t worn or carried by anyone.
  A creature must make a Dexterity saving 
  throw the ﬁrst time on a turn that it enters 
  the whirlwind or that the whirlwind enters 
  its space, including when the whirlwind ﬁrst 
  appears. 
  
  WHIRLWIND (2 of 2)
  7th-level universal power
  Casting Time: 1 action
  Range: 300 feet (10-foot radius, 30 feet high) 
  Duration: Concentration, up to 1 minute
  A creature takes 10d6 kinetic damage on a failed 
  save, or half as much damage on a successful one. 
  In addition, a Large or smaller creature that fails 
  the save must succeed on a Strength saving throw 
  or become restrained in the whirlwind until the 
  power ends. When a creature starts its turn 
  restrained by the whirlwind, the creature is pulled 
  5 feet higher inside it, unless the creature is at the 
  top. A restrained creature moves with the 
  whirlwind and falls when the power ends, unless 
  the creature has some means to stay aloft.
  A restrained creature can use an action to make a 
  Strength or Dexterity check against your force 
  save DC. If successful, the creature is no longer 
  restrained by the whirlwind and is hurled 3d6x10 
  feet away from it in a random direction.
  
  WOUND
  1st-level dark side power
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You make a piercing gesture at a creature 
  within range. Make a ranged force attack 
  against the target. On a hit, the target takes 
  2d8 necrotic damage and must make a 
  Constitution saving throw. On a failed 
  save, it is also poisoned until the end of 
  your next turn.
  Force Potency. When you cast this power 
  using a force slot of 2nd level or higher, the 
  damage increases by 1d8 for each slot level 
  above 1st.
  
  WRACK
  6th-level dark side power
  Prerequisite: Plague
  Casting Time: 1 action
  Range: 60 feet
  Duration: Instantaneous
  You wrack the body of a creature that you can 
  see with a virulent, disease-like condition. The 
  target must make a Constitution saving throw. 
  On a failed save, it takes 14d6 necrotic 
  damage, or half as much damage on a 
  successful save. The damage can't reduce the 
  target's hit points below 1. If the target fails the 
  saving throw, its hit point maximum is reduced 
  for 1 hour by an amount equal to the necrotic 
  damage it took. Any eﬀect that removes a 
  disease allows a creature's hit point maximum 
  to return to normal before that time passes.
  Force Potency. If you cast this power using a 
  force slot of 7th level or higher, the power 
  deals an extra 2d6 damage for each slot level 
  above 6th.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Force Cards v2.pdf