Force: Dark Side

Dark Side Powers

Drain Force 

Requirements: Level 1
Casting Time: 1 action
Range: 30ft
Duration: Instant

Target creature must make a Wisdom Saving Throw, on a failed save target is drained 10 Force points and you gain 10 force points. Half as much on a success.

Improved Drain Force 

Requirements: Level 9, Drain Force
Casting Time: 1 action
Range: 30ft
Duration: Instant
 

Target creature must make a Wisdom Saving Throw, on a failed save target is drained 20 Force points and you gain 20 force points. half as much on a success. 

Master Drain Force 

Requirements: Level 13, Improved Drain Force
Casting Time: 1 action
Range: 30ft
Duration: Instant
 

Each creature in a 10ft radius of you must make a Wisdom saving throw, on a failed save you drain 30 force points from each creature, half as much on a success.

Drain Life 

Requirements: Level 9 
Casting Time: 1 action
Range: 30ft
Duration: Instant
 

Target creature must make a Constitution Saving throw, on a failed save you deal 5d8 necrotic damage and you are healed the amount of damage done. Half damage on a success. 

Death Field 

Requirements: Level 13, Drain Life
Casting Time: 1 action
Range: Self (10ft radius)
Duration: Instant
 

Each creature in a 10ft radius must make a Constitution saving throw, on a failed save you deal 7d8 damage to each creature and you are healed the amount of damage don. Half damage on a success. 

Fear 

Requirements: Level 1
Casting Time: 1 action
Range: 30 ft
Duration: 1 minute

Target must make a Wisdom Saving Throw, on a failed save target is frightened for the duration. The target can make a save at the end of each of its turns ending the effect on a success.

Horror 

Requirements: Level 5, Fear
Casting Time: 1 action
Range: 30 ft
Duration: 1 minute
 

Target and each creature in a 5ft radius of your choice must make a Wisdom Saving Throw, on a failed save target is frightened for the duration and gets a -2 to AC. The target can make a save at the end of each of its turns ending the effect on a success.

Insanity 

Requirements: Level 11, Horror
Casting Time: 1 action
Range: 30 ft
Duration: 1 minute
 

Target and each creature in a 10ft radius must make a Wisdom Saving Throw, on a failed save target is frightened for the duration and gets a -3 to AC and their speed is reduced to 0. The target can make a save at the end of each of its turns ending the effect on a success.

Force Scream 

Requirements: Level 1
Casting Time: 1 action
Range: Self (15ft Cone)
Duration: Instat

Each creature in a 15ft cone in front of you must make a Constitution Saving throw, on a failed save deal 3d6 thunder damage, half as much on a success. 

Improved Force Scream 

Requirements: Level 7, Force Scream
Casting Time: 1 action
Range: Self (15ft Cone)
Duration: Instat
 

Each creature in a 15ft cone in front of you must make a Constitution Saving throw, on a failed save deal 5d6 thunder damage and is deafend for 1 minute, half as much on a success and is not deafend.  

Master Force Scream 

Requirements: Level 11, Improved Force Scream
Casting Time: 1 action
Range: Self (15ft Cone)
Duration: Instat
  

Each creature in a 15ft cone in front of you must make a Constitution Saving throw, on a failed save deal 7d6 thunder damage and is deafend for 1 hour, half as much on a success and is not deafend.  

Shock 

Requirements: Level 1 
Casting Time: 1 action
Range: 30ft
Duration: Instantaneous 

Make a Ranged force attack, on a hit deal 1d12 + character level lighting damage.

Lightning 

Requirements: Level 5, Shock
Casting Time: 1 action
Range: Self (15ft Cone)
Duration: Instat
   

Each creature in a 15ft cone in front of you must make a Dexterity Saving Throw, on a failed save deal 2d12 + character level lighting damage. No damage on a successful save.

Force Storm 

Requirements: Level 11, Lightning
Casting Time: 1 action
Range: Self (10ft radius)
Duration: Instat
   

Each creature in a 10ft radius of you must make a Dexterity Saving Throw, on a failed save deal 3d12 + character level lighting damage, also damages the targets Force Points equal to the damage to their health.  No damage on a successful save.

Slow 

Requirements: Level 1 
Casting Time: 1 action
Range: 30ft
Duration: Concentration up to 1 minute

Target creature must make a Constitution Saving throw, on a failed save targets speed is reduced by 15ft for the duration. The target can make an additional saving throw at the end of each of its turns ending the effect on a success.

Affliction 

Requirements: Level 5, Slow
Casting Time: 1 action
Range: 30ft
Duration: Concentration up to 1 minute

Target creature must make a Constituion Saving throw, on a failed save targets speed is reduced by 20ft and has disadvantage on all attack rolls for the duration. The target can make an additional saving throw at the end of each of its turns ending the effect on a success.

Plague 

Requirements: Level 11, Affliction
Casting Time: 1 action
Range: 30ft
Duration: Concentration up to 1 minute

Target creature must make a Constitution Saving throw, on a failed save targets speed is reduced by 25ft and has disadvantage on all attack rolls, saving throws and ability checks for the duration. The target can make an additional saving throw at the end of each of its turns ending the effect on a success.

Wound

Requirements: Level 1 
Casting Time: 1 action
Range: 30ft
Duration: Instant

Target must make a Constitution Saving throw, On a failed save the target takes 3d6 force damage, half as much on a success.

Choke 

Requirements: Level 9, Wound
Casting Time: 1 action
Range: 30ft
Duration: Concentration up to 1 minute
 

Target must make a Constitution Saving throw, On a failed save the target takes 2d6 force damage each round and is restrained for the duration, half as much on a success and is not restrained and doesn't take damage each round. The target can make an additional saving throw at the end of each of its turns ending the effect on a success.

Kill 

Requirements: Level 13, Choke
Casting Time: 1 action
Range: 30ft
Duration: Instant
 

Target must make a Constitution Saving throw, On a failed save the target takes damage equal to half its current hit points, then 3d6 force damage. On a success it has no effect and deals no damage.