Light vs. Dark
Force Whirlwind [Telekinetic]
You call upon the Force to surround an enemy in a swirling vortex of Force energy. The whirlwind lifts them about a half meter off of the ground, spinning them in the air and buffeting them with Force energy.
Time: Standard action. Target: One creature within 12 squares and within line of sight.
Make a Use the Force check. The result of the check determines the effect, if any.
Compare the result to the target’s Fortitude Defense. If the check result equals or exceeds the target’s Fortitude Defense, the target is captured within the whirlwind and immobilized until the beginning of your next turn. Any attack rolls or skill checks the target attempts while within the whirlwind are at a -5 penalty. The target falls prone when the effect ends. The target also sustains damage at the end of your turn as determined by the results of your Use the Force check.
DC 15: The target takes 1d6 points of Force damage.
DC 20: The target takes 2d6 points of Force damage.
DC 25: The target takes 3d6 points of Force damage.
DC 30: The target takes 4d6 points of Force damage.
The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0.
Special: You can spend a Force Point to increase the penalty to the target’s attack rolls and skill checks from -5 to -10.
You can maintain Force whirlwind from round to round, extending the normal duration. Maintaining the Force whirlwind power is a move action, and you must make a new Use the Force check each round. If you take damage while maintaining a Force whirlwind, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power. If a target within a Force whirlwind is attacked or otherwise damaged or moved down the condition track by you or one of your allies, the effects of Force whirlwind end immediately.