Force Powers

Force Powers

Force powers were the manifestations of a Jedi, Sith, or other Force-adept's connection with the Force, an energy field that bound everything in existence.

LEVELNAMECASTING TIMEDURATIONRANGE/AREAATTACK / SAVEDAMAGE/EFFECTCLASSIFICATIONDESCRIPTIONCLASSES
Lesser Force PowerLightning Flash1 ActionInstantaneous120 ftRangedLightningDark SideA flash of crackling lightning streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Consular
Lesser Force PowerTelekinetic Throw1 ActionInstantaneous60 ftDEX SaveKineticNeutralYou hurl a volley of debris at the target. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 kinetic damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Consular, Guardian, Sentinel
Lesser Force PowerWard1 Action1 RoundSelfNoneCombatLight SideYou place your hand over your heart and channel the force. Until the end of your next turn, you have resistance against kinetic and energy damage dealt by weapon attacks.Consular, Guardian, Sentinel
Lesser Force PowerPush / Pull1 ActionInstantaneous60 ftSTR Save / RangedForceNeutral

You channel the force into a focused attack attempting push or pull your target. On hit your target takes 1d6 force damage and must succeed a Strength saving throw or be pushed or pulled 5 feet.

At higher levels the distance of this spell's increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

Consular, Guardian, Sentinel
Lesser Force PowerMind Trick1 ActionConcentration30 ftWIS SaveMindNeutralFor the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.Consular, Guardian, Sentinel
Lesser Force PowerTelekenisis1 ActionConcentration30 ftWIS SaveUtilityNeutralYou can use the force to manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. Make a Wisdom (Religion) skill check to determine the power of this ability. At the GM's discretion a small or medium object may be interacted with via Telekinesis.Consular, Guardian, Sentinel
Lesser Force PowerLightning Blast1 ActionInstantaneous120 ftRangedLightningDark SideYou fire a blast of lightning at a unit or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Consular, Sentinel
Lesser Force PowerLightning Lure1 ActionInstantaneous15 ftSTR SaveLightningDark SideYou create a lash of lightning energy that strikes at one unit of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Consular, Sentinel
Lesser Force PowerTelepathy1 Action1 RoundPlanetNoneMindNeutral You attempt to reach out to another life-form though the force. The target (and only the target) hears a message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.

The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Telepathy can only be used on unit's the player has already met and has no effect on droids or constructs.
Consular, Guardian, Sentinel
Lesser Force PowerMold Ground1 ActionInstantaneous30 ftNoneControlNeutralYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose ground, you can instantaneously excavate it, move it, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
Consular, Guardian, Sentinel
Lesser Force PowerSlow1 ActionInstantaneous60 ftCON SaveUtilityNeutralA hostile unit of your choice must make a Constitution saving throw. On a failed save, the target’s speed decreases by 20 feet until the power ends.

The target’s speed decreases by 5 more feet when you reach 5th level (25 feet), 11th level (30 feet), and 17th level (35 feet).
Consular, Guardian, Sentinel
Lesser Force PowerResistance1 Action1 MinuteTouchNoneBuffLight SideYou touch one willing unit. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.Consular, Guardian, Sentinel
Lesser Force PowerShocking Grasp1 ActionInstantaneousTouchMeleeLightningDark SideLightning springs from your hand to deliver a shock to a unit you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Consular, Sentinel
Lesser Force PowerImbue Life1 ActionInstantaneousTouchNoneLifeLight SideYou touch a living creature that has 0 hit points and imbue them with life-force. The creature becomes stable. This spell has no effect on droids or constructs.Consular
Lesser Force PowerSaber Throw1 ActionInstantaneous20 ftRangedWeaponNeutralYou make a ranged weapon attack using your lightsaber . On a hit, the target takes damage equal to your lightsaber. Your saber returns to your hand immediately after the attack. Saber Throw can hit two targets at 7th level and three targets at 11th level.Consular, Guardian, Sentinel
1stAbsorb1 Reaction1 RoundSelfNoneCombatLight SideThe spell captures some of the incoming force energy, lessening its effect on you and storing it for your next melee attack. You have resistance to force and lightning damage until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Consular, Guardian, Sentinel
1stCreature Friendship1 Action24 Hours30 ftWIS SaveMindLight SideThis spell lets you convince a creature that you mean it no harm. Choose a creature that you can see within range. It must see and hear you. If the creature's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Consular, Guardian, Sentinel
1stArmor of Whills1 Action1 HourSelfNoneForceNeutralA protective force armor surrounds you and your gear. You gain 5 temporary hit points for the duration. If a unit hits you with a melee attack while you have these hit points, the creature takes 5 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the force damage increase by 5 for each slot.Consular, Guardian, Sentinel
1stCharged Hands1 ActionInstantaneousSelf (15 ft Cone)Dex SaveLightningDark SideAs you hold your hands with thumbs touching and fingers spread, a thin sheet of lightning shoots forth from your outstretched fingertips. Each unit in a 15-foot cone must make a Dexterity saving throw. A unit takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Consular
1stCatapault1 ActionInstantaneous60 ftDEX SaveKineticNeutralChoose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a unit, that unit must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 kinetic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Consular, Guardian, Sentinel
1stCause Fear1 Action1 Minute60 ftWIS SaveFrightenedDark SideYou awaken the sense of mortality in one unit you can see within range. A construct or an droid is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional unit for each slot level above 1st. The units must be within 30 feet of each other when you target them.
Consular
1stSuggest1 Action1 Round60 ftWIS SaveMindNeutralYou speak a one-word command to a unit you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is droid, construct, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop: The target drops whatever it is holding and then ends its turn.

Flee: The target spends its turn moving away from you by the fastest available means.

Fall: The target falls prone and then ends its turn.

Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional unit for each slot level above 1st. The units must be within 30 feet of each other when you target them.
Consular, Guardian, Sentinel
1stCure Wounds1 ActionInstantaneousTouchNoneLifeLight SideYou imbue some life essence into a selected unit you can reach. They regain a number of hit points equal to 1d8 + your spellcasting ability modifier while you lose 2. This spell has no effect on droids or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 and the damage you take by 2 for each slot level above 1st.Consular, Guardian, Sentinel
1stDetect Force1 Action10 MinutesSelf (30 ft Radius)NoneMindNeutralFor the duration, you sense the presence of the force within 30 feet of you. If you sense the force in this way, you can use your action to feel a faint aura around any visible creature or object in the area that bears both light and dark aspects of the force. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, interference's in the force (GM Discretion), or 3 feet of wood or dirt.Consular, Guardian, Sentinel
1stTremor1 ActionInstantaneous10 ftDEX SaveKineticNeutralYou cause a tremor in the ground within range. Each unit other than you in that area must make a Dexterity saving throw. On a failed save, a unit takes 1d6 kinetic damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Consular, Sentinel
1stEmpowered Force Speed1 Bonus Action10 MinutesSelfNoneMovementNeutralThis spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.Guardian, Sentinel
1stFalse Life1 Action1 HourSelfNoneLifeDark SideYou force the dark side to grant you a temporary bolster of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Guardian, Sentinel
1stHeroism1 Action1 MinuteSelfNoneBuffNeutralUntil this spell ends, you are immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of your turns. When the spell ends, you lose any remaining temporary hit points from this spell. Guardian, Sentinel
1stCrushing Darkness1 Action1 Minute60 ftWIS SaveMindDark SideYou unleash a torrent of horrendous darkness in the mind of one unit you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 mind damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.Consular
1stSense EchoInstantaneousInstantaneousTouchNonePsychometryNeutralYou choose one object that you must touch throughout the casting of the spell. If it is imbued with the force you learn its history and weather it's dark or light. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.Consular, Guardian, Sentinel
1stJump1 Action1 MinuteSelfNoneMovementNeutralYour jump distance is tripled until the spell ends.Consular, Guardian, Sentinel
1stDrain1 ActionInstantaneous5 ftCON SaveForceDark SideYou drain the life force from a living creature within range. The target must make a Constitution saving throw. On a failed save, they take 1d4 force damage. You regain hit points equal to half of the damage before modifiers.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damages increases by 1d4 for each slot level above 1st.
Consular, Guardian, Sentinel
1stThundering Blast1 ActionInstantaneousSelf (15 ft Cubed)CON SaveLightningDark SideA thundering blastwave sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a loud crackling audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Consular
1stLightning Strike1 Action1 Minute30 ftRangedLightningDark SideA beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Consular
2ndAid1 Action8 Hours30 ftNoneMindLight SideYour spell bolsters your allies with mental toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Consular, Guardian, Sentinel
2ndCalm Emotions1 Action1 Minute60 ft (20 ft Radius)CHA SaveMindNeutralYou attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. This spell has no effect on droids or constructs.
Consular, Guardian, Sentinel
2ndCloud of Stones1 ActionConcentration60 ft (5 ft Cubed)NoneKineticNeutralYou fill the air with spinning stones you raise from the ground in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d6 kinetic damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.
Consular, Guardian, Sentinel
2ndDetect Thoughts1 Action1 MinuteSelfWIS SaveDetectionNeutralFor the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. This spell has no effect on droids or constructs.
Consular, Guardian, Sentinel
2ndGreater Slow1 Action1 Minute300 ftSTR SaveControlNeutralChoose one creature you can see within range. You attempt to restrain their movement with the force. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration.

An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Consular, Guardian, Sentinel
2ndSense Danger1 ActionInstantaneous120 ftNoneDetectionNeutralYou sense immediate danger in the force, immediately detecting the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. This spell would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Consular, Guardian, Sentinel
2ndConcentrated Push1 ActionConcentrationSelfSTR SaveControlNeutralYou channel the force in an area 60 feet long and 10 feet wide from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The push disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Consular, Guardian, Sentinel
2ndHold1 ActionConcentration60 ftWIS SaveParalyzedNeutralChoose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Consular, Guardian, Sentinel
2ndLesser Restoration1 ActionInstantaneousTouchNoneLifeLight SideYou touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.Consular, Sentinel
2ndFocused Weapon1 Bonus Action1 Hour1 HourNoneForceNeutralYou touch a nonforce weapon. Until the spell ends, that weapon becomes a force weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Guardian, Sentinel
2ndCrushing Grasp1 ActionConcentration30 ft (5 ft Squared)STR SaveKineticNeutralYou choose a 5-foot-square unoccupied space on the ground that you can see within range. Compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 kinetic damage and is restrained for the spell’s duration.

As an action, you can cause the soil to crush the restrained target, who must make a Strength saving throw. It takes 2d6 kinetic damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the soil.

As an action, you can move the soil allowing it to reach for a different creature or to move to a different unoccupied space within range. The soil releases a restrained target if you do either.
Consular, Sentinel
2ndMental Barrier1 Reaction1 RoundSelfNoneBuffLight SideYou protect your mind by focusing on inner peace. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to force damage.Consular, Guardian, Sentinel
2ndMind Spike1 ActionConcentration60 ftWIS SaveMindNeutralYou reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 mind damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same planet. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. This spell has no effect on droids or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Consular, Sentinel
2ndMind Thrust1 Bonus ActionConcentration60 ftINT SaveMindNeutralYou propel a wave of thoughts into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 mind damage, and it can use its action only to Dash or Disengage on its next turn. On a successful save, the target takes half as much damage, and this spell doesn’t limit its action options. This spell has no effect on droids or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Consular, Sentinel
2ndTranquil Meditation10 MinutesInstantaneous30 ftNoneLifeLight SideEntering a meditative state, you act as a conduit through which the force shares life essence with those around you. Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on droids or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Consular, Guardian, Sentinel
2ndMend Poison1 Action1 HourTouchNoneBuffLight SideYou touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.Consular, Guardian, Sentinel
2ndBurst1 ActionInstantaneous120 ftRangedForceNeutralYou fire three focused bursts of force power. You can hurl them at one target or several. Make a ranged spell attack for each blast. On a hit, the target takes 2d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional burst for each slot level above 2nd.Consular, Sentinel
2ndWall Run1 Bonus Action1 HourSelfNoneBuffNeutralUntil the spell ends, you gain the ability to run parallel with vertical surfaces. Doing so halves your movement speed for that round.Guardian, Sentinel
2ndImplant1 ActionConcentration60 ftWIS SaveMindNeutralYou implant a suggestion into the mind of a nearby humanoid. You suggest a course of activity (limited to a sentence or two) and influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.
Consular, Guardian, Sentinel
2ndThought Shield1 Action8 HoursTouchNoneMindNeutralYou weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth. This spell has no effect on droids or constructs.Consular, Sentinel
3rdLightning Slash1 Bonus Action1 MinuteSelfCON SaveLightningDark SideYou surround your weapon with force lightning. The next time you hit a creature with a melee weapon attack during this spell’s duration, the attack deals an extra 3d8 lightning damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Consular, Guardian, Sentinel
3rdCall Lightning1 Action10 Minutes120 ft (60 ft Radius)DEX SaveLightningLight SideA storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Consular, Sentinel
3rdBarrage1 ActionInstantaneousSelf (60 ft Cone)DEX SaveForceNeutralYou fire a barrage of force blasts into an area in front of you. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. Consular, Guardian, Sentinel
3rdNegate1 ReactionInstantaneous60 ftNoneForceNeutralYou attempt to meet a creatures force based attack with your own. If the creature is casting a force spell of 3rd level or lower, its spell negated and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spells level. On a success, the creature's spell is negated and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the negated spell has no effect if its level is less than or equal to the level of the spell slot you used.
Consular, Guardian, Sentinel
3rdDispel1 ActionInstantaneous120 ftNoneControlNeutralChoose one creature, object, or force effect within range. Any force spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Consular, Sentinel
3rdMind Warp1 Action1 Minute120 ftINT SaveMindNeutralYou reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. This spell has no effect on droids or constructs.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Consular, Sentinel
3rdErupt Ground1 ActionInstantaneous120 ft (20 ft Cubed)Dex SaveKineticNeutralChoose a point you can see on the ground within range. A fountain of churned dirt and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Consular, Sentinel
3rdFear1 Action1 MinuteSelf (30 ft Cone)WIS SaveMindDark SideYou attempt to enter the mind and strike fear into a creature. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Consular, Guardian, Sentinel
3rdChoke1 ActionConcentration30 ftCON SaveForceDark SideYou make a constricting gesture at a creature, choking them. The target must make a Constitution saving throw. On a failed save target takes 2d8 force damage and is restrained. On a successful save, the target takes half damage and is not restrained.

Creatures restrained in this way can make a Constitution saving throw at the start of their turn, in an attempt to break free. You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.

At Higher Levels. When you cast this spell using a spell lot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Consular, Guardian, Sentinel
3rdLightning Swarm1 ActionInstantaneous150 ft (20 ft Radius)DEX SaveLightningDark SideA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of lightning. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Consular
3rdLight Speed1 Action1 MinuteSelfNoneBuffLight SideUntil this spell ends, your speed is doubled, you gain a +2 bonus to defensive rating, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, you can't move or take actions until after your next turn, as you recover depleted force power.
Guardian, Sentinel
3rdLife Transference1 ActionInstantaneousTouchNoneLifeLight SideYou sacrifice some of your health to mend another creature’s injuries. You take 4d8 force damage, and a creature you touch regains a number of hit points equal to twice the force damage you take.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Consular, Sentinel
3rdLighting Bolt1 ActionInstantaneousSelf (100 ft Directional)DEX SaveLightningDark SideA stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Consular, Sentinel
3rdSalvation1 Bonus ActionInstantaneous60 ftNoneLifeLight SideAs you channel life force, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. You lose hit points equal to the amount of targets you heal. This spell has no effect on droids or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Consular
3rdMind Snap1 ActionInstantanousSelf (30 ft Cone)DEX SaveMindNeutralYou unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 mind damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. This spell has no effect on droids or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Consular
3rdMass Slow1 ActionChanneled120 ft (40 ft Cube)STR SaveControlNeutralYou slow the bodies of up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Strength saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a −2 penalty to defense rating and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Consular, Guardian, Sentinel
3rdUnnatural Preservation1 Action1 Minute20 ftRangedForceDark SideThe touch of your hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 force damage, and you regain hit points equal to half the amount of force damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. This spell has no effect on droids or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Consular, Guardian, Sentinel
3rdScream1 ActionInstantanousSelf (20 ft Cone)CON SaveForceDark SideRage channeling through your voice, you emit a force empowered scream. Each creature you choose within 20 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 force damage and are deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Consular, Guardian, Sentinel
4thSoothe Creature1 Action1 Hour30 ftWIS SaveMindNeutralk against a creature within your reach. On a hit, the target takes 3d6 force damage, and you regain hit points equal to half the amount of force damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Consular, Guardian, Sentinel
4thConfusion1 Action1 Minute90 ft (10 ft Sphere)WIS SaveMindNeutralThis spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled Actions. Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. This spell has no effect on droids or constructs.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6: The creature doesn't move or take Actions this turn.

7-8: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10: The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels: When you cast this spell using a spell slot of 5th Level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.
Consular
4thEmpowered Ward1 Action8 HoursTouchNoneBuffNeutralYou touch a creature and channel force power that will remain dormant until needed. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.Consular, Sentinel
4thLightning Infusion1 Action1 Minute90 ftCON SaveLightningDark SideChoose one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes lightning damage, the target takes an extra 2d6 damage. Moreover, the target loses lightning resistance until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Consular
4thSurging Speed1 Action1 HourSelfNoneBuffNeutralFor this spells duration, your movement is unaffected by difficult terrain, and spells and other force effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.Consular, Guardian, Sentinel
4thQuake1 ActionInstantaneous300 ft (20 ft Cylinder)DEX SaveKineticNeutralYou channel the force causing the ground quake in a 20- foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 6d6 kinetic damage on a failed save, or half as much damage on a successful one. The quake turns the targeted area into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Consular, Sentinel
4thMind Crush1 ActionConcentration120 ftWIS SaveMindDark SideYou tap into the mind of a creature you can see within range and create a manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 mind damage. On a successful save, the spell ends. This spell has no effect on droids or constructs.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Consular, Sentinel
4thLightning Storm1 ActionConcentration120 ft (30 ft Sphere)CON SaveLightningDark SideYou channel a lightning storm in a 30-foot-radius sphere centered on a point you choose within range. The lightning spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 lightning damage, and it suffers one level of exhaustion. Targets damaged by the storm radiate a dim light and therefore cannot benefit from invisibility. The light and any levels of exhaustion caused by this spell go away when the spell ends.Consular
4thReverberation1 Action1 MinuteSelfWIS SaveMindNeutralThe next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 mind damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.Consular, Guardian, Sentinel
4thWeaken1 Action1 Minute90 ftCON SaveForce, Mind, LightningNeutralChoose one creature you can see within range, and choose one of the following damage types: force, mind, or lightning. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Consular, Sentinel
4thSense Presence1 Action1 HourSelfNoneDetectionNeutralMeditate visualizing a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a mudhorn), so long as you have seen such a creature up close--within 30 feet--at least once. This spell can't locate a creature if it is using means specifically to not be detected.Consular, Guardian, Sentinel
4thCascading Terrain1 ActionConcentration150 ft (20 ft Sphere)STR SaveKineticNeutralRaise the bulk of the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 kinetic damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a stone or object to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 kinetic damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Consular, Guardian, Sentinel
4thTelekinetic Burst1 ActionConcentration150 ft (20 ft Sphere)WIS SaveMindNeutralYou focus on a location within range, and channel an emanating telekinetic power. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 10d4 mind damage and another 5d4 mind damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. This spell has no effect on droids or constructs.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Consular
5thShell1 Action1 HourSelf (10 ft Sphere)NoneControlNeutralYou project a force barrier out from you in a 10-foot radius. The barrier remains centered on you hedges out creatures other than constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.Consular, Guardian, Sentinel
5thMental Slash1 Bonus Action1 MinuteSelfNoneForce, MindNeutralThe next time you hit a creature with a weapon attack before this spell ends, your weapon emanates with force power, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you cloud it's mind. While clouded, the target is incapacitated. It's mind remains clouded until the spell ends or the target takes damage. Droids and constructs are unaffected by the mental aspects of this spell.Consular, Sentinel
5thResonating Barrier1 Action10 MinutesSelf (30 ft Sphere)NoneBuffNeutralForce power radiates from you, distorting and diffusing other force energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against force spells. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.Consular, Sentinel
5thCommune1 Minute1 MinuteSelfNoneForceLight SideYou connect with the force seeking knowledge from Jedi of the past. You may ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Jedi force ghosts aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the Jedi's knowledge. In a case where a one-word answer could be misleading or contrary to the Jedi's interests, the GM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.Consular, Sentinel
5thCommune with Nature1 MinuteInstantaneousSelfNoneEnvironmentLight SideYou briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in strongholds and cities.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: Terrain and bodies of water. prevalent plants, minerals, animals, or peoples. Influence from the force.

For example, you could determine the location of powerful force users in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Consular, Sentinel
5thForked Lightning1 ActionInstantaneousSelf (60 ft Cone)CON SaveLightningDark SideA blast of forked lightning erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.Consular
5thErupt Terrain1 ActionInstantaneous150 ft (40 ft Radius)DEX SaveKineticNeutralYou raise a large portion of terrain and erupt it into a volley of dangerous pieces. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 kinetic damage on a failed save, or half as much damage on a successful one. Consular, Sentinel
5thGreater Commune10 Minutes1 MinuteSelfNoneMindLight SideYou attempt to mentally contact a Jedi Master of the past . Contacting these long deceased ghosts can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 mind damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater life spell cast on you ends this effect. On a successful save, you can ask the ghost up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the ghost doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.Consular, Sentinel
5thChaos Nexus1 ActionChanneled60 ft (30 ft Radius)CON SaveLightningDark SideImmensely powerful bolts of lightning strike down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light flashes from the lightning. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 lightning damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.Consular
5thRipple1 ActionInstantaneousSelf (30 ft Sphere)CON SaveForce, KineticNeutralYou strike the ground, creating a burst of force power that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 force damage, as well as 5d6 kinetic damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.Consular, Sentinel
5thDominate Mind1 Action1 Minute60 ftWIS SaveMindNeutralYou attempt to dominate the mind of a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.  This spell has no effect on droids or constructs.

While the target is charmed, you have a telepathic link with it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Consular, Sentinel
5thBleed Life1 ActionConcentration60 ftCON SaveForceDark SideYou bleed a target in range of their life force. The target must make a Constitution saving throw. On a successful save, the target takes 2d8 force damage, and the spell ends. On a failed save, the target takes 4d8 force damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 force damage to the target.

The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of force damage the target takes.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Consular
5thShadow Step1 Bonus Action1 MinuteSelfNoneForceNeutralYou activate your force cloak and quickly disengage to an unoccupied space within 60 feet. On each of your turns before the spell ends, you can use a bonus action to move in this way again. Shadow Step does not exert your movement for the turn.Sentinel
5thElectric Judgment1 ActionInstantaneousSelf (60 ft Cone)DEX SaveLightningLight SideA cone of jade lightning roars from your fingertips. Each creature in a 60-foot-cone must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, damage increases by 1d6 for each slot level above 5th.
Consular, Sentinel
5thRejuvenate1 ActionInstantaneousTouchNoneLifeLight SideYou imbue a creature you touch with life force to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum.Consular, Sentinel
5thMagnified Hold1 ActionConcentration90 ftWIS Save, STR SaveForceNeutralChoose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. If the target is a construct, they substitute Wisdom saving throws for Strength Saving throws.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Consular, Sentinel
5thConvulsing Weapon1 Bonus Action1 HourTouchCON SaveLightningDark SideYou imbue a melee weapon you touch with lightning force power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 lightning damage on a hit. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of lightning. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 lightning damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.Consular, Sentinel
5thElectrocute1 Action1 Minute90 ftDEX SaveLightningDark SideLightning wreathes one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. On a failed save, the target also discharges for the spell’s duration. The discharging target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 lightning damage on a failed save, and the spell ends on a successful one. Consular
5thVortex1 ActionConcentration120 ftSTR SaveForceNeutralA swirling mass of force power is created in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 force damage and be pulled 10 feet toward the center.Consular, Sentinel
5thBenevolence1 ActionInstantaneous60 ft (30 ft Radius)NoneLifeLight SideA wave of healing life force washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on droids or constructs. For every target healed in this way you lose 2 hit points.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Consular
5thModify Memory1 Action1 Minute30 ftWIS SaveMindNeutralYou attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. This spell has no effect on droids or constructs.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Consular
5thVolley1 ActionInstantaneous60 ftCON SaveForceNeutralYou send a volley of force power at one creature you can see within range. It must make a Constitution saving throw, taking 6d12 force damage on a failed save, or half as much damage on a successful one. Consular, Sentinel
5thMind Meld1 Action1 Hour30 ftNoneMindNeutralYou forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, providing they are on the same planet. This spell has no effect on droids or constructs.Consular, Sentinel
5thClairvoyant Strike1 ActionInstantaneous30 ftMeleeForceNeutralYou focus the force into a force empowered saber flourish. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then disengage to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.Consular, Sentinel
6thPotent Terrain1 ActionConcentration120 ft (30 ft Radius)DEX SaveKineticNeutralYou cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
Consular
6thChain Lightning1 ActionInstantaneous150 ftDEX SaveLightningDark SideYou create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Consular
6thAffliction1 ActionInstantaneous150 ft (60 ft Sphere)CON SaveForceDark SideYou cast out negative force energy in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.Consular
6thPsychometry1 Minute1 DaySelfNoneDetectionNeutralThis spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with. For the duration, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.Consular
6thEnlightened Barrier1 Action1 MinuteSelf (10 ft Sphere)NoneForceLight SideAn immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Consular
6thHemorrhage Mind1 ActionInstantaneous60 ftWIS SaveMindNeutralYou unleash a powerful temporal blast in attempt to hemorrhage the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 14d6 mind damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the mind damage it took. Any effect that removes mental strains allows a creature's hit point maximum to return to normal before that time passes. This spell has no effect on droids or constructs.Consular
6thHeal1 ActionInstantaneousTouchNoneLifeLight SideA surge of life energy washes through a creature you touch, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. You lose 10 hit points as a cost for transferring some of your life force. This spell has no effect on constructs or droids.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Consular
6thMass Suggestion1 Action24 Hours60 ftWIS SaveMindNeutralYou suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect.

The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. This spell has no effect on droids or constructs.

At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Consular
6thMental Prison1 ActionConcentration60 ftINT SaveMindNeutralYou attempt to bind a creature within an illusory cell that only it's mind perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 mind damage, and the spell ends. On a failed save, the target takes 5d10 mind damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating lightsabers, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 mind damage, and the spell ends. This spell has no effect on droids or constructs.Consular
6thMove Terraign1 Action2 Hours120 ftNoneNoneControlChoose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate metal, natural stone, or constructions made by intelligent life forms. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
Consular
6thSensory Overload1 Action1 Minute60 ftINT SaveMindNeutralYou overload the mind of one creature you can see within range, overwhelming the five senses. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 mind damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned. The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target. This spell has no effect on droids or constructs.Consular
6thChannel Self1 Action10 MinutesSelfNoneBuffNeutralYou channel all your force energy to empower your body. Until the spell ends, you can’t cast spells, and you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
  • You have advantage on attack rolls that you make.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • You have proficiency in Strength and Constitution saving throws.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Consular, Sentinel
7thProject1 ActionConcentrationSelfRangedKineticNeutralSeven large pieces of debris are raised above your head until the spell ends. You can use a bonus action to send one of the debris streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 kinetic damage. Whether you hit or miss, the debris is expended. The spell ends early if you expend the last debris. Once cast, the ground surrounding you in a 10 ft radius is considered difficult terrain.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of debris created increases by two for each slot level above 7th.
Consular
7thCorrupted Flesh1 ActionInstantaneous60 ftCON SaveLightningDark SideYou send a wave of lightning coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 8d8 + 30 lightning damage on a failed save, or half as much damage on a successful one.Consular
7thTelekinetic Storm1 ActionInstantaneous150 ftDEX SaveKineticNeutralA storm made up of sheets of piercing debris appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 kinetic damage on a failed save, or half as much damage on a successful one. Affected areas are now difficult terrain.Consular
7thTelekinetic Saber Combat1 ActionConcentration60 ftMeleeForceNeutralYou hold one or more lightsabers aloft with the force. While concentrating, you make a melee spell attack against a target of your choice within 5 feet of the saber. On a hit, the target takes weapon damage in addition to 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.Consular
7thAssault Mind1 ActionInstantaneous60 ftCON SaveMindNeutralYou assault with waves of intense mental pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.This spell has no effect on droids or constructs.
Consular
7thProject Image1 ActionConcentrationUnlimitedNoneForceLight SideYou create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Consular
7thTelekinetic Whirlwind1 ActionConcentration300 ft (10 ft Radius)DEX SaveForceNeutralA whirlwind of force power circulates down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 force damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.

A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Consular
8thControl Weather10 Minutes8 HoursSelf (5 Mile Sphere)NoneForceLight Side

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.


Temperature

Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold


Wind

Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm


Precipitation

Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Consular
8thDominate Creature1 Action1 Hour60 ftWIS SaveMindDark SideYou attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. This spell has no effect on droids or constructs.

At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Consular
8thSeismic Quake1 Action1 Minute500 ftDEX SaveKineticNeutralYou create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures:

Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures:

The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 kinetic damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Consular
8thErase Mind1 ActionInstantaneous150 ftINT SaveMindNeutralYou blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 mind damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by 6th level or higher healing spells. This spell has no effect on droids or constructs.
Consular
8thMaddening Darkness1 ActionConcentration150 ft (60 ft Sphere)WIS SaveMindDark SideDarkness consumes the minds of creatures within range. Focused on a 60-foot-radius sphere, the area is perceived to be shrouded in darkness until the spell ends. A creature with darkvision can’t see through this darkness. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 mind damage on a failed save, or half as much damage on a successful one.Consular
8thMind Maze1 ActionConcentration60 ftNoneMindNeutralYou imprison a creature that you can see within range into a labyrinthine fabricated in their own mind. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends. Consular
8thBrain Freeze1 ActionInstantaneous60 ftNoneMindNeutral

You focus a telekinetic blast of power that can overwhelm and freeze the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. This spell has no effect on droids or constructs.

Consular
8thFlash Lightning1 ActionInstantaneous150 ft (60 ft Sphere)CON SaveLightningDark Side

Brilliant lightning flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Droids and Constructs have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Consular
8thKinetic Wave1 MinuteConcentrationSightSTR SaveKineticNeutralA wall of debris springs from terrain at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 kinetic damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 kinetic damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by climbing. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
Consular
9thForesight1 Minute12 HoursSelfNoneBuffNeutralYou gain a limited ability to see into the immediate future. For the duration, you can't be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.Consular
9thDeliverance1 ActionInstantaneous60 ftNoneLifeLight SideA flood of life force flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. As a cost you sacrifice half of your current hit points. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on droids or constructs.Consular
9thDrain Life1 ActionInstantaneous60 ftNoneForceDark SideYou attempt to drain all the life force from a creature. If the creature you choose has 100 hit points or fewer, it takes force damage equal to it's remaining hit points. If the creature has more than 100 hit points, the spell has no effect. Additionally, if you would kill a creature in this way, you regain hit points equal to the damage this spell did. This spell has no effect on droids or constructs.Consular
9thTelekinetic Scream1 ActionInstantaneous90 ftINT SaveMindNeutral

You unleash the power of the force to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. This spell has no effect on droids or constructs.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 mind damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. 

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Consular

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