Force: Light Side

Light Side Powers

Force Aura 

Requirements: Level 1 
Casting Time: 1 Reaction
Range: Self
Duration: 1 Round

You gain +2 to AC and Saving Throws. 

Force Shield 

Requirements: Level 3, Force Aura
Casting Time: 1 Reaction
Range: Self
Duration: 1 round
 

You gain +3 to AC and Saving Throws.

Force Armor 

Requirements: Level 9, Force Shield
Casting Time: 1 Reaction
Range: Self
Duration: 1 minute

You gain +3 to AC and Saving Throws. You can only have one Force Armor, Force Shield or Force Aura active at a time.

Force Barrier 

Requirements: Level 1 
Casting Time: 1 Action
Range: Self
Duration: Concentration up to 1 minute.

Absorbs 15 points of: Bludgeoning, Piercing and Slashing Damage. After 15 points, damage is dealt normally.

Improved Force Barrier 

Requirements: Level 9, Force Barrier
Casting Time: 1 Action
Range: Self
Duration: Concentration up to 1 minute

Absorbs 30 points of: Bludgeoning, Piercing and Slashing Damage. After 30 points, damage is dealt normally.

Master Force Barrier 

Requirements: Level 15, Improved Force Barrier
Casting Time: 1 Action
Range: Self
Duration: Concentration up to 1 hour
 

Absorbs 60 points of: Bludgeoning, Piercing and Slashing Damage. After 60 points, damage is dealt normally. 

Force Valor 

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

You can target a number of creatures equal to your Wisdom modifier, targets gain +2 to all saving throws. 

Knight Valor 

Requirements: Level 7, Force Valor
Casting Time: 1 Action
Range: 30ft
Duration: Concentration up to 1 minute

You can target a number of creatures equal to your Wisdom modifier, targets gain +3 to all saving throws and makes party immune to poison. 

Master Valor 

Requirements: Level 13, Knight Valor
Casting Time: 1 Action
Range: 30ft
Duration: Concentration up to 1 hour
  

You can target a number of creatures equal to your Wisdom modifier, targets gain +5 to all saving throws and makes the party immune to poison and being frieghtend. 

Heal 

Requirements: Level 3
Casting Time: 1 Action
Range: 30ft
Duration: Instant
 

You can target a number of creatures up to your Wisdom modifier, each creature within range gains hit points equal to 5 + wisdom modifier + character level. This has no effect on droids.

Improved Heal 

Requirements: Level 5, Heal
Casting Time: 1 Action
Range: 30ft
Duration: Instant
  

You can target a number of creatures up to your Wisdom modifier, each creature within range gains hit points equal to 10 + wisdom modifer + character level. This has no effect on droids.

Master Heal 

Requirements: Level 11, Improved Heal
Casting Time: 1 Action
Range: 30ft
Duration: Instant
  

You can target a number of creatures up to your Wisdom modifier, each creature within range gains hit points equal to 20 + wisdom modifier + character level. This has no effect on droids.

Revitalize 

Requirements: Level 7
Casting Time: 1 Action
Range: Touch
Duration: Instant
   

You touch a creature that has died within the last minute. That creature returns to life with 10 hit point. This force can't return to life to a creature that has died of old age, nor can it restore any missing body parts. Does not affect droids. 

Improved Revitalize 

Requirements: Level 11, Revitalize
Casting Time: 1 Action
Range: 30ft
Duration: Instant
 

Target a number of creatures up to your Wisdom Modifier, a creature that has died within the last minute returns to life with 10 hit point. This force can't return to life a creature that has died of old age, nor can it restore any missing body parts. Does not affect droids. all allies back to life, instead of one. 

Master Revitalize 

Requirements: Level 17, Improved Revitalize
Casting Time: 1 Action
Range: 30ft
Duration: Instant
 

Target a number of creatures up to your Wisdom Modifier, a creature that has died within the last hour returns to life with full hit points. This force can't return to life a creature that has died of old age, nor can it restore any missing body parts. Does not affect droids. 

Stun 

Requirements: Level 3 
Casting Time: 1 Action
Range: 30ft
Duration: 1 round

Target creature must make a Wisdom saving throw, on a failed save the target is stunned until the end of your next turn.  Whenever this stunned creature takes damage from a weapon attack or force power, they take an additional die of damage.

Stasis 

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

Target creature must make a Wisdom saving throw, on a failed save the target is stunned for the duration, the target can repeat the saving throw at the end of each of its turns ending the effect on a success. Whenever this stunned creature takes damage from a weapon attack or force power, they take an additional die of damage.

Stasis Field 

Requirements: Level 9, Stasis
Casting Time: 1 Action
Range: Self (10ft radius)
Duration: Concentration up to 1 minute

Each creature must make a Wisdom saving throw, on a failed save the target is stunned for the duration, the target can repeat the saving throw at the end of each of its turns ending the effect on a success. Whenever this stunned creature takes damage from a weapon attack or force power, they take an additional die of damage.

Stun Droid 

Requirements: Level 3
Casting Time: 1 Action
Range: 30ft
Duration: 1 round

Target droid must make a Intelligence saving throw, on a failed save, target droid is stunned until the end of your next turn and takes an additional 1d6 lighting damage each time it is hit with a weapon attack. 

Disable Droid

Requirements: Level 5, Stun Droid
Casting Time: 1 Action
Range: 30ft
Duration: 1 round
 

Target droid and each droid in a 5ft radius must make a Intelligence Saving Throw, on a failed save, the droid is stunned until the end of your next turn and takes an additional 1d6 lighting damage each time it is hit with a weapon attack.


Destroy Droid 

Requirements: Level 9, Disable Droid
Casting Time: 1 Action
Range: 30ft
Duration: 1 round

Target droid and each droid in a 5ft radius must make a Intelligence Saving Throw, on a failed save, the droid is stunned until the end of your next turn and takes an additional 3d6 lighting damage when it is hit by a weapon attack.