Light Side Powers

Defensive Light Side Powers

Battlemind [Light Side] (New)
You hone your mind with the Force, ignoring all pain and fatigue. While under the effects of battlemind, you find every emotion amplified, including aggression. Time: Swift Action. Target: Self.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: Until the end of your next turn, you ignore penalties due to being down on the condition track, and you gain 2 bonus hit points at the end of your turn. Bonus hit points do not stack, and are lost at the end of the encounter.
DC 20: As DC 15, except the bonus hit points increases to 4.
DC 25: As DC 15, except the bonus hit points increases to 6.
DC 30: As DC 15, except the bonus hit points increases to 8.
DC 35: As DC 15, except the bonus hit points increases to 10.
Special: If you possess any Dark Side points when you activate this power, your Dark Side score increases by one point.
Maintain: You can maintain battlemind from round to round, extending the normal duration. Maintaining battlemind is a swift action. If you take damage while maintaining battlemind, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Force: When activating battlemind, you may spend a Force Point to double the amount of bonus hit points received at the end of each turn.
Improved Battlemind [Force Technique] (New)
While under the effects of battlemind, your damage threshold increases by +5, and you gain a +2 Force bonus to your Will defense.

Center of Being [Light Side] (New)
You hold your lightsaber sideways and close your eyes, centering yourself as you expand your senses with the Force. Time: Swift Action. Target: Self.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: Until the end of your next turn, you gain a +2 Force bonus to Use the Force checks when using the Block or Deflect talents, and you cannot be flat-footed. If you move at all, including forced movement or dropping prone, you no longer benefit from center of being.
DC 20: As DC 15, except the Force bonus increases to +5.
DC 25: As DC 15, except the Force bonus increases to +10.
DC 30: As DC 15, except the Force bonus increases to +15.
DC 35: As DC 15, except the Force bonus increases to +20.
Maintain: You can maintain center of being from round to round, extending the normal duration. Maintaining this power is a swift action. If you take damage while maintaining center of being, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Force: When activating center of being, you may spend a Force Point to gain a +2 Force bonus to all defense for the duration of the power.
Improved Center of Being [Force Technique] (New)
You reduce the DC to maintain force of being by 5. While under the effect of center of being, you are able to use the Deflect and Block talents against attacks targeting adjacent allies without having to spend a Force Point.

Empathetic Link [Light Side] (New)
You take on the pain of another creature, granting it a momentary respite. Time: Reaction. Target: One other living creature within line of sight.
Make a Use the Force Check. If you succeed on a DC 15 check, you form an empathetic link with the creature until the end of your next turn. During this time, any condition track penalties that the creature suffers from are instead transferred to you, and if the creature would be pushed down the condition track, you are pushed down the condition track instead.
Maintain: You may maintain your concentration on the targeted creature to continue the effects of your Force grip from round to round. Maintaining the empathetic link power is a free action. If you suffer damage while maintaining empathetic link, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Force: When you would be pushed down the condition track due to empathetic link, you may instead spend a Force point as a reaction to avoid being pushed down the condition track.
Improved Empathetic Link [Force Technique] (New)
You reduce the DC to maintain empathetic link by 5, and whenever the target of your empathetic link is damaged, you may choose to receive half of that damage.

Inspire [Light Side] (Unchanged)
You fill your allies with hope and courage, allowing them to face even the most daunting odds. Time: Swift Action. Target: All allies within 6 squares of you and in your line of sight.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 20: The targets gain a +2 Force bonus to Will Defense against mind-affecting and fear effects until the end of your next turn.
DC 25: As DC 15, except the Force bonus increases to +5.
DC 30: As DC 15, except the Force bonus increases to +10.
DC 35: As DC 15, except the targets are immune to mind-affecting and fear effects.
Maintain: You can maintain inspire from round to round, extending the normal duration. Maintaining the inspire power is a swift action. If you take damage while maintaining inspire , you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Force: You can spend a Force Point to grant each target 2d6 bonus hit points when the power is first activated. Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter go away.
Improved Inspire [Force Technique] (Revised)
When you spend a Force Point to activate inspire, you may instead grant your targets 1d4 bonus hit points per two heroic levels. You may spend a Destiny Point to grant your targets a +2 morale bonus to attack rolls and skills checks for as long as you maintain inspire.

Malacia [Light Side, Mind-Affecting] (Revised)
You disrupt the target’s senses, creating dizziness and nausea. Time: Swift. Target: One living creature within 6 squares of you and in your line of sight.
Make a Use the Force Check. If the result equals or exceeds the target’s Will Defense, the target is Weakened and disoriented until the end of your next turn. While disoriented, the target takes a -5 penalty to Acrobatics checks, and is knocked prone whenever it is moved down the condition track or moves more than half its speed on its turn.
Force: When you successfully affect the target with malacia, you may spend a Force Point to extend the duration of the effect to until the end of your second turn.
Improved Stagger [Force Technique] (Revised)
While disoriented by your malacia, targets provoke attacks of opportunity when withdrawing or when attempting to get up while prone.

Rally [Light Side] (New)
You rally your allies back into the fight. Time: Reaction (to an enemy being knocked unconscious or critically hit). Target: Allies that can see and hear you
Make a Use the Force Check. You grant the target 1d6 bonus hit points, and if the target is unconscious, it awakens and moves +1 step along the condition track.
DC 20: The bonus hit points increases to 2d6.
DC 25: The bonus hit points increases to 3d6.
DC 30: The bonus hit points increases to 4d6.
Force: When you activate this power, you may spend a Force Point to move allies within range +1 step along the condition track.
Improved Rally [Force Technique] (New)
When you use Rally, allies within range gain a +2 morale bonus to attack rolls, skill checks, and defenses until the end of your next turn.

Valor [Light Side] (Revised)
You call upon the strength of the Force, reaching out to your ally and sharing your strength with them Time: Swift Action. Target: One ally within 12 squares and within line of sight.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: The target gains a +1 bonus to Will Defense against mind-affecting and fear effects until the start of your next turn.
DC 20: As DC 15, except the bonus increases to +2.
DC 25: As DC 15, except the bonus increases to +5.
DC 30: As DC 15, except the bonus increases to +10.
Maintain: You can maintain valor from round to round, extending the normal duration. Maintaining valor is a swift action. If you take damage while maintaining valor, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Force: When activating valor, you may spend a Force Point to remove Shaken, and any mind-affecting and fear effects currently affecting the target.
Improved Valor [Force Technique] (Revised)
You reduce the DC to maintain valor by 5. When you spend a Force Point to activate valor, you may change the target to all adjacent allies.

Vital Transfer [Light Side] (Revised)
You use your own life force to heal another living creature, using the Force as a conduit. Time: Standard Action. Target: One other living creature touched.
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: The target heals a number of hit points equal to your character level, and moves +1 step along the condition track.
DC 20: As DC 15, except the healing increases to 2 x your character level.
DC 25: As DC 15, except the healing increases to 3 x your character level.
DC 30: As DC 15, except the healing increases to 4 x your character level.
Special: Each time you use vital transfer, you move -1 persistent step down the condition track. You must rest for 8 hours to remove this condition.
Force: You can spend a Force Point to avoid moving down the condition track when using this power.
Improved Vital Transfer [Force Technique] (Revised)
When you spend a Force Point to activate vital transfer, you also increase its range to one other creatures within 6 squares and within your line of sight.

In addition, you may spend a Destiny Point to completely heal the target and remove all temporary and persistent conditions affecting the target. Alternatively, you may revive a creature that has been dead for no more than three rounds.

Utility Light Side Powers

Empower [Light Side] (New)
You infuse an ally with the Force. Time: Standard Action. Target: One other living creature touched
Make a Use the Force Check. The result of the check determines the effect, if any:
DC 15: The targets gain a +1 Force bonus to one ability score of your choice until the end of your next turn.
DC 20: As DC 15, except the Force bonus increases to +2.
DC 25: As DC 15, except the Force bonus increases to +3.
DC 30: As DC 15, except the Force bonus increases to +4.
DC 35: As DC 15, except the Force bonus increases to +5.
Maintain: You can maintain empower from round to round, extending the normal duration. Maintaining empower is a swift action. If you take damage while maintaining empower, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Force: You can spend a Force point when activating empower to grant the Force bonus to one additional ability score of your choice.
Improved Empower [Force Technique] (New)
You may activate empower as a move action. When you spend a Force point to activate empower, you may instead affect one other living creature within 6 squares and within your line of sight.

Enlighten [Light Side, Mind-Affecting] (Unchanged)
You reach out to an ally telepathically, sharing visions of the near future to give the ally an edge or to protect the ally from harm. Time: Swift action or reaction. Target: One ally within 12 squares of you and in your line of sight.
Make a Use the Force Check. The target may use the check result instead of one attack roll, skill check, or opposed check it makes before the start of your next turn, or the target can use the check result in place of one of its defenses until the start of your next turn.
Force You may spend a Force Point when you activate this power to prolong the effect until the end of your next turn.
Improved Enlighten [Force Technique] (Revised)
When you spend a Force Point to activate enlighten, you may also target one additional ally.

Light Side Powers

Jedi Academy DM_Zackal