Force Whirlwind

Force Whirlwind [Telekinetic] (Revised)
You call upon the Force to surround an enemy in a swirling vortex of Force energy. The whirlwind lifts them about a half meter off of the ground, spinning them in the air and buffeting them with Force energy. Time: Standard action Target: One creature within 12 squares and within line of sight
Make a Use the Force Check. If the check equals or exceeds the target’s Fortitude Defense, the target is captured within the whirlwind and immobilized until the beginning of your next turn. Any attack rolls or skill checks the target attempts while within the whirlwind are at a -5 penalty. The target falls prone when the effect ends. The target also sustains 1d6 Force damage at the end of your turn.
DC 20: The Force damage increases to 2d6.
DC 25: As DC 15, except the Force damage increases to 3d6.
DC 30: As DC 15, except the Force damage increases to 4d6.
Force: You can spend a Force point to increase the penalty to the target’s attack rolls and skill checks to -10.
Maintain: You can maintain Force whirlwind from round to round, extending the normal duration. Maintaining the Force whirlwind power is a move action, and you must make a new Use the Force check each round. If you take damage while maintaining a Force whirlwind , you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
Special: If a target within a Force whirlwind is attacked or otherwise damaged or moved down the condition track by you or one of your allies, the effects of Force whirlwind end immediately.
Improved Force Whirlwind [Force Technique] (Revised)
You reduce the DC to maintain Force whirlwind by 5. When you spend a Force point to activate Force whirlwind, you may choose to also affect enemies adjacent to your target.

Force Whirlwind

Jedi Academy DM_Zackal