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.
- When Cast, it cost triple the Lifeforce cost.
- 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:
Element | Mulitplier |
---|---|
Earth | 2 |
Gold | 3 |
Silver | 2 |
Diamond | 4 |
Other Valuable crystals | 3 |
Other less valuable crystals | 2 |
Water | 2 |
Other Liquid Chemical | 3 |
Fire | 3 |
Air | 2 |
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.
Element | Mulitplier |
---|---|
Earth | 2 |
Gold | 3 |
Silver | 2 |
Diamond | 4 |
Water | 2 |
Other Liquid Chemical | 3 |
Fire | 3 |
Air | 2 |
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.
Difference | Effect |
---|---|
90-98 | Frozen in fear |
80-89 | Cowers in Fear |
50-79 | Flees in fear |
25-49 | Does not act this turn or the next. Drops weapon or whatever is in hand |
01-24 | Does 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.