Home Map Members Paths/Levels Book of Spells Tome of Obedience




Book of Spells

Spell Description Difficulty Rating
Absorb/Alter Absorbs energy from living things;
Absorbs energy of stun or blaster bolt;
Alters flow of energy, fire, water, and other materials around spellcaster.
Difficult
Animal Healing It is similar to Healing skill. The difference is that this skill is specifically designed for the healing of small animals. Moderate to Difficult
Battle Meditation Caster can force her enemies to abandon their assault and turn on each other; strengthen her allies while weakening her enemies, like draining the will to fight from the one and transferring it to the other. Difficult
Cast Lightning This skill allows the Nightsister to project lightning-like energy from his hands. The range for this is typically only 1-2 meters. Moderate to Difficult
Chain Lightning This skill creates an electrical discharge that begins as a single stroke of lightning, up to 2 feet wide, that starts at the fingertips of the caster. It strikes on object initially, then arcs to a series of other objects. It loses energy with each jump. It usually strikes up to six objects before dying out. Controlling the direction of the arc depends on the skill of the caster. Moderate to Difficult
Control Flame When this skill is used upon a fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot small arrows of flame. All beings within 10 feet of the fire are in danger of receiving burns. The damage they receive depends on how near they are to the fire and how they are dressed. Moderate to Difficult
Deception Altering the perceptions of another person;
Counterspell to Spell of Discovery.
Moderate to Difficult
Dispell This skill enables the witch to cause fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness; to become mere coals. Note that this does not affect either fuel consumption or damage caused by the fire. The witch can affect any or all fires in the immediate area. She can alter their intensities with a single gesture while tapping into the Force. The effect lasts until the witch cancels it, all fuel is burned, or the user's will/energy/concentration expires. The witch can also extinguish all flames in the area. Moderate to Difficult
Interpret Interpret and Speak foreign languages;
Communicate with animals
Moderate Difficulty
Focusing Spell This spell is used by a witch to prepare her focus for extreme use of magic. If she has a difficult spell or task to perform, she usually will begin the spell or task with this spell to draw on the energies or strength she will need in the upcoming task. Easy to Difficult
Force "Blanket" Gives another the senation of being covered or smothered;
Binds a person with senations of fear or enclosure
Moderate to Difficult
Force Clutch Used to cling to walls, rock faces, etc...;
Can be used to crush blasters, bones, etc...;
Can hold any part of another's body
Difficult
Force Leap If the Nightsister spreads her arms and jumps from a height, she may glide through the air. For each foot of elevation, the Nightsister can glide five feet horizontally. Thus, a Nightsister jumping from a 10-foot wall could glide up to 50 feet. A Nightsister attempting to carry more than her normal weight allowance, more than she can carry while walking normally on the ground, plummets to the earth upon takeoff. Difficult
Forcing Minds Controlling of someone else's actions, thoughts, and emotions by invading that person's mind. Difficult
Force of Will Caster uses own will power to fight hostile spells/force powers. It does not protect against tempest spell, or other physically related spells. Easy to Moderate
Force Push/Blows Slams the Force into an opponent, like an invisible fist;
Used to crush, crumple, shatter, or ball up blasters, bone, blood vessels, etc...
Difficult
Force Shield This skill allows the Nightsister to surrond herself with a Force Shield which can repel energy and physical attacks down to the molecular level. Moderate to Difficult
Force Storm Alter winds to pick up in speed and pick up debris to be thrown/whipped at another;
Can build up particles and friction in clouds to create charges of lightning.
Moderate to Difficult
Force Wind Allows witch to manipulate and channel air currents into powerful cyclones of wind. Similar to Force Storm without the electrostatic lightning. Moderate to Difficult
Ground Sensing This is used to sense when nutrients are too low to accomodate certain crops and when to plant. Users also learn to use this communion to infuse a portion of their own life force into the ground to encourage the growth of crops. Moderate to Difficult
Healing Stop pain in others and self;
Awaken from unconsciousness;
Stop bleeding;
Close up wounds;
Give strength or part of life force to the wounded.
Easy to Difficult
Levitation Lifting and setting down animate or inanimate objects. Moderate to Difficult
Mind-Touch Mind-speaking to another over distances;
Send images or share sight to another over distances.
Moderate Difficulty
Mind Weave This skill will allow two persons to interweave their thoughts so they can share experiences and emotions that cannot be communicated in words or actions. This skill is often shared most between those mated and strengthens the bonds of intimacy. Moderate to Difficult
Mountain Sensing The ability to sense veins of unmined ore and gemstones within the rock of mountains. Moderate to Difficult
Night Sight This skill allows the witch to call on the Force and enhance her sight to see more clearly in the dark. Easy to Difficult
Probe Gather information from another's mind/emotions;
Search for other Life nearby;
Search another's intentions
Easy to Moderate
Power Touch A Nightsister uses this spell to tap into the magic she will need and harmonize within herself on a magical and physical level. With this spell, she can control bodily functions - such as slowing down her heart rate before slipping into a meditative trance. This is also a good spell for initial practice into other spells to be able to tap into the magic and keep a witch's hold on the energy as she creates her spell. Easy to Moderate
Reverse Healing A Nightsister can, with concentration, cause a victim to feel pain. The victim is physically hurt. This is the same sort of magic used on Han Solo by Getherzion. In that case, she was able to break bones and cause teeth to explode. Moderate to Difficult
Seeking Spell Caster can detect the presence and identity of a specific individual for whom she searches. She can determine how badly wounded, diseases, or otherwise physically disturbed her target is. Moderate to Difficult
Seer's spell Brings visions of the future Difficult
Song of Power Draws a measure of life force from the elements around them to amplify their Force strength. It also increases a single attribute for a limited amount of time - run faster, see farther, jump higher, etc. Moderate to Difficult
Song of Power Healing A witch who uses this song successfully is able to heal wounds at half the time it would take normally. Difficult
Spell of Assistance Caster heals another temporarily. (For up to four hours.) Easy to Moderate
Spell of Awareness Allows witch to extend her senses, like a protective sensor, creating an early warning system. Easy to Difficult
Spell of Comfort Cast by witch to act as though she never was wounded at all. She does not heal, but is able to ignore pain and feel more comfortable. Easy to Difficult
Spell of Detection Detects the presence of other beings Easy to Moderate
Spell of Discovery Determines if a person is lying or telling the truth;
Detects other beings in area.
Easy
Spell of Fire Creation By concentrating, a witch can generate localized sparks. These sparks are strong enough to start fires with. It has been theorized that these individuals are able to hyperaccelerate particles in the air so that these sparks can occur. Easy to Moderate
Spell of Ordering This skill allows the individual to make sense of apparent chaos. The individual can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints.
The individual studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible--coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. The individual must study the random elements for one round. If the items studied are truly random, no information is gained, but if they were once part of a whole something can be gleaned from them.
After the individual has visualized the pattern, he can attempt to reassemble the parts into their original form. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the individual can make only a reasonable copy of the item. He can use this skill to restore works of art, but they will be worth only a small percentage of their original value.
Difficult
Spell of Structuring Caster is able to model and shape the ground to her own design. She can produce miniature buildings, complete with moving people, etc, and erect a wall of earth to protect her from attack. Moderate to Difficult
Spell of Water Using this spell one is able to locate pure water tables. Moderate to Difficult
Telekinesis Manipulation of moving mass (such as a river, blaster bolt, etc.);
Create living maps (out of sand, water, etc.)
Moderate to Difficult
Tide Sensing This skill is used to sense the ebb and flow of the various rivers and other waters that have a high and low tide on Dathomir or other planets. Its helpful in finding the best time to fish, swim, and other activities that have to do with the water. Moderate to Difficult
Warding Spell/Deflection Simple hand gesture to deflection incoming objects (such as a blaster bold, person, incoming spells against oneself). Moderate to Difficult
Weather Control This skill allows the user to change the weather in the local area. It has been recorded to last up to 48 hours and cover up to 16 square miles. The desired weather conditions occur up to one hour after the spell is cast. Weather conditions have 3 components: Precipitation, Temperature, and Wind (see the chart below).
The Upper-cased headings represent the existing weather conditions. The small headings beneath each large heading are the new conditions to which the caster can change the existing conditions. The caster can also change the direction of the wind. Contradictions are not possible - fog and stong wind, for example. Multiple uses of this skill can only be used in sucession to achieve the desired result (to go from very clear - heavy rain for example). Refer to chart here.
Moderate to Difficult
Weather Sense This skill allows the individual to sense coming weather patterns; storms, ect. This skill does not allow him/her to make swift and sure predicitions of coming weather patterns. The better the individual knows the area, the easier he/she will be able to sense the coming weather changes. Moderate to Difficult


Most spell's difficulty rating is determined by the type of spell they are casting. For example, stopping pain would be easier than awakening from unconsciousness, or closing up wounds.