The ForceLightside Powers – Dark Side Powers – Magick Powers – Converted Powers 

The Force

The Force is believed to be a metaphysical, binding, and ubiquitous power that holds enormous importance for both the Jedi and Sith monastic orders. The Force is viewed in many different aspects, including, but not limited to, the light side, the dark side, the Unifying Force, and the Living Force. The first two aspects were concerned with the moral compass of the Force in its various manifestations. The light side of the Force was the facet aligned with compassion, courage, healing, and benevolence, while the dark side of the Force was the element aligned with hatred, fear, aggression, and malevolence. The latter two aspects were defined by prominent Jedi philosophies: The Unifying Force essentially embraced space and time in its entirety while the Living Force dealt with the energy of living things. Though the Force was categorized in this way, there were no specific abilities or powers that were only usable by a follower of a different path of the Force; the Force partially existed inside the life forms that used it, and drew energy from their emotions.

Some beings, particularly the Sith, believed that the dark side of the Force was more powerful than the light, though it was possible that the dark side was just more tempting to those who used it (or desired to use it). Others thought of the Force as an entity capable of intelligent thought, almost as a sort of god. Anakin Skywalker, who was believed to have been conceived by the Force itself, may have; if this belief is correct; lent credit towards the view of the Force as a sentient entity.

Though the Force was thought to flow through every living thing, it could only be harnessed by beings described as “Force-sensitive”. This Force-sensitivity was correlated with, and sometimes attributed to, a high count of internal microorganisms called midi-chlorians that were found in a Force-sensitive’s blood: the higher the count, the greater the being’s potential Force ability, though there were some exceptions to this rule. Force-sensitive beings were able to tap into the Force to perform acts of great skill and agility as well as control and shape the world around them. Sometimes this ability was described as having a strong Force “aura”.

Additionally, the Nightsisters practiced a form of the Force using spells called Magick. A force sensitive character can be trained in the use of Magick if aligned with the Dathomirian witches. All Dathomirian witches learn the various levels of Magick as they age from small child to adult with some clans learning the Light side Life spells and some clans focusing on the Dark Side Blood spells.

Relationship ModifiersProximity Modifiers
User and target are:Add to difficulty:User and Target are:Add to difficulty:
Close Relatives0Touching0
Close Friends+2In Line of Sight +2
Friends+5Out of Sight, 100 Meters +5
Acquaintances+7Up to 10 km away +7
Slight Acquaintances+10Up to 1,000 km away +10
Met Once+12Same Planet, over 1,000 km +15
Never Met, Known by Reputation+15Same Star System, Different Planet +20
Complete Strangers+20Not in the Same Star System +30
Stranger of Another Species+30

Lightside Powers

Control

Absorb/Dissipate Energy
Accelerate Healing
Adrenaline Adjustment
Advanced Force Stealth
Art of the Small
Biocombustion
Breath Control
Calculate
Calm
Channel Energy
Clear Mind
Cognitive Trance
Combat Trance
Concentration
Consoler’s Vitality
Contort/Escape
Control Disease
Control Pain
Crucitorn
Dark Deception
Deflect Energy
Detoxify Poison
Emptiness

Enhance Attribute
Force Affinity
Force Body
Force Comprehension
Force Stealth
Force Veil
Force of Will

Gradual Resistance
Heal

Hibernation Trance
Imitate

Indomitable Will
Insight in the Force
Instinctive Astrogation Control
Long-term Memory Enhancement
Perceptive Trance
Psychic Citadel
Regenerate
Reduce Injury
Remain Conscious
Remove Fatigue
Repel Force Lighting

Resist Aging
Retain Consciousness
Resist Force

Resist Stun
Short-Term Memory Enhancement

Steel Resolve
Unclouded Judgment
Up the Walls
Wisdom

Sense

Alert Sense
Beast Languages
Blind Sense
Botanical Telepathy
Combat Sense
Danger Sense
Danger Sense Towards Another
Direction Orientation
Direction Sense

Echoes in the Force
Electronic Sense

Eyes of the Force
Feel the Force
Force Intuition
Force Track

Force Perception
Force Tunneling
Force Vision
Hyperspace Tracking

Insight
Instinctive Astrogation
Illusion Bond
Life Detection
Life Sense
Life Web

Magnify Senses
Mechu-deru
Merge Senses

Merge Senses (Plants)
Pathfinding (Kinesthesia)
Postcognition
Predict Natural Disaster
Radar Sense
Receptive Telepathy

Sense Deception
Sense Disturbance
Sense Force

Sense Force Ripples
Sense Path

Sense Primal Force
Sense Force Potential
Sense Force Strength

Sense Spirit
Sense Surroundings

Sense Time Stream
Sentinel’s Observation
Shatterpoint Sense
Shatterpoint Strike
Shift Sense

Stonepower
Thought Sensor
Time Awareness
Time Sense

Translation
Truth Sense

Wayfinding
Weather Sense

Alter

Adept Negotiator
Aggressive Negotiator
Beam of Light
Blind
Control Water Pressure
Crush Object
Cryokinesis
Dark Side Bane
Dark Side Scourge
Disciplined Strike
Empower Weapon

Force Bomb
Force Burst
Force Eruption
Force Persuasion
Force Potency
Force Push

Forcequake
Force Repulse
Golden Flame
Ground Pulse
Grenade Defense

Intercept
Kinetic Combat

Mind Shard (Telepath)
Project Energy
Purify Force
Quick Force
Remote Force
Resist the Dark Side
Sentinel Strike
Shape Force
Shift Matter
Telekinesis

Control and Sense

Disguise
Enhanced Reflexes
Farseeing

Force Cloak
Hyperspace Tripping
Life Bond
Lightsaber Combat
Mediation

Mind Probe
Perfect Telepathy

Prescience
Projective Empathy (Jedi)
Projective Telepathy

Restful-sleep-in-danger
Sword Combat
Taming Beasts

Control and Alter

Accelerate Another’s Healing
Accelerate Crystalline Growth
Accelerate Plant Healing
Armor Forging
Art of the Small (control and alter)
Camouflage Presence
Control Another’s Disease
Control Another’s Pain

Control Another’s Temperature
Control Breathing
Control Plant Disease
Control Pregnancy
Create Receptacle
Detoxify Another’s Poison

Detoxify Poison in Plant
Electric Judgment
Elusive Target
Empower Force on Another
Enlarge Force on Another
Exposing Strike
Extend Force on Another
Force Boost
Force Channel
Force Enlightenment
Force Jolt
Force Repair

Force Revive
Force Stasis

Force Scattering
Force Shock
Force Steadfast
Force Stun
Force Throw
Force Treatment
Force-flash
Glowball
Guardian Strike
Imprint
Link
Mask Another’s Presence
Maximize Force on Another
Memory Walk

Mid-air Jump
Neural Storm
Overload Saber
Paralysis
Phase
Phase Another
Place Another in Hibernation Trance
Psychic Scourge
Purify Force on Another
Quick Force on Another
Reduce Another’s Attribute
Reduce Another’s Injury
Remote Force on Another
Remove Another’s Fatigue
Return Another to Consciousness
Sentinel’s Gambit
Shape Force on Another
Silence
Sound Mimicry
Split Force on Another
Stasis
Thought Bomb
Transfer Force
Valor

Sense and Alter

Adiabatic Shield
Amplify Voice
Control Air Pressure
Control Weather
Deflect Blaster Fire
Deflect Force
Dim Another’s Senses
Dimension Shift
Enhance Another’s Senses
Fold Space
Force Shield
Force Whisper
Noise-Dampening Bubble
Sphere of Silence

Control, Sense and Alter

Absorb/Dissipate Force Energy
Affect Mind
Alter Terrain
Balance of the Force
Battle Meditation
Beast Control
Bonded Mount
Change Matter State
Cleanse Mind
Cloak Another
Collective Visions
Consular’s Wisdom
Copy Knowledge
Dampen Force
Dampen Presence
Defensive Circle
Enhanced Coordination
Energy Field Manipulation
Entreat Beast
Farcommunication
Folded Transfer
Force Binding
Force Harmony
Force Haze
Force Mastery
Force Orb
Force Warning
Ice Image
Illusion
Impart Knowledge
Jedi Battle Commander
Long-term Memory Enhancement on Another
Machine Meld
Masquerade
Mental Block
Orb of Light
Projected Fighting
Psychic Avatar
Psychic Healing
Remove Dark Energy
Saber Barrier
Sever Force
Shielding-technique
Short-term Memory Enhancement on Another
Short-term Memory Permanency
Skilled Advisor
Space-shifted Combat
Sword Alchemy
Teleport (Jedi)
Ventriloquism
Wall of Light
Whirlwind Throw
Words of Banishment

Dark Side Powers

Control

Anger
Blackness
Channel Rage
Crippling Strike
Dark Scourge
Force Deception
Force Interrogation
Rage
Force Punch
Force Scream
Wicked Strike

Sense

Force Shot
Guided Attack

Alter

Affliction
Ball Lightning
Ballistakinesis
Break Bones
Bolt of Corruption
Bolt of Hatred
Cell Burst
Combustion

Corrupt Force
Crushing Darkness
Dark Side Web

Darkshear
Dark Energy Trap
Debilitate Force
Devastating Force
Force Blast

Force Blast (energy)
Force Bolt
Force Net
Force Static
Force Whirlwind

Injure/Kill
Kinetite
Taint

Control and Alter

Activate Forcesaber
Aura of Uneasiness
Aversion
Corrupt Force on Another
Cower Enemies
Dark Aura
Dark Presence
Dark Roar
Deadly Sight
Debilitate Force on Another
Desperate Measures
Devastating Force on Another
Disintegration
Electronic Manipulation
Feed on Dark Side
Feed on Force Disturbance
Force Lightning
Heart Stun
Incite Rage
Inflict Pain
Light Side Aura
Mind Shard (Dark Side)
Power of Hatred
Red Force Lightning
Unsettling Presence
Waves of Darkness
Yellow Force Lightning

Control and Sense

Bond

Sense and Alter

Acid Storm
Dark Cocoon
Dark Storm
Force Travel
Force Wind

Control, Sense and Alter

Alchemy of Flesh
Control Mind
Consume Essence
Corpse Vision
Create Force Storms
Create Force Wraith
Crush Opposition
Dark Energy Containment
Dark Plague
Dark Side Tendrils
Death Field
Doppelganger
Drain Knowledge
Drain Life Energy
Drain Life Essence
Dwomutsiqsa
Enhance Force Sensitivity
Force Maelstrom
Force Phantom
Force Spike
Force Walk
Infuriate
Jedi Light
Mask of Illusion
Mechu-deru Vitae
Memory Rub
Midi-chlorian Manipulation
Mind Twist
Qâzoi Kyantyska
Ritual of Dark Illusion
Ritual of the Twin Moons
Shrouding Spell
Spell of Concealment
Stellar Manipulation
Summon Fears
Telekinetic Kill
Time Manipulation
Transfer Another’s Life
Transfer Life
Tsaiwinokka Hoyakut

Magick Powers

There are seven schools of Dathomirian witch magicks, although some spells fall under more than one school, or outside them altogether. These spells are only able to be used on the planet Dathomir where the Icor of the planet resides. When off planet a Dathomirian witch is able to use normal Force Powers but are unable to use Magick.

  • The first school of magicks that Dathomirian witches learn are ILLUSIONS, spells that affect the minds of people and animals. Examples of this are Mesmerism, Bend Will and Shrouding Mist.
  • Dathomirian witches then learn WATERS OF LIFE spells which are used for healing, protection bubbles and curing poison.
  • RUINATION spells are used offensively to harm the enemy’s body and spirit. Examples include Ichor Lightning, Siphoning Strikes and Ichor Smoke.
  • TOTEM MAGIC is a type of magic in which spirit ichor is imbued into physical objects. Examples include idols fashioned in the likeness of a person the witch wishes harm upon.
  • Stronger Dathomirian witches may use CONJURING spells which can summon forth Spirit Wells, Conjure Swords and Block Conjurations.
  • Only the most powerful of Dathomirian witches of the Nightsister Clan can properly use NECROMANCY, which allows the user to Reanimate Corpses, Summon Spirits and even Resurrect the dead.
  • Moutain Clan learn LIFE magick which is similar to the Nightsister Blood magick spells but come from the light side of the force and some require a Force Point to use. Teleportation, Spirit Projection and Transform Avatar are the basic spells and do not require a Force Point.
  • It is said that some magick is too powerful that even the strongest of Nightsisters dare not use it. This magic is known as BLOOD magick, and always exacts a devastating price on either the user or a loved one. Some spells of these include Teleportation, Spirit Projection and Transform Avatar.
  • There are four levels per schools of magick: Level I- Novice, Level II- Intermediate, Level III- Expert, and Level IV- Master.

Illusion Spells

The practice of Illusion magic, while the simplest to use for novices, has a wide variety of uses both in and out of conflict. In short, Illusions are spells that allow the user to fool their targets into believing whatever the witch wishes them to. The stronger the witch, the higher chance that she will twist the mind of her prey. Those with weak, simple minds or animals are the most susceptible to Illusions. However, more intelligent people or those who have fallen under a particular spell before have a higher chance of breaking free of an Illusion sooner, or even resisting it altogether. Some spells also allow the user to alter the laws of the physical world and perform feats otherwise thought impossible.

Illusion Level I

Telekinesis
Blurred Visage
Silent Step
Telepathy

Illusion Level II

Heartshadow
Mesmerism
Shrouding Mist
Paralysis
Bend Will

Illusion Level III

Apparition
Shroud Other
Nightmare

Illusion Level IV

Chameleon
Alter Environment

Waters of Life

The spirit ichor also allows Nightsisters to heal and protect their bodies, spirits and minds. This is often taught before spells that can inflict damage upon the caster so that witches may prevent or treat injury. The Waters of Life can not only treat a number of various afflictions, but it can also enhance the user’s physical attributes. Most of these spells can be used on both the caster and someone else.

Waters of Life Level I

Waters of Health
Waters of Rejuvenation
Waters of Regeneration
Protection Aegis

Waters of Life Level II

Waters of Purification
Waters of Exaltation
Waters of Determination
Waters of Constitution
Waters of Vigor
Protection Bubble

Waters of Life Level III

Conjure Blackroot
Protection Sphere

Waters of Life Level IV

Consume
Protection Field

Ruination Spells

After a Nightsister has learned to fool the weak-minded and heal her allies, she is finally ready to learn how to inflict harm on her enemies. The most effective means of utilizing magic in combat is to channel raw power from the spirit ichor into a variety of different attacks. Some spells are meant to simply stun or immobilize enemies, while more potent abilities can cause a high amount of damage.

Ruination Level I

Ichor Smoke
Ichor Tendrils

Ruination Level II

Siphoning Strikes
Ichor Lightning
Imbue Weapon
Ichor Curse

Ruination Level III

Ichor Blast
Ichor Blades
Ichor Flames
Poison Cloud
Ichor Quake

Ruination Level IV

Ichor Beams
Ichor Burst

Totem Magic

While the use of objects that have been imbued with the Force can be found in many cultures throughout the galaxy, none are as cruel and intimate as that of the Nightsisters. Shamans on Dathomir were known to craft idols in the likeness of someone they wished to inflict bodily harm upon. That idol would then be suffused with life energy from a strand of hair from the victim, as well as a great amount of spirit ichor, often contained within a cauldron in boiling liquid form, also known as the Waters of Life. By pricking the totem with needles and other implements, or even submerging it in the cauldron, spirits would be sent to transfer pain to that victim.

Imbue Totem

Conjuring Spells

One of the more difficult schools of magic to learn, Conjuring is the art of drawing on the spirit ichor’s power to manifest itself as tangible objects in the physical world. Some spells are used to give a witch a weapon in her time of need, or to call upon the ichor to send her a guardian to assist in combat. Nightsisters also use spells that prevent their foes from conjuring, or even to banish items or allies they have conjured, sending them back into the spirit ichor. Skilled witches can call upon stronger weapons and allies, and the most skilled can even call forth wells of pure ichor energy that replenish and enhance her magicks.

Conjuring Level I

Ichor Familiar

Conjuring Level II

Conjure Talzin’s Sword
Ichor Guardian
Block Conjurations

Conjuring Level III

Conjure Bow
Banish
Ichor Champion

Conjuring Level IV

Bardottan Sphere
Spirit Well
Ichor Rancor

Necromancy Spells

The most powerful of witches are capable of performing rituals and casting spells that pervert the laws of nature and directly interact with the Spirit Realm. Necromancy, while initially frowned upon and considered unholy, it later gained respect among the Nightsisters. Those with great knowledge and skill can reverse death, bringing back corpses as zombies to fight by their side. Some witches are even able to draw on the power of those whose bodies have already decayed, bringing them forth as spirits. The most powerful necromancers are even able to open portals to the spirit realm and cheat death itself.

Necromancy Level I

Reanimate Corpse

Necromancy Level II

Raise Zombie
Summon Spirit
Possession
Dead Consume

Necromancy Level III

Spirit Portal
Summon Spirit Warrior
Abomination
Conjure Ghoul

Necromancy Level IV

Resurrection
Cheat Death
The Gift of Shadow

Life / Blood Spells

Some spells were considered more taboo than Necromancy, too powerful and unnatural for even the darkest of witches. These spells came to be known as the Life and Blood magick. Sometimes the user must sacrifice a temporary loss of physical strength, years off of their life, their own blood, or even the lives of those they love. Because of this, the shamans of old hid knowledge of these spells and their incantations in well-hidden temples scattered across Dathomir. But for some, the price is worth it due to the sheer power of these spells. Some spells allowed the users to defy space and time, while some allowed them to unleash incomprehensible damage. All Blood spells require an incantation to be spoken aloud before being cast. The incantation can be spoken in any language, but it must be properly translated from Dathomiri or undesired results may occur. Those who tap into the dark side use the Blood Magick while those who tap into the Light Side use Life Magick.

Life / Blood Magick Level I
Life / Blood Magick Level II

Teleportation

Life / Blood Magick Level III

Spirit Projection

Life / Blood Magick Level IV

Ichor Dragon
Spirit Drain
Transform Avatar

Converted Powers

Control

Force Speed
Up the Walls

Sense

Force Shot
Guided Attack
Nature Affinity
Sense Surroundings

Alter

Empower Force
Enlarge Force
Extend Force
Force Flight
Force Light
Inspire
Kinetic Combat
Maximize Force
Shadow Bomb
Split Force

Control and Alter

Create Force Talisman
Drain Energy
Enhance Another’s Attribute
Force Jump
Force Weapon
Hatred
Morichro
Plant Surge
Redirect Energy

Control and Sense

Battle Meld
Shield Gauntlet Defense
Sith Sorcery
Sith Sword Combat

Sense and Alter

Friendship
Malacia

Control, Sense and Alter

Alchemy
Illusion