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Resource Force Powers List

corinthia

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Force Powers List

THIS LIST IS UNDER CONSTRUCTION
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An exhaustive list of Force skills is listed below. Esoteric or obscure skills can be found on Wookieepedia or in other Star Wars source material-- please ask a Dark Councilor if you are unsure about any powers that are not listed below.

For more detailed power descriptions, along with more powers not listed below, take a look at the True Sith Trials opening post: Click here

Skills are divided into three broad categories: Lightsaber Combat, Force Powers and Sith Magic.

Skills with the label GODLIKE automatically cost 10 points to purchase at any level.

NOTE: Certain Skills have requirements, such as level requirements, Class requirements, Skill requirements or more niche prerequisites. Powers that are prerequisites are marked with an asterisk (*).

Lightsaber Combat

Form I - Shii-Cho *
Simple and relentless. Bold and kinetic. Somewhat slow. This skill is necessary to learn to use a lightsaber without injury.

Form II - Makashi (Requires Form I - Shii-Cho)
Quick and precise. Elegant and efficient, emphasizing leverage through footwork and positioning. Lacking in brute strength.

Form III - Soresu (Requires Form I - Shii-Cho)
Tight and efficient. Defensive and quick. Lacking in offense.

Form IV - Ataru (Requires Form I - Shii-Cho)
Aggressive and acrobatic. Fast and strong. Inefficient and tiring.

Form V - Shien/Djem So (Requires Form I - Shii-Cho)
Domination and strength through leverage. Good defense and punishing counterattacks. Less mobile than other forms.

Form VI - Niman (Requires Form I - Shii-Cho)
Balanced and versatile. A combination of each form with no notable strengths and no glaring weaknesses, often used best in conjunction with the Jar'Kai technique.

Form VII - Juyo/Vaapad (Requires Sith Warrior, Form I - Shii-Cho)
Aggressive and unpredictable. Strength through open, kinetic attacks. Less defensively sophisticated than other forms, relying on speed and aggression to ward off counterattacks.

Jar'Kai (Requires Form I - Shii-Cho)
The ability to wield two (or more, if physiology permits) lightsabers at the same time, or use a double-bladed lightsaber. The Jar'Kai tactic becomes its own form when used in conjunction with Niman.

Tràkata (Requires Form I - Shii-Cho)
The skill to use a lightsaber's ability to rapidly deactivate and reactivate in combat, allowing for deadly trickery.

Saber Throw (Requires Telekinesis, Form I - Shii-Cho)
The ability to throw one's lightsaber like a boomerang, striking an enemy before telekinetically returning to the hand.

Saber Barrier (Requires Telekinesis, Form I - Shii-Cho)
Typically used by dual-wielders, this technique allows the user to create a deadly barrier of lightsabers telekinetically whirling around them.

Telekinetic Lightsaber Combat (Requires Level 6+, Saber Throw, Saber Barrier)
The ability to telekinetically hold aloft a lightsaber or multiple lightsabers with precision and skill enough to wield them in combat.

Focus Discipline (Requires Sith Warrior, Form I - Shii-Cho)
Through entering a light meditative state during combat, the user is able to deal greater damage during lightsaber combat, hybridising the Force with their chosen lightsaber form.

Stance Discipline (Requires Sith Warrior, Form I - Shii-Cho)
Through entering a light meditative state, the user positions their bodies in such a way as to channel the Force in order to increase defense and decrease the amount of damage taken in combat, making defense and evasion easier. A master of stance discipline can draw out a battle for hours until they find a position to overwhelm the enemy.

Alter Damage (Requires Form I - Shii-Cho)
This technique allows the user to alter the damage inflicted by their lightsaber upon an enemy; through the Force, the user can reduce the damage incurred by an enemy, making the difference between a lethal and a disabling strike against living and non-living opponents alike.

Force Powers

Augmentation *
Augmentation entails a wide variety of effects of Force-training upon the body, including enhanced stamina, increased strength and greater speed. While most darksiders are unnaturally physically fit to some degree, the most proficient users of these techniques are veritable superhumans.

Force Jump (Requires Augmentation)
Also known as Force Leap, the user propels themselves with the Force to perform otherwise impossible leaps, both horizontally and vertically, allowing them to easily close the distance in combat or reach high elevations.

Force Body (Requires Warrior class, Augmentation)
The user pushes their body’s endurance past the safe limit, ignoring and sacrificing their health and wellbeing in order to sustain their connection to the dark side. The ability requires a very powerful connection to the Force, and with this, users can survive what would otherwise kill them, as well as survive attempts to sever them from the Force.

Enhance Attribute (Requires Warrior class, Augmentation)
Enhance Attribute is an ability that allows the user to increase a physical attribute for a limited amount of time, allowing them to move or react faster, see better, hear better, or similar. However, it can only enhance one attribute at a time.

Force Speed
Also known as Burst of Speed, Force Dash, Force Sprint, Force Run, Force Quickness or Surge, this ability allows the practitioner to attain and maintain excessively fast sprinting speeds via the augmentation of the leg muscles or equivalent. The ability can also be used to strike and attack the enemy with extreme speed. Using Force Speed has a draining effect on the user's energy and metabolism, and requires a longer recovery period.

Force Sense *
Force Sense entails a Force user's ability to perceive through the Force. The user is typically able to supernaturally sense their immediate surroundings, such as the presence of other beings or the signatures of other Force-sensitives (unless hidden).

Farsight (Requires Force Sense)
Also known as Clairvoyance or Farseeing, this ability falls into a spectrum of related phenomena known as Force visions, and allows the user to gain vague impressions or visions of events happening in distant places through tapping into the currents of the Cosmic Force.

Precognition (Requires Force Sense)
Also known as Foresight, Premonition, or Danger Sense or Battle Precognition in the context of combat, this ability falls into a spectrum of related phenomena known as Force visions, and allows the user to gain insight into the future.

GODLIKE - Darksight (Requires Level 8+, Sorcerer class, Precognition, Battle Meditation)
A terrifying ability mastered by the mysterious sorcerers of Rhand, this technique allows the user to not only see into the future, but to nudge the probabilities of the future in their direction; the user is able to plot a course through time to see their desired outcome to fruition, and impose their will on reality to help make it so.

Force Sight (Requires Force Sense)
Also known as Force Seeing, or Combat Sense in the context of combat, this ability falls into a spectrum of related phenomena known as Force visions, and allows the user to see through the Force.

Instinctive Astrogation (Requires Force Sense) *
This technique permits the user to find a fast, safe route through hyperspace without the help of a navigation computer or astromech droid. The user reaches out with the Force to determine the safest path from the myriad possibilities available.

Instinctive Astrogation Control (Requires Level 5+, Instinctive Astrogation)
Instinctive Astrogation Control is a more complex and esoteric form of Instinctive Astrogation in which the user, rather than sensing a safe course, uses the Force to enhance their cognitive abilities, allowing them to calculate incredibly complex mathematical equations of hyperspace navigation in their heads.

Telekinesis *
Reaching out with the Force, the user is able to manipulate the movement of objects with the power of the mind.

Force Push (Requires Telekinesis)
Also known as Force Shove or Force Thrust, the user unleashes a blast of telekinetic energy (typically from one hand, in humanoid species) through the air itself, shoving an enemy over or back.

Force Whirlwind (Requires Level 3+, Force Push)
Also known as Force Wind, the user is able to control the direction of a raw blast of telekinetic energy, manipulating the currents of the very air into a cyclonic pattern. The target is lifted into the air and begins to rapidly rotate, rendered helpless and vulnerable to attack as the whirlwind holds them in its tornadic grasp.

Force Burst (Requires Level 5+, Force Push)
The user gathers and concentrates Force power in their hands, creating a sphere of unstable telekinetic energy, before opening their hands and unleashing the burst of power, shooting towards a target with the utmost accuracy and speed.

Force Wave (Requires Level 7+, Force Push)
Also known as Force Shockwave, Force Repulse, Force Pulse or Force Bomb, Force Wave represents one of the most devastating telekinetic abilities in the lore. The user unleashes a blast of telekinetic energy in all directions around them, typically in a circular ring, or, when positioned aloft or combined with Levitation, in a spherical explosion. All enemies or objects around the user are hurled over or backwards.

Force Rend (Requires Level 7+, Telekinesis)
Through balancing their concentration, the user telekinetically manipulates an object or enemy from two different directions simultaneously. At lower degrees of proficiency, the oppositional forces can severely damage the target; at higher degrees of proficiency, enemies can be promptly torn in two.

Force Wound (Requires Telekinesis)
The user telekinetically reaches inside an enemy to squeeze their internal organs.

Force Choke (Requires Level 3+, Force Wound)
The user squeezes the exterior of the enemy’s neck, applying pressure to the trachea (an air choke) or carotid arteries (a blood choke).

Telekinetic Kill (Requires Level 7+, Force Choke)
Also known as Force Kill, the user’s precision in telekinesis allows them to reach inside an enemy and instantly kill them, whether it be through snapping the neck or crushing the lungs, heart or brain.

Force Crush (Requires Level 7+, Force Choke)
The user lifts an enemy or object into the air and applies pressure from all directions, violently crushing them. Enemies’ bodies are severely damaged, ribs shattering, organs imploding. At the highest degrees of proficiency, multiple enemies can be crushed to death with ease, and objects as large as Imperial Walkers can be turned into balls of scrap metal.

Levitation (Requires Telekinesis)
The user is able to levitate themselves into the air, defying inertia, friction and gravity.

Force Orb (Requires Level 5+, Telekinesis)
The user creates a small, airtight orb of telekinetic power that seals the atmosphere within and repulses the surrounding environment. The ability is most useful in creating a pocket of air to breathe, allowing one to breathe underwater. However, it can be directed at an enemy with violent speed, and is particularly useful underwater, serving as a cannonball of air capable of damaging or destroying targets.

Telepathy *
Telepathy allows the user to read sapient and animal minds and mentally communicate with, project the user's thoughts to, and receive telepathic messages from other individuals.

Mental Shield (Requires Telepathy)
Also known as a thought shield or a mental barrier, this technique provides a form of defense against mental powers wielded by other Force-users, acting as a barrier that shields the thoughts, emotions, and motives of the user from intrusion (such as telepathy) or subversion (such as Mind Trick).

Mind Trick (Requires Telepathy)
Also known as Affect Mind, this technique allows the user to subvert the will of a target, imposing their own desires upon the victim.

Beast Trick (Requires Telepathy)
Also referred to as Animal Friendship, Animal Bond or Beast Control, this technique allows the user to mentally pacify or control an animal or animals. Once calmed and tamed, the animal can be used by the user in various ways, including as a mount or guard beast.

Probe Mind (Requires Level 5+, Sorcerer class, Telepathy)
Also known as Drain Knowledge or Mind Probe, this telepathic dark side ability can be used to extract knowledge out of a sapient without his or her consent. Beyond simple reading of thoughts, the Drain Knowledge ability disrupts the Force to steal deep memories and information in a violent and merciless way.

Force Illusion (Requires Level 5+, Telepathy)
This technique allows the user to project hallucinations into the minds of the target or targets, both auditory and visual, creating mental illusions of sounds, objects or people that are not truly there, useful for distracting, intimidating or deceiving enemies. This is purely a telepathic power, and the illusions cannot innately harm the victim, although they can be used to trick an enemy into a dangerous or deadly action (such as falling off a cliff).

Alter Image (Requires Telepathy)
Also known as Masquerade, this technique allows the user to create an illusory disguise, altering his or her own personal features, such as height, weight, skin color, facial features, sex, voice, and body shape; it is easier to imitate the features of an already-existent person. These changes are maintained so long as the user concentrates, but are dropped if the user loses concentration or falls unconscious.

Memory Rub (Requires Level 7+, Telepathy)
Also known as Memory Wipe, this technique allows the user to alter or erase the memories, knowledge and learned skills of other beings.

Force Shock *
The user flings a spark of dark side energy at an enemy (typically from one hand, in humanoid species), dealing minor electrical damage. The precursor to Force Lightning, Force Shock is rarely employed by powerful Force-users, as the brief burst of energy is not particularly damaging, typically only stunning, interrupting or mildly injuring an enemy; however, at higher degrees of proficiency, the spark can be let loose to follow and track an enemy until it dissipates (typically within five seconds).

Sith Seeker (Requires Level 5+, Force Shock, Force Push)
The user sends a victim flying using Force Push, and pours electricity into the vacated space, building up into an unstable ball of lightning that then relentlessly pursues the target without dissipating, as if following the telekinetic ripples in the Force. It explodes upon impact, dealing damage equivalent to the user’s Force Push and Force Shock scores in a potentially devastating combination attack.

Force Lightning (Requires Level 3+, Force Shock)
Also known as Sith Lightning, the user casts a sustained burst of withering bolts of dark side energy towards an enemy (typically from the fingertips or palm of one or both hands in humanoid species), inflicting electrical damage as well as draining their life-force. Force Lightning typically manifests in shades of blue, purple or white, but red, green, yellow and black have also been recorded; the colour does not reflect intensity, and any colour can be chosen.

Summon Storm (Requires Level 7+, Force Lightning, Force Whirlwind)
Dubbed the Spell of Storm by the Witches of Dathomir, also known as Lightning Storm and sometimes, confusingly, Force Storm, this technique, mastered by the Shapers of Kro Var, targets the elements of the atmosphere at an enemy.

Lightning Saber (Requires Level 5+, Force Lightning, lightsaber or melee weapon, Form I: Shii-Cho)
The user infuses their weapon with Force Lightning, causing the blade to crackle with electricity. A victim struck by the weapon is struck with forks of Force Lightning, dealing additional damage equivalent to the user’s Force Lightning score. Investing additional skill points into this power only determines how long the weapon will keep its lightning charge.

Lightning Variant: Chain Lightning (Requires Level 5+, Force Lightning)
This variant of Force Lightning allows the user to project bolts that leapfrog from one enemy to the next, even changing course to strike at multiple foes in succession. Investing additional skill points into this power only determines how many enemies can be struck; damage is determined by the user’s Force Lightning score.

Lightning Grenade (Requires Level 5+, Force Lightning, Telekinesis)
The user holds an object or a victim aloft with the Force and infuses it with Force Lightning, before hurling it at the ground or wall; the lightning within the object or victim then explodes upon impact. This explosion deals damage to all within its vicinity equal to the user’s Force Lightning score.

Lightning Bomb (Requires Level 5+, Force Lightning)
The user infuses a victim with Force Lightning, letting the charge built up until the victim virtually - and sometimes literally - explodes, hurling Force Lightning at all enemies unlucky enough to be standing next to the victim.

Lightning Variant: Force Tempest (Requires Level 7+, Force Lightning)
Also known as Lightning Burst, the user projects lightning from all of their limbs or body (typically the hands, feet or even mouth, in humanoid species), creating a whirlwind of dark side energy capable of striking multiple enemies at once. Investing additional skill points into this power only determines how many enemies can be struck.

Lightning Variant: Force Storm (Requires Level 7+, Force Lightning)
Not to be confused with other powers also bearing the name Force Storm, this variant allows the user to project a storm of Force Lightning that is capable of arcing in all directions (typically by raising one’s hand, or hands, towards the sky), striking all enemies in a radius around them. Investing additional skill points into this power only determines how large the attack radius is.

Lightning Variant: Sith Barrage (Requires Level 7+, Force Lightning)
The user channels lightning into the ground or air or summons it directly from the ground or air, allowing bolts to erupt forth from a space above or below a target several meters distant and shower lightning in a radius around that spot, damaging multiple enemies at once. Investing additional skill points into this power only determines how large and distant the target radius can be.

Lightning Shield (Requires Level 7+, Force Lightning, Force Resistance)
The user ensconces themselves in a writhing bubble of Force Lightning, providing a formidable defense against melee, energy and certain Force attacks.

Lightning Aura (Requires Level 7+, Force Lightning)
The user is so powerful they crackle with an aura of Force Lightning at all times.

Lightning Empowerment (Requires Level 7+, Force Lightning, Tutaminis)
The user lets themselves be charged with lightning, from the environment (such as an electrical generator or thunderstorm) or an enemy’s Force Lightning, and unleashes it in a blast far more powerful than ordinary Force Lightning. All usage of Force Lightning, or Lightning Variants, is greatly enhanced when used in conjunction with Lightning Empowerment.

Force Maelstrom (Requires Level 7+, Telekinesis, Force Wave, Lightning Bomb, and Protection Bubble or Lightning Shield)
Also known as Force Bombard, this technique allows the user to ensconce themselves in a protective shield while hurling objects or victims around themselves in a telekinetic maelstrom; the user then blasts the objects or victims away with a shockwave of telekinetic energy, accompanied by a blast of Force Lightning, damaging all surrounding enemies with raw telekinetic power, electrical energy, and impacts from the lightning-infused objects or persons.

GODLIKE Wormhole: Force Storm (Requires Level 9+, Force Maelstrom, Instinctive Astrogation)
The user rends the fabric of spacetime itself to create a vast hyperspace wormhole, between one hundred meters and one kilometer wide, and projects an annihilating storm of cosmic energy through the rift in space, surrounded by ribbons of dark side lightning. Capable of destroying entire fleets, scourging the surfaces of worlds or plucking targets - including oneself - and flinging them through space or even time.

Convection *
The user places their hands on an enemy and manipulates thermal currents, setting them ablaze even as the user’s hands, remarkably, remain unburnt. The user is limited by having to touch the target.

Pyrokinesis (Requires Level 3+, Convection)
The user manipulates fire itself, allowing for both telekinetic manipulation of pre-existing fire as well as the spontaneous generation of flames from the hands, jetting out in streams akin to a flamethrower. At lower degrees of proficiency, the enemy is typically burnt by a brief burst of heat; at higher degrees, the user can summon cataclysmic storms of fire capable of turning enemies to ash.

Fireball Belch (Requires Level 3+, Pyrokinesis)
The user is able to hurl fireballs or project pyrokinetic blasts from the mouth, hot enough to scorch durasteel at high degrees of proficiency. Otherwise, the power is functionally identical to conventional Pyrokinesis.

Flame Aura (Requires Level 7+, Pyrokinesis)
The user is so powerful they burn with an aura of flame at all times.

Fire Tornado (Requires Level 7+, Sith Sorcerer, Pyrokinesis, Force Whirlwind)
Through manipulating the currents of the air, the user unleashes pyrokinetic power that swiftly swirls into a deadly funnel of flame; the user has some control over the path of the fire tornado, but the movement of the vortex, once summoned, can be unpredictable, particularly at lower degrees of proficiency. The tornado devastates anything in its path, and can set ablaze many victims at once.

Cryokinesis *
This ability allows the user to manipulate and generate intense cold. At the highest degrees of proficiency, the user can freeze the air itself over large areas, manipulate ice and snow, and project blasts of intense cold, ice or snow at enemies.

Cold Aura (Requires Level 7+, Cryokinesis)
The user is so powerful they are surrounded by an aura of intense cold at all times.

Force Resistance *

Adiabatic Shield (Requires Level 3+, Telekinesis, Force Resistance)

Force Barrier (Requires Level 3+, Telekinesis, Force Resistance)

Protection Bubble (Requires Level 7+, Force Barrier, Adiabatic Shield)

Tutaminis (Requires Level 3+, Force Resistance)

Hibernation Trance *

Mortichro (Requires Level 7+, Hibernation Trance)

Palawan Hibernation Trance (Requires Level 7+, Hibernation Trance)

Dark Side Healing (Requires Level 5+, Sorcerer Class)

Force Bond *

Drain Life (Requires Sorcerer or Assassin class, Force Bond)

Drain Force (Requires Sorcerer or Assassin class, Force Bond)

Death Field (Requires Level 7+, Drain Life, Drain Force)

Battle Meditation (Requires Level 5+, Force Bond)

Battlemind (Requires Warrior class)

Breath Control

Concentration

Feed on Dark Side

Contort (Requires Assassin class)

Control Disease (Requires Sorcerer class)

Control Pain (Requires Warrior class)

Detoxify Poison (Requires Sorcerer class)

Electronic Manipulation (Requires Level 3+, Tutaminis, Mind Trick)

Emptiness

Flashburn

Force Sustenance (Requires Level 7+)

Inflict Pain (Requires Level 5+)

Reduce Injury (Requires Level 3+, Augmentation)

Force Reflex (Requires Level 5+)

Remain Conscious (Requires Warrior class)

Short-term Memory Enhancement (Requires Enhance Attribute)

Conceal Essence (Requires Assassin class)

Force Stealth (Requires Assassin class)

Transfer Force (Requires Level 7+)

GODLIKE – Force Ghost (Requires Level 6+) *

GODLIKE – Transfer Essence (Requires Level 8+, Force Ghost)

GODLIKE – Transfer Essence: Computer (Requires Level 8+, Mechu Deru or Electrical Manipulation, Force Ghost)

GODLIKE – Transfer Essence: Object (Requires Level 8+, Force Ghost, Drain Life, Drain Force, Alchemical Apparatus)

Dark Spiritual Travel (Requires Transfer Essence: Object)

GODLIKE – Art of the Small (Requires Level 8+)

GODLIKE – Create Holocron (Requires Level 6+)

GODLIKE, UNIQUE – Scintillation (Requires Level 9+)

Alter Environment (Requires Level 5+, Sorcerer class)

Attune Armor (Requires Sorcerer class)

Ballistakinesis (Requires Telekinesis)

Force Bellow

Force Blinding

Shadow Armor

Force Cloak (Requires Assassin class)

Flamusfracta (Requires Telekinesis, Convection)

Corruption (Requires Level 5+)

Crucitorn

Dark Transfer (Requires Level 7+, Shatterpoint, Dark Side Healing)

Darkshear (Requires Level 7+)

Spear of Midnight Black

Deadly Sight

Force Destruction (Requires Sith Sorcerer)

Sim Other's Senses (Requires Assassin Class)

Dimension Shift (Requires Level 7+)

Doppelganger (Requires Level 7+, Telepathy, Telekinesis)

Force-flash

Teleport (Requires Level 6+)

Fold Space (Requires Level 7+)

Force Kick (Requires Warrior class)

Force Punch (Requires Warrior class)

Glowball (Requires Level 5+)

Waves of Hatred

Brew Sith Poison (Requires Sorcerer class)

Energy Blade (Requires Level 6+, Sorcerer or Warrior class)

Shadowstrike (Requires Force Sense, Telekinesis, Assassin class)

Alchaka

Art of Movement

Aspect of the Storm

Ayna-seff

Bleed Crystal

Chant of Resurrection

Control Web

Create Force Wraith (Requires Level 5+)

Crush Opposition

Cure Disease (Requires Control Disease)

Daen nosi

Dampen Force

Dark Aura

Dark Plague

Dark energy trap

GODLIKE - Dark Side tendrils (Requires Level 8+)

Dream-walking

Dreambubble

Ears of the Chiroptix

Energy trap

Enhance Force Sensitivity

Environmental Attunement

GODLIKE - Eternal Hatred (Requires Level 8+)

Field Detection

Fiery energy

Fighting-sight

GODLIKE Flow-walking (Requires Level 8+)

Focused rage

Forbidden Ritual

Force Clouding

Force Focus

Force Light

Force Scream

Force Shockwave

Force Plague

Force Stasis

Force Stun

Force Track

Force blast

Force call

Force empathy

Force familiar

Force form

Force generation

Force immersion

Force in Balance

Force meld

Force net

Force phantom (Requires Level 8+)

Force pulse

Force rage

Force shadow

Force suppression (Requires Level 7+)

Force travel

Force weapon

Hassat-durr

Hatred

Heartshadow

Hypnosis

Imbue Item

Inertia

Injure/Kill

Insight

Ionize

Kinetite

Life Bond

Life Detection/Life Sense

Living Fire (Requires Sorcerer class)

Living Sphere

Magical Ichor

Magnify Senses

Malacia

Mechu-deru

Memory Walk

Memory rub

Midichlorian manipulation (Requires Level 8+, Sorcerer class)

Mnemotherapy

Phase (Requires Level 6+)

Plant Surge

Psychometry

Remove Fatigue

Revelation

Revitalize

Sense Force

Sever Force (Requires Level 6+)

Shadow Vision

Shatterpoint (Requires Level 7+)

Shift Sense

Soft to Solid

Sound mimicry

Stonepower

Stygian Art

Summon fear

Tapas

Technometry

Technopathy

Touch of the Kiin'Dray (Requires Sith Witch)



Sith Magic (Requires Sith Sorcerer)
All spells listed below may only be used by characters of the Sorcerer class.​

Sutta Chqwituskak

Qâzoi Kyantuska

Dwomutsiqsa

Odojinya

Waves of Darkness

Aura of Uneasiness

Forge Sith Artifact

Forge Sith Weapon (Requires Imbue Item)

Forge Sith Armor (Requires Imbue Item)

Mutate Life

Create Chrysalide (Requires Mutate Life)

Create Tuk'ata

Create Hssiss

Create Underwalker

Summon Monolith (Requires Level 8+)

Animate Golem (Requires Level 5+)

Animate Sith Statue (Requires Level 7+, Animate Golem)

Invoke Spirits (Requires Level 6+) *

Corpse Vision (Requires Invoke Spirits)

GODLIKE – Force Walk (Requires Level 8+, Invoke Spirits, Drain Force)

Reanimate Dead (Requires Level 7+) *

Reanimate Sith Undead (Requires Level 8+, Reanimate Dead, Invoke Spirits)

Create Rakghoul (Requires Level 7+)

Mechu Deru Vitae (Requires Level 7+, Mechu Deru)

Summon Terentatek

Create Jumper (Requires Level 6+)

Sith Illusions

Create Object (Requires Level 8+)

Spirit Blade (Requires Level 8+)

Blood Magic (Requires Level 6+) *

Dark Illusion (Requires Blood Magic, Sith Illusions)

Blood Trail (Requires Blood Magic)

GODLIKE – Supernova (Requires Level 9+)

GODLIKE – Thought Bomb (Requires Level 8+)

Speed of the Toocha

Spell of Assistance

Spell of Awareness

Spell of Comfort

Spell of Creature Understanding

Spell of Discovery

Spell of Interpretation

Spell of Lightning

Spell of Mimicry

Spell of Open Mind

Spell of Power

Spell of Protection

Spell of Structure

Spell of Thought-Touch

Spell of Concealment

Sith Emperor's ritual (Requires Thought Bomb)

Sith Fire Ritual

Sith plague

Sith runes

Sith stone ritual

False light side aura
 

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