Force Powers

Jedi Initiate - Jedi Disciple | Dark Jedi Knight - Dark Lord of the Sith

Minimum RankName of Force PowerDescription
Dark Jedi Initiate Precognition An automatic ability that almost all Force users have. Allows to sense imminent danger, and at higher levels, automatically react to respond to the threat.
Life Detection Allows Dark Jedi to sense life around him, and who that life is.
Telepathy With this, you can receive emotions and thoughts of others, as well as project yours to them.
Sense Force Allows you to sense the force in a certain place, and wether it is or dark. Also makes you sense movements in the Force automatically.
Rage DJ equivalent to Emptiness, when you come out of rage, all force skills are greatly increased. After a short time period, Force abilities are decreased until the Force User has a chance to rest. Anyone using the power is in danger until he has come out of the fatigue.
Feed on Dark Side Allows a dark sider to channel the Dark Side emanating from people with dark emotions and feelings, including their own, making them stronger.
Control / Inflict Pain An Initiate can control small pains, while a master can ignore pain completely. When you run out of adrenaline, you pass out. Also allows a Dark sider to cause extreme pain in adversary, effectively stunning them for several minutes.
Force of Will This power is the ability to use your strength of will to defend against hostile Force powers, such as telekinetic and mental attacks. This power does not work against Force Lightning or Force Storms. More powerful Force users can still get through the shield if they wish, although not without resistance.
Force channel Enables the the user to connect with Force sources, including other Force users, to send and recieve Force power.
The Harrowing This power is taught to all Dark Jedi upon their becoming an Initiate. It affords the Sith Warrior the ability to sense another Sith or Jedi near, giving salt to the saying one cannot sneak up on a Sith.
Dark Jedi Learner Telekinesis The user can move objects or living beings with the Force, including himself. Speed and size depends on skill level. A master can use this to propel a small ship through space with concentration. Precise manipulation, such as opening locks, can be performed with some concentration. Telekinesis can also be used for the infamous Force choke, or to send objects flying against an opponent.
Life Sense The user can sense the presence and identity of a specific person for whom he searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is.
Combat Sense Using this ability, all that the Dark Jedi sees is the battle around him. Everything outside of the battle is dulled, and targets become highlighted mentally.
Illusion The ability to make limited apparations that mislead as to cause a misunderstanding of its nature.
Reduce Injury Allows you to remain conscious when wounds normally would incapacitate you. Can reduce a fatal wound to a serious one, or a serious wound to a minor one.
Force Sight This ability provides the Jedi with a limited ability to see as a Miraluka does. It allows him or her limited ability to see through some obstacles, to instantaneously know specific facts about individuals observed, all combined with an amped up version of the skill "See Force".
Force Light Increases illumination within a small area (ca 5 m2). A strong Force user can make the light blinding within a large area.
Hand of Darkness The purpose of this spell is to cloak light sources, quickly and with great precision. When cast, the radiance caused by all light sources (even force lights) nearby the caster simply "goes out". The sources themselves are not extinguished (with the exception of Force Lights which are canceled), but simply give off no light.
Hibernation Trance Sends a Force user into a hibernation where their body needs virtually no air, food or water. A Charge or above can send other people into hibernation, although it can be a lenghty process if they resist. A Hibernation Trance auguments healing.
Embalm An embalm spell enables the caster to protect a dead body or part of it against the natural forces of decay and dissolution, until some later when it is needed for a spell. If the corpse is later animated, the greater strength and resiliency imparted by the spell to the dead tissue, will increase the strength and endurance of the undead. A corpse thus preserved, permanently retains the same odor and appearance it had at the time of casting. It does not reverse the effect of putrefaction.
Enhance Ability Increases a basic ability such as speed, jump, intelligence, strength, etc. For most Force users, Force Speed tops out at around 130 Km/h and it can be combined with Force Jump. By enhancing the body against an expected impact, a Force user can survive terminal velocity without damage.
Stealth Allows the Force user to move with great stealth, totally without sound and without detection of anyone but the most obervant.
Dark Jedi Apprentice Stun Allows you to resist a stun blast, or to stun another.
Accelerate Healing This allows a force user to greatly accelerate their healing process. An apprentice can only heal small wounds slowly.
Curse of the Deceased This minor illusion causes spirits to rise from the ground and attack a target chosen by the caster. Although the spell can not actually harm the target, their frenzied attack and horribly wailing can be most unsettling to an unprepared opponent, and it is a good distraction during combat. The spell can last for several minutes, and be directed to attack any opponent as dictated by the caster.
Detoxify Poison Neutralizes poison in yourself or someone nearby. An apprentice can ignore the effects of alcohol, a master can nullify nerve poison.
Psychometry This ability provides the Jedi with an ability to read past events from inanimate objections, others, and such. The exact details drawn up would be affected from time, with those closest to the present being the easiest to discern, and those farther away being the hardest. The Jedi Council of old frowned on using Psychometry on corpses, as the strong emotions experienced during death would be enough to draw many to the darkside, and the darkside experiences of one who acted would also be transmitted through Psychometry. Of course, the Dark Jedi have few scruples in those areas as the Jedi Council did.
Memory Enhancement Very useful tool for remembering the exact details of a recent memory. Can be used on people within sight.
Magnify Senses Using this power, a Force user can magnify the five senses, for instance use his/her eyes as macrobinoculars. At a higher skill level, this power also allows the Force user to shift senses, for example to be able to hear ultrahigh soundwaves, or see in the infrared spectrum.
Doppelganger The Dark Jedi can create an illusion of herself! The Doppelganger appears real to everyone present, fooling even droids and electrical devices. The user has the advantage of being able to sense everything that she would feel if she were actually present. If the Doppelganger is fatally injured, or the Dark Jedi loses concentration, the illusion simply fades into non-existence.
Force Web Creates a web of visible Dark side energy, which can slow down or completely entangle the opponent or an object beyond the possibility to free it by other means then the Force. The Dark Energy net severs the connection between the Force and the victim, then saps the strength from his body. With sufficient power behind the net, a master can have the web lines cut through anything like laser beams, and easily slice the opponent to pieces with a shrinking net.
Farseeing Allows a force user to have a vision of the future as well as the past. But remember that what is seen is only the most likely future. "Always in motion is the future.."
Lightsaber Combat Allows you to become one with your saber, making it like an extension of your arm. When you have learned this skill, you have it automatically. It allows the Force user to deflect blaster bolts with great precision.
Projected Fighting The Jedi can use this power to strike an opponent without physically touching them.
Dark Jedi Journeyman Instinctive Astrogation Control Allows a Force user to "feel" their way through hyperspace, and to plot courses without the need of a navicomputer or correct star charts.
Air Pressure Altering of the air pressure around one's opponent that results in extreme discomfort, possible nausea, and if the user is strong enough and the pressure is increased, the person or object under the stress can either be crushed due to the pressure, or is severely crippled.
Facial Manipulation This spell enables the caster to copy the face of another being, either living or dead. The caster gains the facial features of the chose individual, providing the caster can clearly see the face he/she/it is trying to emulate. The caster does not gain any sensory abilities (or disabilities) associated with the new face. Note that the false face is NOT an illusion, it can last for several hours depending on the casters rank, or until he/she/it chooses to end it.
Scrambling Electric This spell is the Sith's equivalent of EMP devices. Here, the Dark Side of the Force is used to cause ripples in the electromagnetic field; ripples that could in fact scramble any electrical device in the vicinity, up until the point that the electrical device is unusable. It is a very useful spell for disabling enemy equipment.
Protect possessions This spell was written to have been first used at the burial of the Dark Lord Edor Kalgh by the other magicians of the Sith. These mages first covered all of the targeted possessions in some kind of gray-red dust and then after an incantation was said, the possessions and the body of the Dark Lord burst into flames. The flame consists of negative kinetic energy which not only protects a possession from someone's robbery, it also causes all in the flames to come to a state of time stop. This means that if a dead body is covered with the flames, it will forever remain in its original form. Only the caster of the spell can dissolve the flames and touch the possessions. The flame does not prevent the Sith sorcerer who cast the spell to come in physical contact with the object.
Dark Ball The dark ball is actually a concentrated sphere of kinetic and electric energies created only to serve its master and therefore is under his control. The dark ball, when created may act in many roles. It can act as a Force mask or turn into a Sith talisman. It can also act as a shield in battle and protect its master. It has been rumored that the little sphere can even kill. Being able to change sizes, the Sith sorcerer may find it a great asset if he wishes to retrieve some hard-to-get or rare item.
Block Lightsabre Using an object, the caster can use the Force to increase the power of the object to sustain multiple lightsabre blows. The object can also be transformed to temporarily act as a lightsabre.
The Tongue Allows the Force user to talk with, and understand animals. Unfortunately, most animals are not very intelligent. Another use of this power is that the Force user can communicate with alien species in their own language.
Blinding the Minds Eye With this power the Sith Adept becomes invisible to other force wielders as if he were wearing a Sith Mask. The Adept is undetectable as the source of any Force related event.
Eye of Edor This spell was originally invented by a Dark Lord Edor Loskol to spy on his enemies and rivals. What it does is that it gathers dark energy from the user's surroundings and compacts into one small area in space. After that, the small ball of darkness is battered with astronomical amounts of the Force flowing through it. This creates a living shadow. That shadow is completely bound to the will of the caster by the spell's words. The Sith sorcerer can use the shadow as an extension of his own body, being able to have an extra eye, an extra ear, and an extra hand. It may be used to spy, steal, or listen to others conversations. Such a shadow is completely undetectable by all the Sith. Only the most powerful of them can feel some fluctuations in the Force, but the others won't feel anything.
Dark Jedi Charge Mask of Mirrors This spell will cloak the Dark Jedi, and make the eye shift away, and although he is not invisible, he is difficult to see under bright light, and nearly impossible under dim. This even affects infrared sensors and lifesign detectors, but not the Force. It can be used on objects to render them invisible.
Affect Mind Someone think they are, hear, see, and feel something they do not. Some species, such as Hutts, are immune to this, and people with highly discplined minds cannot be affected. This includes everyone with even basic training in the Force.
Malacia A somewhat rare power among lightside Jedi. This force power basically forces a target into suspended animation by shuttind down specific body functions.
Combustion This force power causes objects to explode through concentration.
Enhanced Coordination Very useful power which makes the coordination of a group better, works especially well on Imperial Navy crews. Unlike Jedi battle meditation, the user is not forced into a vulnerable trance while this power is used, but it requires concentration.
Alter Environment This is a set of related force skills that allow for basic manipulation of the Environment. It can be vastly amplified by knowledge of related fields, especially physics.
Drain Energy This force power allows a Jedi to drain energy from a physical device, such a power pack.
Charge This spell allows a Sith to charge an obeject, usually a stone, with Force power. It can act as a battery of sorts for Force power, but the most useful part of it is that the charged rune stone becomes extremely volatile and that gives it a possible use as a weapon. If a charged stone is thrown against a hard surface or hit with a strong force, such as a blaster, it will explode producing the effects of a thermal detonator killing anyone close to the explosion. But no ordinary fire will effect such a stone. It can also be detonated through the Force.
Injure / Kill Allows you to injure or kill an opponent through touch, i.e. punches, kicks.
Hallucinations Many Sith sorcerers used this spell to drive their enemies mad. The user collects all of his negative emotions, or energies and through the Force channels them right into the body of the victim. This spell causes severe rise in body temperature of the target and also causes multiple hallucinations. The victim can be affected by these for a long time before they wear off, time long enough to drive a person to insanity.
The Dark Voice At this level of the Voice, The Sith sorcerer can make suggestions to others of lesser rank and have them carried out as "good ideas". The Sith Adept can also at this point in his training use weirding power without the need of a weirding module. It can kill people and destroy objects through ultrasonic power.
Help other Allows the user to affect another being by keeping them conscious, reduce their pain, and heal their wounds. Naturally, this power is not much used among Dark Jedi.
Soul Fire The Sith is able to create a burst of energy in the form of actual flame, doing damage equal to the Sith's skill.
Dark Jedi Warrior Mind Wipe This horrible power allows the Sith to sift through a beings mind and obliterate all knowledge of specific events, or learned skills. The Sith must be in direct contact with his victim, and only one specific objective may be pursued at a time.
Warp matter The Sith can with this power rearrange matter on the molecular level, which can be used to change objects into different ones permanently.
Animate Dead Animals This is one of the first spells most students of true Necromancy learns. This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this spell, it last until the animals are destroyed in combat.
Open Hypergate This opens a gate to hyperspace like a hyperdrive does. Objects can be transferred through it, even the size of a starfighter. Living beings cannot be transported through hyperspace without some form of life support, although a Dark Jedi can use hibernation trance. This power can not be used within a strong gravity well, such as a planetoid.
Force Suppression This ability will cancel out Force rendered statuses, such as that from Enhance Ability, Battle Mind, Battle Meditiation etc. Of course, since this ability would be opposed by the other user with abilities such as Battle Meditiation, in which case if a Superior Force User would be using Battle Meditation, this would reduce the effectiveness of that ability.
Contort / Escape Allows the Dark Jedi to escape any physical entrapment.
Electronic manipulation With this, a darksider can channel his anger and hatred into the circuits of a computer, droid, or any other machine and reprogram it by manipulating its physical and electrical components. The Dark Jedi must be very angry to use this power, which is why the Light Jedi can not use this skill.
Empower This power enables a force user to convert force energy into some other form of energy. This enables the user to wield a lightsabre or fire a blaster with a drained powercell. Of course, if an item is overpowered, it could burn out or even explode, underpower the item and it may fail to function or function inefficiently. Note that this power is not restricted to electrical energy, any kind of energy can be produced, but this power does not enable the user to do project it in an attack, It can only be used to power some sort of powered item. The user of this power must be in contact with the thing being powered. It is best used in adjunction with absorb/dissipate, since the Force user can then transmit incoming energy such as blaster bolts or intense solar radiation to empower his own equipment.
Drain Life The Dark Jedi can draw life energy from the sentient life around her and channel the negative effects of the Dark Side into those victims. All living beings are a part of the Force, even if they are not aware of it. Many go through their day to day lives wasting a lot of their energy. This power allows the Dark Jedi to draw the energy that would be wasted from those beings. She then uses that energy for her own means. The process is slow and painful.
Force Strike A non-physical and invisible form of attack, which can affect all living beings.
Dark Jedi Disciple Fire Demon This spell is to be cast on any dead object, such as a stone. It then takes the form of a Fire Demon in the same size as the original artifact. The Demon has vines and burrs constantly, and there is no way to put out the fire. It sets anything the caster wants into fire. The Demon lasts several minutes up to an hour depending on the Force users skill and then returns to its original shape.
Dissipate Energy This power allows a force user to Dissipate energy attacks such as blaster bolts or something like Force Lightning. A trained Jedi can possibly contain the energy of all kinds of Force attacks used against them.
Shields of the Force The Dark Jedi surrounds himself with a Force-generated shield. It can block objects down to a molecular level. The shield protects against non-Force attacks. It lasts for a few minutes depending on the users skill.
Force Lightning Corruption of the force that allows user to issue blue lightning bolts from their fingertips. It causes extreme pain and injury. Only Absorb/Disspate may protect to some degree against it.
Bolt of Hatred The Sith can create a radiant sphere of pure hatred, then hurl it at his opponent. The target takes actual physical damage.
Change of Style Altering an object completely, such as a saber into a serpent, for a sustained amount of time dependent upon the user's skill level.
Death Rain A rain is caused by the caster that kills all that it hits and can destroy solid matter. It can be consider similar to acid rain but more potent. The caster must be under cover or the rain will harm him/her as well. It can only be used on open gound.
Animal Control With this power, the caster is able to control any animals that he so wishes.
Force Wind The Dark Jedi can channel air currents to form powerful cyclones that can lift people into the air and toss them about.
Augment Holocron It is known that the Sith Holocron can not teach one who wishes to learn the true wisdom of the Darkness about that which was a long time ago. It is known that the first Jedi appeared about the same time the hyperdrive was constructed. But only the Nightsisters can contact the forces that were before the Jedi - the shadows, but even they can not see or hear a shadow. But with this spell, the caster shall learn more from one shadow through the Holocron than he has ever learned from most of the people in his life. One shadow houses more than two million years of experience and intelligence. And the most important thing, one will be able to SEE a shadow. It's been said that the shadows are beyond a human's comprehension. But the Holocron can prove otherwise. This spell should be taught only to the trusted ones of the Sith.
Major Illusion Creates illusions in the minds of people. The range is line of sight, but the number of people affected is dependant on the Force users skill. The illusions hold such power that it can litteraly scare people to death. It can be used to alter or cloak the users apperance or objects.

Dark Jedi Initiate - Dark Jedi Disciple | Dark Jedi Knight - Dark Lord of the Sith

Force Powers List The Lightsabre The Sith The Omega Order Imperial Sentinels