Inspire

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.

Inspire

Jedi Academy DM_Zackal