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Sith Mentalism

Aura of Uneasiness
This power allows a Sith to project a field of vague discomfort and unease arround him, which causes non-sentient creatures to avoid him. Sentient creatures sense a vague "uneasiness" about the person.

Curse of the deceased
This minor illusion causes spirits to rise from the ground and attack a target chosen by the caster. Although the spell can not actually harm the target, their frenzied attack and horribly wailing can be most unsettling to an unprepared opponent, and it is a good distraction during combat. The spell can last for several minutes, and be directed to attack any opponent as dictated by the caster.

Fear
The Sith can use the Fear spell to ward off or even completely destroy an enemy of any size. The only energy the spell requires is that of sheer will. It is a known fact that each and every person in the universe has something to fear. And another fact is that each person has a full manifestation of such fear. That is what the spell uses. The Sith affects the mind of its victim so that instead of a human before their eyes appears such a manifestation. If the Sith increases his hold on the victim , the victim in the end gets so terrified that he dies with his heart stopping. But, if even then, the Sith won't let the spirit of the victim leave his body by increasing his hold on the victim even more , the body shall burn up and turn to ashes in a matter of minutes.

Hallucinations
With this spell, many sorcerers used to drive their enemies mad. The user collects all of his negative emotions, or energies and through the Force channels them right into the body of the victim. This spell causes severe rise in body temperature of the target and also causes multiple hallucinations. The victim can be affected by these for a long time before they wear off, time long enough to drive a person to insanity.

Illusion
Characters with the power of Illusion can manifest images that seem completely real to those who perceive them. These illusions cannot cause physical harm, thought they might cause others to make mistakes if they do not realize their true nature. The maximum range for an illusion is 10,000 meters from the user. Maintaining an illusion takes complete concentration. Each person who perceives the illusion perceives the same event (instead of his or her own slightly different interpretation).

Illusionary Armies
Though trickery and illusion any one fleet/army can appear to be twice the size as normal, while the phantasm armies inflict no damage, the opposition will not be able to distinquish between what is real or not. Effects last only while the user remains undistrubed.

Life Bind
A Sith may use this power to form a link, similar in some respects to the Jedi power Life Bond, but of a master-servant nature. It is not restricted to one other individual as the Jedi power. Instead, as more links are formed, the difficulty to form a link increases.
To form a link the recipient must be prepared to be completely subservient and loyal to the 'master' figure. The power must be kept up by the master for 1 week during which time the recipient is in a state of hibernation and the master must be touching the recipient at the start and once every 24 hours thereafter until the week is up. At the end of this period the master-servant link is formed and will remain until the servant dies or somehow breaks free. Either may use Force of Will, Rage, Emptiness, or Force Harmony to improve their chances of success when the sevant tries to break free to improve their chances of success, provided they have access to these powers.
There is nothing in the scope of this power to stop a servant from using Life Bond to obtain servants of their own. However, their master may not approve of such an action. The link between the master and the servant will warn the master should the servant attempt this without the master's permission.
Servants may only have allegiance to a single master. Such is the delfish nature of the Dark Side. A master will not allow another to play with his 'toys'. If a servant wishes to serve another master, the link with the present master must be broken.
While this link is active the master is able to determine the general location of any of his/her servants at any given time, can send a telepathic message to them and can scan their surface thoughts and emotions. He can also see what they see, hear what they hear etc. at any given time and can also take over any 1 of their bodies at a time. Also the master can improve the servants force skills slightly and detect any treachery in the servant.
The servant, however, can only send and receive telepathic messages to the master. If the master dies then the servant will most likely complete his final order and then become free of the link.

Memory Wipe
This dreadful power allows a Sith to sift through another person's mind, and destroy all knowledge of specific events or learned skills. Use of this skill requires direct contact with the target, and only one specified objective can be pursued per wipe.

Neural Neutralization
This spell when cast would lead to the complete death of the enemy of the caster. Its effects produce a alpha radiation wave upon the body of the target. This causes the body to manufacture certain chemicals in the nervous system. These chemicals act as a poison to the neuron connections. They combine with the neuroreceptors at the end of the cells and cancel out the chemical reaction between the neurons ,preventing the transfer of information from one neuron to another and that way shut down the entire nervous system causing almost instant death in an enemy.

Nightmare
Ancient Sith masters created a dark side version of the Dream power, Nightmare, which allows them to alter others' dreams to harm or warn them from a path. Adopted by the Illusionist sect of the Sith especially, Nightmare allows a Sith to go so far as to implant a "spirit" of dark side energy within their victims. Sith must learn the Dream power before learning Nightmare.

Psychic parallel
Using this spell, a Sith Sorcerer can alter reality in his target's mind. He creates a separate world, parallel to the real one. So, his target can be mislead for a long, long time. Even forever, sometimes, if some lucky psychiatrist doesn't discover it. However, if the target is hurt in the real world,he will be most likely hurt in the dream world and vice versa. A person under this effect can be easily detected, however, because of the absent minded look, muteness, and sleepwalker-style of walking. For example, a guy dreams that he is in the hospital, while in reality, he is lying on the floor.

The Dark Voice
At this level of the Voice, The Sith sorcerer can make suggestions to others of lesser rank and have them carried out as "good ideas". The Sith Adept can also at this point in his training also summon up the Weirding way and make there physical abilities increase through the Sith training in the Weirding Way. The Weirding Way is the special Sith Warrior combat training that they use through the Weirding Module however the Sith Adept at this point does not need the Weirding Module to achieve this power.

The Harrowing
This is taught to all Sith Warriors upon their becoming a Sith Warrior. It affords the Sith Warrior the ability to "sense" another Sith or Jedi near. Giving salt to the saying one cannot sneak up on a Sith.

Thought Bomb
This weapon, first devised and last used by Lord Kaan and the Brotherhood of Darkness, was essentially a seething collection of Dark Side energies. The ancient Sith discovered that the Dark Side of the Force could be extracted and mentally bound into an explosive sphere. When set off, in the final struggle of the Battle of Ruusan, the thought bomb obliterated the physical bodies of both the Sith and the Jedi, trapping their spirits in an unbreakable forcefield for all eternity. The natives of Ruusan believed that their imprisonment would last until another Force user came and disrupted the natural order of the Valley.

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