Cure
Cure
Prerequisites:
The ability to repair minor injuries to the body such as small cuts, abrasions, fractures and similar wounds. More severe injuries require undisturbed mediation to mend.
Heal
Prerequisites:
- Second Rite (JM1 - JM4)
- Force power: Cure, 5 points
Though not capable of regenerating lost matter (i.e. severed limbs), the healing of things like broken bones, arterial bleeding and punctured organs is often commonplace dependent upon the skill of the user.
Heal Others
Prerequisites:
- Third Rite (EQ1 - EQ4)
- Force power: Heal, 5 points
The ability to heal the injuries of others. This power requires the user to enter a state of extreme concentration and thus they cannot be engaged in any other activity.
Regenerate
Prerequisites:
- Mastery (DA - DP)
- Force power: Heal Others, 5 points
The ability to regenerate soft tissue and organ matter. The user must enter a state of extreme concentration while attempting to regenerate at the cellular level. This ability does not allow the user to regenerate amputated limbs.
Transfer Life
Prerequisites:
- Grand Mastery (GM only)
- Force power: Regenerate, 5 points
Through a concerted effort of meditation, the most skilled Force users (often through the assistance of Adepts) can transfer their living essence into that of another being.
Harm
Harm
Prerequisites:
Using the negative energies of the Dark Side a user may tap into the life force of their enemy and diminish it.
Drain Life
Prerequisites:
- Mastery (DA - DP)
- Force power: Harm, 5 points
This power allows a user to tap into the life force of their target doing it great harm while healing themselves.
Death Field
Prerequisites:
- Grand Mastery (GM only)
- Force power: Drain Life, 5 points
The advanced form of Drain Life, this power allows the user to tap into the life force of multiple targets to not only heal themselves but also to harm their enemies.
Control/Cure
Control Pain
Prerequisites:
This power allows the user the ability to reduce the pain suffered from an injury. The injury still requires treatment, but the user is able to control the pain for a short amount of time.
Cure Poison
Prerequisites:
- Third Rite (EQ1 - EQ4)
- Force power: Control Pain, 5 points
This ability allows the user to destroy poisons afflicting himself or other living things. Depending on the severity of the poisoning, this power can require several hours of mediation.
Cure Disease
Prerequisites:
- Mastery (DA - DP)
- Force power: Cure Poison, 5 points
This ability allows the user to destroy diseases afflicting himself or other living things. Depending on the severity of the disease, this power could require several hours of mediation.
Crucitorn
Prerequisites:
- Grand Mastery (GM only)
- Force power: Cure Disease, 5 points
This ability allows a Grand Master to transcend physical pain beyond normal thresholds for a sentient being.
Trances
Breath Control
Prerequisites:
Using this ability, a Jedi can literally numb the body's instinct to shut down when deprived of oxygen allowing the user several additional minutes of consciousness.
Hibernation Trance
Prerequisites:
- Second Rite (JM1 - JM4)
- Force power: Breath Control, 5 points
This is the ability of a Force user to go into a very deep hibernation state for the purposes of healing, learning, or passing time. This typically slows down the Force user's metabolism and respiration to a near-standstill. A fully trained Force user can stay in this state for up to four days.
Tapas
Prerequisites:
- Third Rite (EQ1 - EQ4)
- Force power: Hibernation Trance, 5 points
This power allows the user to stay warm in a vacuum or cold environment.
Remain Conscious
Prerequisites:
- Mastery (DA - DP)
- Force power: Tapas, 5 points
This power forces the user to remain conscious in situations where a mind without the aid of the Force could not.
Transfer Hibernation
Prerequisites:
- Grand Mastery (GM only)
- Force power: Remain Conscious, 5 points
The Grand Master ability to place multiple beings at once into a healing and hibernation trance.