Inspire

[LIGHT SIDE]

You fill your allies with hope and courage, allowing them to face even the most daunting of odds.
Time: Swift action.
Target: All allies within 6 squares of you and in your line of sight.

Make a Use the Force Check. The result of the check determines the result, if any:

  • DC 20: The targets gain a +2 Force bonus to Will Defense against mind-affecting and fear effects until the end of your next turn.
  • DC 25: As DC 20, except the bonus increase to +5.
  • DC 30: As DC 20, except the bonus increase to +10.
  • DC 35: As DC 20, except the targets are immune to mind-affecting and fear effects.

Special: You can spend a Force Point to grant each target 2d6 bonus hit points when the power is first activated. Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter go away.
You can maintain inspire from round to round, extending the normal duration. Maintaining the inspire power is a swift action, and you must make a new Use the Force check each round. If you take damage while maintaining inspire, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.


Source: Jedi Academy Training Manual, p. 27.

Inspire

Star Wars: A Flicker of Hope hugolabreche hugolabreche