06: Casting Descriptions (A-J)

06: Casting Descriptions (A-J)

If no range is listed, assume contact or personal, depending on the application. If no duration is listed, assume instant.

Some castings have sub-castings or sub-powers. These all can be used once the Casting is chosen, but the Force Level and LF Costs apply for each use.

Abyss Powers

6th Level Casting

Success Rate: 20% + 1/4 STR(rd) (+5% per Level above 6)

3 Sub-Powers

Black Flame

This allows the Jedi to project a black flame similar to invisible flame.

Range: [(LF + Force Level)/20] (rd) in meters

DMG: (LF/40) (rd)d10 + (Level/2) (rd)d6

Success: +2d10 Force Point

Failure: 1d10 Damage to Jedi, and +1d10 Force Level Cost

Black Drown

This allows the Jedi to project a liquid flow of darkness at a target with intention of drowning. It engulfs the target and fills every opening one can breath through and strangles the target. If target uses Drown Resist, he takes only 1/4 damage each turn for the duration.

DMG: (Level)d10 + (Level/2) (rd)d6 per turn

Range: Force Level/2(rd) Meters (line of sight required)

Duration: Level/2(rd) in turns

Success: +2d10 Force Point

Failure: 2d10 Damage to Jedi, and +1d10 Force Level Cost

Black Bolt

This allows the Jedi to project a black bolt of energy at a target.

DMG: (Success Rate/10)(rd)d10 + (Level/2) (rd)d6 per turn

Range: LF/2(rd) Meters (line of sight required)

Success: +1d10 Force Point

Failure: +1d10 Force Level Cost

Accuracy

4th Level Casting

Success Rate: 20% + 1/4 DEX(rd) (+5% per Level above 4)

Range: Force Level in Meters

Duration: 1 turn

Description:This effects anyone other than the Caster. It increases the Target�s Percent Chance to hit in Ranged Combat. Bonus is equal to the following: +20% at 4th Level. + 5% for every level higher than 4th. If Jedi is not at 4th Level, +5% per level (no +20)

Success: (Force Level/10) (rd) + (Success Rate/20) (rd)

Failure: -15 on Success Rate of Target. Caster recieves 1d6 Damage. On a Critical Failure (95-00), Target cannot shoot that turn and the turn afterwards, and the damage is doubles to the caster

Agility

6th Level Casting

Success Rate: 25% + 1/5 DEX(rd) (+5% per Level above 6)

Range: Personal

Duration: ((Lifeforcex4) + DEX)/40 Turns

Description:This effects the Jedi personally and is only used in combat rounds. It temporarily increases the Jedi’s DEX and % chance in Combat. It can not be used on other PCs.

Bonus: + (LifeForce/4) (ru) to Ranged Combat. +1/2 DEX to DEX

Success: (DEX/10) (ru) + 1d6 Force Points

Failure: -20 to DEX. -10 to Ranged Combat

Anti-Powers

6th Level Casting

Success Rate: 20% + INT/3(rd) + RS/3(rd) (+5% per Level above 6)

5 Sub-Powers

Fire Resist

Resists all types of natural heat and flame. Unnatural flame (Jedi Casting produced flame) has a [-5% X Casting Jedi’s Level] to resist.

Duration: (Force Level X 1/2 STR)/(2 X STA) Turns

Success: +1d10 Force Point

Failure: 1d10 Damage additional damage

Drown Resist

The ability to breath in normally “unbreathable” places for an extended period of time, including vacuum. Supernatural situations (Jedi powers that deprive a target of breathing_ have [-5% X Casting Jedi’s Level] to resist. Natural Examples: Under-water, Air-tight chambers, strangle holds, poison gases.

Note: Open space does more damage to a person than just suffocation. The lack of pressure and the cold still takes its toll.

Duration: [(2 X (LF + Force Level)/ STA] (rd) Turns

Success: +1d10 Force Point

Failure: 1d10 Damage additional damage

Damage Resist

The Ability to resist all normal types of damage. All damage from one attack (Caster’s choice) per turn of the duration of Normal damage is absorbed with a successful roll. For supernatural attacks, it depends on the Level of the attacking Jedi. If the Damage Resisting Jedi is of a higher Level than the attacking Jedi, then the amount resisted is the following:

(Defending Jedi’s Level – Attacking Jedi’s Level) X 10%

They also have a (-5% X Casting Jedi’s Level) penalty to resist. Damage from higher Level Jedi’s is not absorbed.

Duration: [Force Level + STA/10] (rd) Turns

Success: + (INT/10) (rd) + 1d10 Force Points

Failure: +3D10 additional damage

Freeze Resist

This enables the Jedi to resist extremely low temperatures from normal freeze attacks or Supernatural attacks. Jedi (supernatural) freeze attacks have a [-5% X Casting Jedi’s Level] penalty to resist. This includes the cold of space.

Duration: [(STR + STA + Force Level) / 10 ] (rd) Turns

Success: + 1d10 Force Points

Failure: +1D10 additional damage. A part of the Jedi’s body is frozen temporarily

Stellar Resist

This is a unique power, in that it must be bought (for the cost of Anti-powers), for each Stellar Element power. This enables the Jedi to resist that particular Stellar Element, and the powers that stem from it for the duration. Important Note: Once the Jedi buys Anti-Powers, he does get the Stellar Resistance for his own Stellar Element Free.

Stellar Elements List –

  • Asteroid
  • Nebula
  • Star
  • Black Hole
  • Moon
  • Void

Duration: [(STR + LF) / 20 ] (rd) Turns

Success: + 1d10 Force Points

Failure: +1D10 additional damage. Can not be used again for the duration

Bondage

2nd Level Casting

Success Rate

20% + 1/4 STR(rd) (+5% per Level above 2)

Range: Force Level/ 2(rd) m

Duration: [Force Level x 2] turns

When Cast, this launches supernatural chains of Force that immobilizes a target, for the duration of the Casting. With an extra LF point, this also can send a Truth Casting into the target to interrogate.

Success: +1d10+1d6 Force Points

Failure: +20 to any of the Target’s attacks for the duration

Cast Away

1st Level Casting

Success Rate: 15% + INT/5(rd) (+5% per Level above 1)

Range: Personal

Duration: Instant

This allows the Caster to cancel his own or any other Jedi’s castings before it manifests. There is a penalty for higher level Casters.

-10 % per Level above the defending Caster’s Level

Success: no bonus for Cast Away on own. Casting. +2d6 if Cast Away on other Jedi’s Casting

Failure: +1d10 Damage

Clutch

2nd Level Casting

Success Rate: 15% + 1/2 STR(rd) (+5% per Level above 2)

Range: LF/2(rd) in Meters (Line of sight)

Duration: Until Jedi Releases

This uses Telekinesis and links it to the Lifeforce of organic beings. A Jedi can use this power to Clutch a organ or part of the body of a being very tightly. He can not move it, just hold and squeeze. The Target can not move it either (if it normally mobile). Commonly used on the neck or throat, and sometimes used on the heart. The Jedi must be able to see his target. It is not necessary that he has to see what he wants to clutch, just that he sees the being he wants to cast it on. GM may require a Medical roll to find an internal organ.

STR of Clutch: Jedi STR x Level

DMG: Jedi’s PS x Level per turn clutching

Success: +1d6 FPTs

Failure: +1d10 Damage

Cold Powers

6th Level Castings

Success Rate

20% + 1/2 INT(rd) (+5% per Level above 6)

5 Sub-Powers

a. IciclesWhen cast, a shower of sharp, explosive 5 cm icicles missiles project from the Jedi’s finger tips. The roll is both for successful casting and the To Hit roll.

Range: LF/2(rd) in Meters

DMG: (LF/40)(ru)d10

Success: + STR/10(rd) Force Points

Failure: Fingers are frost bitten for d10 turns, and cannot be used. If another attempt is made, roll STA/2(rd) or 1d10 fingers shatter.

Snow Ball

When successfully cast, out of the Jedi’s palm projects fist-sized snow balls which explode in a blast of freezing gas. All with in 1 meter of the blast take the damage automatically. Victims within 15 meters, but not 1 meter, must roll STA/4 (round down) to resist the damage of freezing.

Range: Force Level + LF/ 4(rd) in Meters

DMG: ((LF + Force Level)/60) (rd)D10

Success: +1d10 FPTs

Failure: As for icicle

Blizzard

When Cast, a blinding wall of freezing wind and snow engulfs whatever area the Jedi targets. No damage is taken to any being in the area, but they must make a STA/2 (round down) Roll or be stunned for (Jedi Level)d10 turns. During this duration, they suffer -30 penalties to all non-combat actions and -45 to all combat actions.

Range: (Level X 5) + (Force Level/2) (rd) in Meters

Success: +1d6 FPTs

Failure: +1d10 Damage and Jedi is stunned for 1d10 turns

Freeze

When cast, any target is frozen in an encasement of ice. The target must roll STA to avoid freeze damage. If the target survives, the it is in suspended animation until revived from the case of ice. However, if not removed from the case within (Jedi Level) Days, then damage begins to incur each day beyond the limit. If not removed from the ice in time, but still alive, the target must roll STA/2 (round down) to avoid suffering brain damage. If failed, the target suffer [Number of days beyond limit]d10 damage to his LOG.

Range: Force Level in Meters

DMG: (LF/50) (ru) D10

Success: +1d110 FPTs + 1d6 LF

Failure: The Jedi is encased in Ice instead.

Ice

This enables the Jedi to create strong sheets of ice. Anyone attempting to walk on it (except the Jedi) must roll DEX every time they attempt to move to avoid slipping. Person slips another 2d10 meters in the direction he was moving, with no control. Ice exists until it melts (GM discretion).

Max Area: LF/4(rd) in meters

Thickness: [Level/2 + (LF/50) (rd)] meters maximum – actual thickness is controlled by the Jedi.

Structural Points: (Force Level + LF)/2(rd)

Success: +1d10 + 1d6 FPTs

Failure: 1d10 Damage and fall as if on ice.

Communication

1st Level Casting

Success Rate: 20% + PER/5(rd) (+5% per Level above 1)

Range: Personal

Duration: Until Jedi stops the communication

When cast, the Jedi must direct it at one communicative target. This enables both the Jedi and the target to understand each other until the Jedi shuts it off, regardless of language barriers. No one else can understand what either is saying, for they are speaking an unknown common subconscious language that the Force creates.

Success: +1d6 FPTs

Failure: Jedi must roll PER/2 or Target will attack for no reason at all.

Conversion

4th Level Casting

Success Rate: 25% + 1/2 LDR(rd) (+5% per Level above 4)

Range: Contact

Duration: N/A

This casting has many uses –

It can be used to completely turn an enemy to a friend. This is a simple cast with no penalties.

Turn a loyal friend to an enemy. This is a simple cast with no penalties.

Light side Jedis can try to turn Dark side back. Penalties based on Honor Level of the Target

  • Dragonstar -60% to success rate
  • Blackstar -45% to success rate
  • Dwarfstar -30% to success rate
  • Twilight -20 to success rate

Dark side Jedis can try to turn Light side to the Dark. Penalties based on Honor Level of the Target-

  • Elder -60% to success rate
  • Stellar -45% to success rate
  • Astral -30% to success rate
  • Galactic -20 to success rate

Success: 2d10 FPTs + 2 points to LDR (+1d6 FPTs if successfully turn an opposite side Jedi to own Side. Also +3 Honor)

Failure: The Target will have +20 to attack caster, if he chooses to attack.

Crystal Divination

6th Level Casting

Success Rate: 25% + 1/4 LOG(rd) (+5% per Level above 6)

Range: Special

Duration: Special

This special casting allows the Jedi to have a bond – a Lifeforce bond – with crystalline substances, such as diamond. The Jedi’s of old discovered that some pure crystal act as foci of power that transcends time and space. Below is a list of common crystal examples, although it’s not all the crystals available to the Jedi. There are rumors of powerful ancient artifact crystals that have greater power. The Jedi MUST buy the Casting for EACH type of Crystal. The cost is the same.

  • Quartz Minor Crystal, sees truth and falsehoods
  • Stellar-Quartz Minor crystal, sees the heart of a target
  • Diamond Major crystal, sees the near future
  • Jade Major crystal, sees the far future
  • Emerald Major crystal, sees the unknown

This focus allows the Jedi to do several different things. The above list shows a short list of crystal abilities.

  • To see the truth and falsehoods enables the Jedi to tell who is lying, who is loyal, who is plotting, and who are friends.
  • To see the heart of an individual allows the Jedi to read ones aura, to understand the person, his fears, his likes, weaknesses and his motivations.
  • To see the near future means to see with in the next few hours or next few weeks, but no further than 2 months. This is only a possible future. Things can change based on the actions of those that have the knowledge of the future.
  • To see the far future allows the Jedi to see up to 5 years in the future. This is only a possible future. Things can change based on the actions of those that have the knowledge of the future.
  • To see the known allows the Jedi to ask a question mentally and get an image of the answer.

The Jedi must have a crystal of some kind to cast this Power.

Success: +2d10 FPTs

Failure: Destruction of the crystal and Jedi looses double the Force Level.

Cure Diseases

3rd Level Casting

Success Rate: 20% +1/4 STA(rd) (+5% per Level above 3)

Range: Contact

Duration: Instant

This allows the Jedi to cure any ailment, plague, or infection on an individual or himself , that was caused by natural means. This includes poison or any space plagues. This does not cure internal bleeding or any other major injury. Any illness acquired by supernatural means doubles the Force Level Cost.

Jedi can use this power on himself with a -25 modifier.

Success: +2d10 FPTs

Failure: Victim gets worse – how worse is up to the GM.

Death Powers

6th Level Castings

Success Rate: 15% + LF/15(rd) + Force Level /10(rd) (+5% per Level above 6)

4 Sub-Powers

Touch of Death

For the duration for the casting, the Jedi can drain the life from anything living, with one touch. This life energy can be stored up and used as Force Level for another Casting used within the duration.

Duration: LF/2(rd) + 1d10 turns

Range: Contact

DMG: (Level)d10

Success: Level + 1d10 FPTs

Failure: (Level/2)(rd)d10 damage to the Jedi, and unconsciousness

Decay

This, like Touch of Death, requires physical contact with the target. The target must be organic in some way. Upon touch, the target start’s to organically decay for the duration of the Casting.

Duration: One target per casting

Range: Contact

DMG: (Level/2)d10

Success: (Level) + 2d6 FPTs

Failure: -2d6 Damage

Undead

Several things separate this sub-power from the others.

  1. When Cast, it cost triple the Lifeforce cost.
  2. The Jedi is required to have an article that important to the deceased.

With a casting, the Jedi can summon an undead form of the deceased. The undead form will appear next to the Jedi and obey any commands. The undead has a Lifeforce equal to half the Jedi and looses points every turn it’s active, depending on the activity.

Idle 1 point

Move 2 points

Attack 5 points

The undead disappears after reaching zero Lifeforce. During this time, the undead retains memories of the deceased and can communicate only with the summoning Jedi. The undead also retains all the statistics of the living being, and retains whatever equipment it had when it died.

Normal physical attacks cost 1 point of LF for every 5 points of damage. Jedi attacks do 1 point of LF per point of damage.

Success: 2 x (Level + 1d6) FPTs (If undead Jedi, +1d10 FPTs)

Failure: Jedi falls unconscious, takes 2d10 damage.

Dead Stop

This casting allows the Jedi to stop all of his own bodily functions including cardiac and respiratory systems to appear as if dead for the duration of the casting. No one but another Jedi can tell the difference.

Duration: LF/2(rd) in turns

Success: +1d10 FPTs

Failure: Jedi falls unconscious, takes 2d10 damage.

Direction

2nd Level Casting

Success Rate: 40% + 1/2 INT(rd) (+5% per Level above 2)

Range: Personal

Duration: LF/5(rd) Days

This allows the Jedi to determine nautical direction on any given world, given that it has a magnetic field. It also gives the Jedi the ability to astrogate a ship anywhere it needs to go for the duration of the Casting.

Success: +1d10 FPTs

Failure: lose 1.5 x the Force Level Cost, and can not be used again for the Duration.

Displace

6th Level Casting

Success Rate: STA/5(rd) + STR/2(rd) + (Level x 2) (+5% per Level above 6)

Range: Up to LF + (Level x 5) in Light Years (minimum 1 lightyear)

Duration: STA in Hours

This allows the Jedi to drain his entire Lifeforce and project it with in the range, appearing as a Ghostly image. Some Jedi have mastered this power in such a way that they have transferred it after Death, and exist as a body of Lifeforce until “their task at hand is done”. Usually, the Force has tied these Jedis to a strong destiny and until that Destiny is met, they remain behind even after death.

Success: +1d6 FPTs

Failure: lose 1.5 x the Force Level Cost, and can not be used again for the Duration.

Dry Powers

5th Level Castings

Success Rate: 20% + 1/4 STA(rd) (+5% per Level above 5)

3 Sub-Powers

Dehydration

When cast at a target, it drains the water from the target, and whatever is surrounding it. The target will not be able to speak, their skin shrivels, and has difficulty seeing as his eyes start to dry out.

The Jedi also has a choice as to what to do with the water:

-1- Let the water go up into steam, releasing it

-2- Collecting the water in a container and using it later (the water is drinkable). The GM estimates the amount.

This is especially useful when needed fresh water in a place that doesn’t have it. A Jedi can Dry the water out of surrounding plants and animals.

Range: Force Level/10 meters

DMG: (Level/2) (rd)d10 per turn until re-hydrated

Success: +1d10 + 2d6 FPTs

Failure: Double the Force Level Cost and can not be used again for a day.

Heat

When Cast, the Jedi emits a strong heat wave in the range area. It is hot enough to evaporate water, and force any being to roll STA/2 or fall unconscious. Anything flammable does not ignite.

Range: Level x 10 meters radius

Success: + (LF/40) + (Force Level/40) FPTs

Failure: Jedi falls unconscious and suffers heat stroke.

Disintegration

When successfully cast within given range, the Jedi throws a beam of near-invisible energy that disintegrates matter into a fine dust. Anything touched by this energy is turned to dust. If the character is not killed by the blast, he is definitely in an unpleasant state where body parts have turned to dust and he is unable to function from those parts. Success roll is also To Hit along with cast.

Range: Force Level/10 in meters

DMG: (Level +1)d10 instantaneous.

Success: 1d10 + Level FPTs

Failure: Jedi rolls STA/2 or take half the possible damage from the casting. Roll full damage then divide by 2.

Earth Powers

3rd Level Casting

Success Rate: 25% + (STR + STA)/20(rd) (+5% per Level above 3)

4 Sub-Powers

Sink hole

When using this power, the Jedi must be in contact with the surface of a planet, moon or asteroid. When cast, the Jedi can open up a sink hole any where he aims it at. Where he aims the Casting is where the middle of the sink hole will be. The walls are very difficult to climb, and any victims must have a -25 to Climbing to get out.

Range : LF/3(rd) in meters

Depth: Force Level/2(rd) in meters

Width: (Force Level + LF)/ 4(rd) in meters

Success: +1d10 FPTs

Failure: Hole opens up in a random place. GM’s discretion

b. StonesWhen Cast, the Jedi launched a spray of stones that explode and fragment on impact.

Range: Force Level/2(rd) in meters

DMG: (LF/20) (rd) d10 + 1d10

Success: +1d6 FPTs

Failure: Stones launch in a random direction. GMs discretion

Mountain Power

When using this power, the Jedi must be in contact with the surface of a planet, moon or asteroid. This casting gives the Jedi a large burst of Strength and Stamina for a short period of time.

Stamina is temporarily boosted. When damage is taken, the damage is taken from the boosted STA during the duration. After the duratiuon, if there is any of the boost left, it is lost, otherwise, the STA remains where it is.

STA Boost = +(LF/4) (rd)

STR Boost = +(LF + Force Level)/5(rd)

Duration: (STA+STR)/20(rd) turns

Success: +1d10 FPTs.

Failure: (Level/2) (rd) d10 Damage

Lava

When using this power, the Jedi must be in contact with the surface of a planet, moon or asteroid. With this power, the Jedi can summon a flow of Lava from the depths of the planet. The flow is the control of the Jedi and can only goes within the Jedi’s range. Once the duration is up, the Lava retracts back to where it came.

Range: LF/2(rd) in meters

DMG: 12d10 + (Level) burning daamge

Movement: 10 meters per turn

Duration: (Level/2) (rd) d10 turns

Success: +1d10 FPTs

Failure: 1d10 Damage

Electrical Power

6th Level Casting

Success Rate

18% + 1/2 STR(rd) (+5% per Level above 6)

3 Sub-Powers

Bolts

From the tips of the fingers of the Jedi, bolts of deadly lightening leap out at his target.

Duration: Instant

Range: Force Level/5(rd) meters

DMG: (LF/40(rd))d10

Success: +1d10 FPTs

Failure: 2d10 Damage and can not act for 1d10 turns (shocked)

Charge

The Jedi can charge any energy-based storage device with SEUs, by holding it for a period of time.

Charge: (LF/40) (rd) d10 SEUs per minute holding item

Success: +1d10 FPTs

Failure: 2d10 Damage and can not act for 1d10 turns (shocked)

Shock

The Jedi can touch a target, and shock that target causing it to be thrown back several meters. This is effective only against man-size targets or smaller and they most me mobile.

Duration: Instant

Range: LF/5(rd) meters

DMG: (Level/2) (rd) d10 shock damage

Success: +1d10 FPTs

Failure: 2d10 Damage and can not act for 1d10 turns (shocked)

Element Animation

5th Level Casting

Success Rate: 18% + 1/4 (STR + INT) (rd) (+5% per Level above 5)

Range: Contact

Duration: LF/10(rd) minutes

Description:Each element in the universe has a connection with the Force. Just how strong depends on the element. A Jedi can transfer a portion of his Lifeforce temporarily to animate the element into an Elemental Golem. How powerful the Golem is depends on the Lifeforce transferred and the element being used. This Lifeforce transfer is after the initial cost of the Casting and is returned once the Golem expires. There is also a maximum to how much can be transferred – no more than half the Jedi’s Lifeforce.

Elements have Lifeforce multipliers – numbers that represent the amount they amplify the Lifeforce transferred to them. Here are some examples, but there are not inclusive. The GM is left to create his own multipliers for any unlisted element:

ElementMulitplier
Earth2
Gold3
Silver2
Diamond4
Other Valuable crystals3
Other less valuable crystals2
Water2
Other Liquid Chemical3
Fire3
Air2

Some elements are purer than others. Add 1 to the multiplier if the element is more pure than normal or even unnaturally pure. If the element has supernatural origins, add 2. Radioactivity or any other extreme impurity subtracts 1 from the multiplier. The Jedi must have at least (10 kg – Level) of the substance (minimum 1 kg) to use this casting.

These multipliers are applied to the amount of LF the Jedi put into the element to create the Golem. The LF represents the Golem’s Ability Scores and Force ability.

The Golem is at the Jedi’s command for the duration of the Casting.

Success: +1d10 + 1d6 FPTs

Failure: 2d10 Damage and can not act for 1d10 turns. Double the Force Level cost

Enchantment

1st Level Casting

Success Rate: 25% + LOG/10(rd) (+5% per Level above 1)

Range: Contact

Duration: Special

Similar to Element Animation, it’s a transfer of Lifeforce into an Talisman. They are usually made of the purest of elements, and must be to retain the Lifeforce transferred to them for a long time. Use the Element chart below to determine the multiplier. This Lifeforce transfer is after the initial cost of the Casting and is lost to the Talisman permanently.

ElementMulitplier
Earth2
Gold3
Silver2
Diamond4
Water2
Other Liquid Chemical3
Fire3
Air2

 Some elements are purer than others. Add 1 to the multiplier if the element is more pure than normal or even unnaturally pure. If the element has supernatural origins, add 2. Radioactivity or any other extreme impurity subtracts 1 from the multiplier. If the talisman is finely made, add 1. If the talisman is made by a Jedi, add 1.

Important statistics for the Enchanted object:

Enchantment Level = Enchanting Jedi’s Level at the time of enchantment.

Enchantment Lifeforce = (Jedi’s allocated LF * Multiplier)

Enchantment Force Level = (Enchantment LF x1.5) for purposes of casting duration, damage, etc.

# of Charges: Enchantment LF/ Enchantment Cost

Enchantment Cost: Casting Force Level Cost + LF Cost

The multiplier is applied to the amount of Lifeforce the Jedi is enchanting into the Talisman. The Jedi should have a Casting in mind that he wants to enchant the Talisman with. He must know that Casting before enchanting it into the talisman. The amount of Lifeforce that is required to enchant the Talisman is the Force Level Cost plus the LF Cost of the Casting, minimum, called the Enchantment Cost. If the Jedi allocates that amount, the enchantment has one use. For every multiple of the Enchantment Cost, the Talisman has that many uses. This Lifeforce allocated into the enchantment is permanently lost.

For example, a Jedi with 58 LF, has a Talisman with a 5 multiplier and wants to enchant it with Cold Power: Snowballs. This is an Enchantment cost of 13. He allocates 6 Lifeforce, which made the LF of the Talisman 30. The Enchantment has 2 uses or charges of Snowball, if the Enchantment is successful.

Note: Level Abilities can not be enchanted into Talismans. Any extra LF enchanted into the Talisman is wasted after the last use. Only one casting can be enchanted into a Talisman.

Permanent Enchantment: The Jedi can choose to allocate ALL of his LF into the Talisman to create a permanent enchantment. However, the Talisman will have a Enchantment Level equal to the Jedi’s current Level, and can only be enchanted with Castings of that Level or lower. Any casting can be enchanted into the Talisman, however only one at a time. It’s important to keep record of the Level and the LF of the Enchantment, in this case. The Enchantment Cost still reduces the amount of charges in the Talisman, but the LF will regenerate at a rate equal to 10 points per day.

Note: The Substance making up the object being permanently enchanted must have no impurities, including radioactivity. Also it’s important to note that the LF of the enchantment will be equal to the Jedi’s CURRENT LF, regardless of Level.

Success: +1d10 FPTs

Failure: The Talisman explodes, with [Level]d10 Damage

Fear

4th Level Casting

Success Rate: 25% + 1/2 LDR(rd) (+5% per Level above 4)

Range: Target must see Jedi clearly

Duration: [LF/10(rd) + 1d6] Turns

This enables the Jedi to strike their target(s) with a strong attack of fear. What the target or targets do depends on the roll. Subtract the roll from the success rate to determine result.

DifferenceEffect
90-98Frozen in fear
80-89Cowers in Fear
50-79Flees in fear
25-49Does not act this turn or the next. Drops weapon or whatever is in hand
01-24Does not act this turn

Success: 1d10 FPTs

Failure: The spell effects the caster, GM rolling d100 on table for effect. A result of 99-100 is no effect.

Flame Powers

3rd Level Castings

Success Rate: 25% + 1/4 STR(rd) (+5% per Level above 3)

4 Sub-Powers

Invisible Flame

When cast, a strong invisible wave of flame heat emanates from the Jedi’s fingers, igniting anything flammable, exploding anything explosive.

Range: [(LF + Force Level)/10] (rd) in meters

DMG: (LF/20) (rd) d10

Success: +1d10 FPTs

Failure: Double Force Level Cost

Smokeless Flame

This creates a smokeless flame, traditionally used to create smokeless camp fires, or the like. It can not be thrown or used as a weapon, directly. It will burn anything remotely flammable.

Success: +1d6 FPTs

Failure: No effect

Flame Within

This is a very special Flame power that is very deadly. For this reason, it costs twice the Force Level Cost and -3 Honor Level to use when used against a living being. It creates expanding explosive flame within a target and slowly burns it’s way out. It exits whatever openings it finds, consuming the target in flame. If no opening, eventually will make one.

DMG: (LF/15) (rd)d10 + (Level/2) (rd)d10 per turn

Duration: (Level/2)(rd) in turns

Range: LF in meters (Jedi must be able to see target)

Success: +2d10 FPTs

Failure: Double the Force Level cost. In a random place, a small fire breaks out.

Flame Flash

This enables the Jedi to cast a blinding flash of flame in a general area. The flash emanates out in circle with a radius equal to the range of the Casting. Targets with their eyes closed or with flash protection on their eyes are not effected.

Blindness Duration: Target must roll STA/2 or blindness permanent. Else the Blindness duration LF/10 of Caster in Days.

Range Radius: LF/5(rd) meters

Success: +2d6 FPTs

Failure: Double the Force Level Cost. Caster must roll STA/2 (round down) to avoid temporary Blindness for Level + (LF/10) (round down) hours

Flamewind

4th Level Casting

Success Rate: 20% + 1/2 INT(rd) (+5% per Level above 4)

Range: LF/15(rd) meters

Duration: Instant

This power is like Invisible Flame, except that it can be seen. It’s a wall of flame that expands out from the Jedi’s hand, +2 meters for ever meter away from the Jedi, after the first meter.

DMG: (LF/20 + Force Level/40) (rd) d10

Success: +2d6 FPTs

Failure: +1d6 LF Cost

Gravity Powers

6th Level Castings

Success Rate: 25% +1/4 STR(rd) (+5% per Level above 6)

2 Sub-Powers

Lightness

This allows the Jedi to reduce the weight of a specific item or person temporarily. Physical Contact with the target is required.

Weight Reduction of the Object (Apparent Mass Reduction): (1d10 x 5%) + (Level – 4)x 10% of Real Mass. This amount is subtracted from the real Mass to get the Apparent Mass for the duration.

Duration: (2 x LF + STR)/40(rd) in hours

Success: +1d6 FPTs

Failure: Add the amount to the mass of the object. The effects are reversed. +1d6 Force Level Cost.

Heaviness

This allows the Jedi to increase the weight of a specific item or person temporarily. Physical Contact with the target is required.

Weight Increase of the Object (Apparent Mass Increase): (1d10 x 5%) + (Level – 4)x 10% to the Real Mass. This amount is added from the real Mass to get the Apparent Mass for the duration.

Duration: (2 x LF + STR)/40(rd) in hours

Success: +1d6 FPTs

Failure: Subtract the amount to the mass of the object. The effects are reversed. +1d6 Force Level Cost.

Gravity Barrier

This allows the Jedi the ability to create an Gravity barrier or Force field. It is a barrier localized around the Jedi, in the given radius.

Duration: [LF/10] (rd) + [Level X 1d6]

Radius: Level x 2 in meters

Barrier Strength: (LF) Structural Points

Success: +1d6 FPTs

Failure: Casting can not be used for 2 days

Guidance

1st Level Casting

Success Rate: 25% + 1/5 INT (+5% per Level above 1)

Range: Personal

Duration: Instant

This casting gives the Jedi hints to the direction that he needs to go, on any given planet. If the Jedi has a destination, and doesn’t know how to get there, he can use this casting to get a hint to where to go. Hints are at the GM’s discretion. At higher Jedi Levels, the hints get more specific. The GM may want to roll for this Casting, because if failed, the Jedi gets a false hint.

Success: +2d6 + Level/2 (rd) FPTs

Failure: Jedi gets a false hint.

Healing Powers

2nd Level Casting

Success Rate: 30%+1/4 STA(rd) (+5% per Level above 2)

2 Sub-Powers

Heal Others

This allows the Jedi to heal someone else. The Jedi uses a part of his own LF to heal an injured person. Physical contact required. This can not be used more than once on the same person, in one day. This gives the Jedi a +1 to Honor Level.

Range: Contact

Healing: +(Level) (rd) d10 + 1d10 STA points

Usage: (Level) uses per Day.

Success: +(Level/2(rd))d10 FPTs

Failure: +1d10 Damage to healing target

Heal Self

This allows the Jedi to heal himself. This has no Honor Level Bonus.

Range: Personal

Healing: +(Level/2)(rd)d10 + 1d10 STA points

Usage: (Level/2) (rd) uses per Day.

Success: +1d6 + Level/2 (rd) FPTs

Failure: +1d10 Damage

Identify

2nd Level Casting

Success Rate: 30% + 1/2 INT(rd) (+5% per Level above 2)

Range: Special

Duration: Instant

This allows the Jedi to identify a stir in the Force. Jedi feel a stir in the Force, when something major happens to the Force, or something major happens in relation to the Jedi’s destiny (see Stirs in the Force above).

Success: +1d6 + Level/2 (rd) FPTs

Failure: If the Stir is from another Jedi, the Jedi is alerted to the Caster’s presence. Otherwise, no effect.

Illusion Powers

3rd Level Castings

Success Rate: 15% + INT (+5% per Level above 3)

4 Sub-Powers

Minor Illusion

This is an illusion that is about the same size as the Caster or smaller. Any one will believe it’s real until the Jedi makes it do something unrealistic, or unnatural. Then people’s minds begin to question it and it’s existence falters. The illusion is immaterial and can not attack or be attacked. Weapons pass right through it

Duration: (LF + Force Level)/10 in minutes

Success: Level in FPTs

Failure: +1d6 to Force Level Cost

Grand illusion

This enables the Jedi to create an illusion larger than himself (within reason – no planet sized illusions).

Duration: (LF + Force Level)/20 in minutes

Success: Level + 1d6 FPTs

Failure: +2d6 to Force Level Cost

Personal Illusion

This enables the Jedi to cast an illusion on himself, changing the way people perceive him. This can be used as a way to camouflage or disguise the Jedi. He can not change his size, however.

Duration: (LF + Force Level)/5 in minutes

Success: +1d6 FPTs

Failure: +1d6 Lifeforce Cost

Disbelieve

This ability allows the Jedi to see through other Jedi’s Illusions. It enables the Jedi to cancel other Jedi’s illsions so that it may not fool others. Once the Jedi senses that what he sees could be an Illusion (stirring the force or whatever), the Jedi roll success rate to cancel the illusion. Modifiers to the roll ar:

-5% per Level the Jedi that cast the illusion has above the Disbelieving Jedi. If not hire than the Disbelieving Jedi get +5 % per Level below.

A non-Dark Side Jedi that Disbelieves a Dark Illusion gaines +1 Honor points.

Note: GM should make this roll.

Success: +1d6 FPTs

Failure: Can not be disbelieved by this Jedi.

Inflict Ill

3rd Level Casting

Success Rate: 15% + 1/4(rd) STR (+5% per Level above 3)

Range: Cotnact

Duration: Instant

When Cast, the Jedi must touch the Target. It enables the Jedi to give the victim an ailment of choice. It causes initial damage, then effects the victim four (4) times the normal effect for that disease.

Initial DMG: (Level/2) (rd) d10

Effects of the Ailment is left up to the GM

Success: +1d6 FPTs

Failure: Jedi roll STA or gets the disease at normal effects (not 4 times the normal effects)

Influence

2nd Level Casting

Success Rate: 25% + 1/2 PER(rd) (+5% per Level above 2)

Range: Focus, Melee range

Duration: Instant

This allows the Jedi to effect a target’s mind and persuade it in a particular direction. The target must be intelligent and must be focused on the Jedi or his group. He must be within Melee combat range, and the target must be able to hear the Jedi. (NOTE: Telepathic Jedi can use Telepathy instead. In that case, the target does not have to hear the Jedi).

Success: +1d6 FPTs

Failure: Jedi can not influence this target for another hour. -20 top all normal persuasion attempts from the Jedi.

Jump

4th Level Casting

Success Rate: 40% + 1/4 DEX(rd) (+5% per Level above 4)

Range: Height – (LF + Force Level + STR)/5(rd) meters

Duration: Instant

This enables the Jedi to jump at greater heights than normal beings, in any gravity.

Success: +1d6 FPTs

Failure: Jedi can not another Jump for a day.