Jaedai's Advanced Rules

By Old Warrior

This is only partially complete and deals mostly with the Jaedai's (Jedi) training. It is provided to help Warhammer Quest Players for my new game to decide whether they want to play. Note that Saedith (Sith) will have quite a few different Force Power choices.

LS = Light Side power; N = Neutral power; underlining indicates parts of Force Powers that have been modified from the original Wizard's spell

TRAINING


JAEDAI'S TRAINING

The Jaedai trains under a Jaedai Mentor (greater experience in the Force) or with a Jaedai Comrade (of equal or lesser experience).  He must first roll to see if he has found one (only one attempt per settlement), then (if he has found one) roll on the appropriate table to see what type of Jaedai he has found.  Luck may be used to re-roll on any of these tables related to Jaedai trainer, 

Table to find a Jaedai

Location Dice Rolled No. Needed
Village 1D6 3+
Town 2D6 7+
City 3D6 7+

After finding a Jaedai to train him, the Jaedai must then pay his gold (and/or deduct experience) before rolling to see how experienced his trainer is.

Jaedai's Experience Tables by Location (Roll 1D6 on appropriate table.)

Village:

Dice Rolled Experience
1 Jaedai Comrade of lesser experience
2-3 Jaedai Comrade of approximately equal experience
4-6 Jaedai Mentor of greater experience (sometimes a village might be better)

Town or City:

Dice Rolled Experience
1-2 Jaedai Comrade of lesser experience
3-4 Jaedai Comrade of approximately equal experience
5-6 Jaedai Mentor of greater experience

TRAINING

When training, the experience of his comrade or mentor will be very important.  Therefore, the Jaedai trainee must discover what he may learn from them after he has paid his required gold/experience (the amount required for Battle Level that he desires to gain).

To determine how many new Force powers he may learn roll 1D6 on the following table.  The result after the Jaedai comrade's or mentor's experience level shows how many new Force powers the Jaedai trainee may now learn.  Luck may only be used to re-roll on the following table one time each settlement and the second result must be kept, even if it is the lowest result possible. Once the number of new Force Powers learned is discovered, the Jaedai must decide which Force Powers he will learn (under Force Powers below).

Number of New Force Powers to Learn

Experience of Jaedai Dice Roll Result
Jaedai Comrade of lesser experience 1-4 = only one new Force Power; 5-6 = two new Force Powers
Jaedai Comrade of approximately equal experience 1-2 = only one new Force Power; 3-4 = two new Force Powers; 5-6 = three new Force Powers
Jaedai Mentor of greater experience 1-2 = two new Force Powers; 3-6  = three new Force Powers

Remember to roll for whether the Jaedai or Saedith gains a new Force Sabre Skill.

 

Jaedai Force Powers:   The Jaedai may choose a number (determined by the tables above) of Force Powers from the following two tables. Each time the Jaedai advances a Battle Level he may learn one (and only one) Healing Force Power of his choice as long as he already knows any prerequisites of that power.  He may also learn one, two or three Force Powers from the Defense and Special tables below.  Again, he may choose any that he desires as long as he already knows any prerequisites for those Force Powers.   Unless otherwise stated, these powers are subject to Magic Resistance when used against a monster with that ability and Magic Dispel may also prevent them from working.)  especially notice that many of the original Wizard's spells have been modified.  Many Force powers, for instance, have a chance of failing, when their similar Wizard's spell did not.

Healing Force Powers

Dice Rolled

Casting
Power

Power (or spell) and Description Class Target Duration
2 1 Cure Small Wounds* (LS)
Pick any Warrior on the board (including the Jaedai) and heal 1 of his Wounds.  Each individual Warrior may only have this power used on him once per turn.  However, there is a chance that this power may fail.  Roll 1D6.  On a roll of 1 it fails. 
Healing Any Warrior on the board Immediate
3 2 Healing Hands* (LS)
With quieting meditation, the Jaedai feels a soothing calmness descend upon himself and his companions. Every Warrior on the board has 1 Wound healed.  However, there is a chance that this power may fail.  Roll 1D6.  On a roll of 1 it fails.  Also, this power may only be used successfully once per turn.  Prerequisite: Cure Small Wounds OR Finger of Life
Healing Every warrior on the board (who is wounded) Immediate
4 3 Finger of Life (LS/=)
The Jaedai meditates upon the life energy of the Force and directs it toward his all revitalizing him.
Pick any Warrior on the board (including the Jaedai) and roll 1D6.  On a score of 1, 2 or 3 the power has no effect.  On a score of 4. 5 or 6 the chosen Warrior has that many Wounds healed.
Healing Any one model (usually a warrior) on the board Immediate
5 4 Heal Wounds* (LS)
Pick any Warrior within line of sight (including the Jaedai) and heal 1D6 of his Wounds. Requires LOS.  Prerequisite: Cure Small Wounds
Healing Any model (usually ally) within LOS Immediate
6 7 Life Pulse (LS/=Blood Pulse)
Pick any Warrior on the board (including the Jaedai). He immediately regains (The Wizard's Battle-level) Wounds.  Prerequisite: Finger of Life
Healing Any model (usually ally) within LOS Immediate
7 8 Healing Trance (LS/=Voidmaster*)
Entering a trance state, the Jaedai draws upon the Force to mend his broken body.
Upon entering this trance, the Jaedai may do nothing at all nor use any other powers.  He remains as prone for one whole turn, at the end of which time he has all of his wounds restored.  Prerequisites:  Heal Wounds and one of these two: Healing Hands OR Finger of Life
Healing Jaedai himself One whole turn
8 10 Heal Major Wounds (LS/Heartbeat*)
Moving up beside his wounded comrade, the Jaedai lets the Force flow through his hands to provide great healing.  The Jaedai may use this power to restore 1D6 Wounds per the Jaedai's Battle-level (roll a separate 1D6 for each BL) to a single Warrior (excluding himself), up to his Starting Wounds.  He must be adjacent to the target of the healing.  Prerequisites:  Heal Wounds, Cure Small Wounds, and Healing Hands (all three)
Healing One adjacent warrior (or ally) Immediate
9 11 Radiance of Healing (LS/Tissue of Life*)
Roll 1D6 for each Warrior on the board (including the Jaedai).  On a score of 5+ as Knight, 4+ as Master, and 3+ as Lord, that Warrior is restored to his Starting Wounds.  Prerequisites:  Heal Wounds, Cure Small Wounds,  Healing Hands, Finger of Life, Life Pulse, and Heal Major Wounds (all of the above Healing  Force Powers except Healing Trance)
Healing All warriors on the board Immediate


Force Defense and Special Powers

Casting
Power

Power (or spell) and Description Class Target Duration
1 Minor Force Pull ( N/Drop*)
Pick any Monster on the same board section as the Jaedai and roll 1D6.  On a score of 6 any one weapon that it is holding is forcefully ripped from its grasp.  He cannot attack this turn as he retrieves it.  This power may have other uses (RP).
Defense One monster on same board section. Immediate
1 Burst of Speed (N) (Fleet of Foot *)
Upon drawing upon the Force in this manner, the Jaedai (no other target) gets +1 Move this turn.  May only be used a number of times per turn equal to the Jaedai's Title advancement (once as Apprentice, twice as Knight, thrice as Master, and four times as Lord..)
Special Jaedai himself (only target) One Turn
1 Open (N/=)
The Jaedai may open any non-magical lock on the same board section as himself.  Any traps on the lock are set off as normal.
Special one non-magical lock on same board section Immediate
1 Minor Distraction (N)
May be used against any one monster (no more than once per monster) at the time of placement at the beginning of any non-Objective Room monster event (randomly generated for rooms and Unexpected Events). Roll 1D6.  On 5+, that monster is distracted from the battle and is not placed  (or is immediately removed).  No one gets the gold (or experience) for any monsters that are so distracted, although if more than one monster generated by the event actually participates in the combat, the party still gets any normally generated treasure.
Defense One monster at time of placement  Immediate

Casting
Power

Power (or spell) and Description Class Target Duration
2 Strengthen (LS/Strength*)
Pick any Warrior on the board (Including the Jaedai). This turn he is at +1 strength. Each individual Warrior may only have this spell cast on him once per turn. Note: the strength increase will apply for combat and for strength tests (such as for web or net breaking).  Therefore, the class has been changed.
Special (was Attack class, but see description) any Warrior on the board  One whole turn
2 Force Pull (N)
The Jaedai may use this ability to pull a single weapon from a single monster within LOS and within 4 squares (range). Roll 1D6.  On 4+ the weapon has been pulled from the monster's grasp and it may not attack for one whole turn while retrieving it. May not be used against magic weapons nor against monsters not carrying a weapon. This ability may have other uses.  Prerequisite: Minor Force Pull
Defense one weapon -bearing monster within 4 squares in LOS Immediate/.one turn
2 Feign Death* (LS)
This power puts the Jaedai into a trance state in a prone position on the floor.  While in this state, he may do nothing.  No Monster will attack him unless there are no other Warriors standing, in which case the Monster automatically hits.  However, any monsters that successfully resist (Magic Resistance) may attack him (hitting automatically).
Defense Jaedai himself Indefinite, Minimum of one whole turn, & whole turns thereafter.
2 Understand Others (N/Tongues*)
By tapping into the Force, the Jaedai is able at times to pick up on the surface thoughts and feelings of others thus helping him to understand some of what they attempt to speak though in another language and even to understand some of the things not spoken.
This power allows the Jaedai to understand anything said, or even thought (surface thoughts loudly thought), regardless of the language the words are spoken in.  It does not allow the Jaedai to speak another language.  When used to pick up on surface thoughts, this power may fail.  Roll 1D6.  The roll is successful on 5+ as Knight, 4+ as Master, and 3+ as Lord.
Special Jaedai himself One whole turn
2 (+ # of
board
sections
distant)
Telepathy (N)
The Jaedai may use this power to communicate silently with others who understand his language by means of sending a mental message (a sending of thoughts, of reasonably short length per sending -- say one to three lines of information, or one to two short to average sentences).  It requires also that the Jaedai has at least met the receiver of the message in person.  No, this does not allow the Jaedai to hear the receiver's response to his message, unless the receiver is able to communicate in the same fashion and also sends a message back to the Jaedai.  As a Knight the Jaedai may us Telepathy to communicate with the target up to three sections away.  As Master this increases to six sections away, and as Lord there is no limit as long as enough power is spent to send the communication.  It costs an additional power point for each board section beyond the same one.  Beware, if this power is used in an attempt to communicate with powerful enemies, especially those strong in the Force.
Special Any single model of even brief acquaintance Immediate
2 Zone of Silence* (N)
The Jaedai calls upon the Force to create a pocket of silence than takes in the whole room
Works only in the same board section. For the rest of the turn no sound can be heard on this board section, nor can any sound be heard to come from this board section.  Any spells, chants and etc.  requiring audible words be spoken cannot be used unless this Force power is dispelled or personally resisted (Magic Resistance).  As the Jaedai gains experience this zone of silence may be expanded to adjacent board sections at +2 cost per section.  May expand the effects to one adjacent section as Master, and two adjacent sections as Lord.  This zone of silence does not prevent the use of Force powers, since they do not rely upon the spoken word.
Special Same board section (see description for Master and Lord levels) One whole turn
2 (+1/2 Monster Table Level rounded up, + 1/2 DL if object, + 1/2 BL if warrior) Force Push (LS)
The Jaedai may Force push any monster (except Large Monsters), warrior, or moveable object within 6 squares range (requires LOS). The target is pushed backwards in a straight line away from the Jaedai Apprentice 1D6+1 (+2 as Knight, +3 as Master; +4 as Lord) squares.  A monster or warrior that hits a wall may have the wind knocked out of them (be stunned and do nothing for one turn -- treat as prone -- not applicable to daemons and ethereal) if they fail a toughness test (at +1 to the difficulty per square short of the total rolled for the Force push).  The push stops whenever the target hits a solid obstruction such as a wall, but the model passes through other models without disturbing them (assumed it is that other models are constantly in motion like the future).  Any target that cannot fly (or is not levitating), will fall into a pit or fire chasm (flying or levitating targets will remain suspended over the pit or chasm) if it stops (at the end of the Force push) over an opening.  The target may suffer from whatever it falls into (a monster or warrior will die if they fall into the Firechasm), but the push itself will not damage the monster, because the Jaedai is trying to avoid directly damaging the target with the Force.  This may be used with Levitate to prevent the target from falling.
Defense versus Monsters,

Special versus objects and warriors

any one model or object within 6 squares and within Jaedai's LOS Immediate

Casting
Power

Power (or spell) and Description Class Target Duration
3 General Distraction (N/ Marsh Lights*)
Same as Minor Distraction above except it applies to all monsters about to be placed and the success for each one (to see if distracted and thus not placed) is a natural roll of 6.  Prerequisite:  Minor Distraction
Defense All monsters of a monster event Immediate
3 Empowerment (LS version of Ogre Strength*)
Calling on the Force, the Jaedai infuses himself (or his ally) with great strength.
Pick any Warrior on the board (including the Jaedai).  This turn he is at +2 strength.  Each individual Warrior may only have this spell cast on him once per turn. Note: in play the strength increase will apply for combat and for strength tests (such as for web or net breaking).  Therefore, the class has been changed.  Prerequisite: Strengthen
Special any Warrior on the board  One whole turn
3 Mind Trick (N/=Confuse*)
The Jaedai waggles his fingers and speaks words of assurance to the opposing target causing it to forget its role in the circumstances or to be confused about its responsibilities.
Roll 1D6 each time this is attempted.  On 4+ as Knight (3+ as Master, 2+ as Lord) it is successful.  Pick any Monster on the same board section as the Jaedai.  This turn it loses 1 attack.  This does not work versus main characters in designed adventures; nor does it work against any magic users, daemons, ethereal, or Large Monsters (except Giants -- they can sometimes be tricked -- a Giant gets 4+ to resist each Mind Trick attempt; and, yes it will work versus many of the undead in the ISLAND WARS adventure.).

The Mind Trick may have certain uses in role-play.  Also, to represent the usefulness of a well-timed Mind Trick in settlements, the Jaedai may attempt to ignore two of his daily events per settlement treating them as uneventful.  The same success roll is needed as when using this power in an adventure.  The same thing applies to any Hazard involving troubles with living beings.  If successful, the Hazard is treated as uneventful.  This may be attempted for one Hazard as Knight, up to two as Master, and up to three as Lord.

Defense One model (usually a monster) on same board section Immediate (or is applied in the Monster Phase)
3 Force Protection (N/=Glittering Robe)
The Jaedai envelopes himself with a field of Force energy that shimmers and glitters about him as he moves.
This power creates a cloak of magical energy around the Jaedai that absorbs up to 1D6 Wounds.
Defense Jaedai himself One whole turn
3 Force Speed (N/Speed*)
Drawing upon  the Force the Jaedai runs with what seems super-human speed.
The Jaedai's movement is doubled for this turn.  May only be used once per turn.  May not be used in the same turn as Advanced Force Speed; but, may be used with Burst of Speed.  Prerequisite: Must have previously learned Burst of Speed.
Special Jaedai himself One turn
3 Sense Danger (N)
The Jedi warns the party of an ambush preventing its occurrence on a successful roll:  6+ as Knight, 5+ as Master, 4+ as Lord.  This Force Power may only be used if the power points are spent immediately upon the placement of the new group of monsters.  If used with a successful Force Vision (on the same event), it only costs 1 power point instead of 3 to attempt.
Defense One monster event Immediate

Casting
Power

Power (or spell) and Description Class Target Duration
4 or more Force Restraint (N/= Ice Tomb*)
Pick any model that lies within the Jaedai's line of sight and roll 1D6.  If the score is less than or equal to the target's Toughness the spell has no effect.  If the score exceeds the target's Toughness it is restrained by invisible bands of the Force energies about it and may not move or fight.  While thus helpless, the target cannot be attacked, because the Force barrier is impenetrable from either side.

Note that for every 2 extra points of power the Jaedai adds to cast this spell you may add +1 to the dice roll to see if the target is restrained. The target remains so immobile as long as the Jaedai continues to spend power points equal to the target's Toughness each turn.
Defense/Special Any model within Jaedai's LOS While maintained
4 (+1 for each target above one) Strong Force Pull (N)
The Jaedai may use this ability to pull weapons from several monsters within LOS and within 6 squares (range). Roll 1D6 for each monster targeted.  On 3+ the weapon has been pulled from the monster's grasp and it may not attack for one whole turn while retrieving the item. May not be used against magic weapons nor against monsters not bearing weapons. This ability may have other uses.  Prerequisite: Force Pull
Defense Any model (s) within Jaedai's LOS and within 6 squares Immediate/one turn
4 Levitate* (N)
Pick any Warrior or object within the Jaedai's line of sight (excluding the Jaedai) and levitate the target.  A levitating Warrior can only be attacked with missile weapons or spells.  He cannot move, however, and may not fight in hand-to-hand combat.  He may fire missile weapons or use metaphysical powers as normal.  His square remains impassable, just as if he were standing in it normally.  The target be levitated out of a pit, but only if the Jaedai can look down and see the target -- must be placed in an adjacent square.  Levitate may be used for moveable objects (size matters not -- maybe, as long as it is not bolted down. Application is up to the GM and/or other players)Prerequisite: Force Pull
Defense/Special Any friendly model within LOS/ or moveable object One whole turn
4 (+ 1 per square moved) Advanced Levitation (N)
Same as Levitate, but the target may also be moved a number of squares per use in any direction, but the target must end movement over an empty space, pit, or chasm (or the like).  Number of spaces the target may be moved -- up to 2 as Knight, 4 as Master, 8 as Lord.  Make no mistake this power gives much more control to the Jaedai than Force Push.    Prerequisites: Levitate, Force Pull, and Force Push (all three are required)
Defense/Special Any friendly model within LOS/ moveable object One turn
4 Rebound* (N)
Pick any Warrior within line of sight including the Jaedai.  Each time he is physically attacked this turn roll 1D6.  On a score of 6 all the Wounds that the attack inflicted are rebounded onto whoever caused them.  Note that this power does not rebound spells or other Force Powers.  To clarify: figure the total damage amount before modifiers that the warrior would have taken, then apply that to the attacker subtracting modifiers.
Defense Any friendly model within LOS One turn
4 (+1 per additional square) Force Jump
The Jaedai may leap over any one square (only one as Apprentice) provided that there is room between the obstruction and the ceiling and there is an empty space in which to land.  He may jump farther by spending 1 more power per square beyond the first one to be jumped (these are all squares he is jumping over).  There is a maximum number of squares that he can jump over: Knight = 2, Master = 4, Lord = 6.  If the Jaedai uses Force Jump in the same turn that he uses Force Speed or Advanced Force Speed, he may jump one additional square at no extra cost (provided he has spent the 4 power needed to be able to jump).  So, while using the combined powers, he may jump over two squares before having to spend any additional power.  The Jaedai may Force Jump out of a pit (landing next to it, or up to 2 squares away as Master, and up to 4 squares away as Lord).
Special Jaedai himself One turn
4 Force Vision (N/Second Sight*)
On a successful roll (5+ as Knight, 4+ as Master, 3+ as Lord), this power allows the Jaedai to determine what is in a room before the Warriors enter it.  Once used this power allows you to look at the next Event card in the Event deck just before the Warriors enter a room and reveal it, rolling on tables if necessary.  Unlike the Wizard's spell, this power does not allow the Jaedai to change the event.  Force Vision may only be cast once per room.  When used with Sense Danger, Sense Danger will only cost 1 power point.
Special New room before entering Immediate

Casting
Power

Power (or spell) and Description Class Target Duration
Persuasion (LS version of Compulsion)
A Jedi may try to control a monster.  Roll (1d6+Initiative) for Jedi and same for monster. If the Jedi scores higher, he may control the monster for the rest of this turn, but may not use the monster to attack other monsters.  This can be useful to avoid being attacked and to move the monster away from the area of combat.  If there is a natural exit from the board (any open doorway leading out of the dungeon or into an unexplored section), the controlled monster may be moved off of the board by normal movement and thus leave the combat entirely (No one gets the gold for that monster).  It does not work versus magic users, daemons, ethereal, or Large Monsters (except Giants -- they can sometimes be persuaded; and, yes it will work versus many of the undead in the ISLAND WARS adventure.  Magic Resistance may work against this also.  To continue controlling the same target in each turn after the first, the Jaedai need only spend 2 more power, but the monster may still resist as explained above (opposing Initiative test).  Prerequisite: Mind Trick
Defense One monster One whole turn
5 Advanced Force Speed
Centering himself in the Force and closing his mind to all distractions, the Jaedai's movements in combat appear as fast as lightning.
The Jaedai's movement and attacks are doubled for this turn.  May only be used a number of times per adventure and then for only one turn per combat.  As Knight 1 time per adventure, as Master 2 times, as Lord 4 times.  May not be used in the same turn as Force Speed; but, may be used with Burst of Speed.  Prerequisites: Burst of Speed and Force Speed
Special Jaedai himself One Warrior Phase per use
5 Invisibility*(N)
Calling upon the Force to hide him from the minds of his foes, the Jaedai disappears from all his enemies.
This power makes the Jaedai (only) seem to be invisible, while he is not actually invisible as the Wizard can be.  While appearing invisible the Jaedai may carry out any action except attacking an opponent: moving, healing, defensive Force powers, and etc. are therefore valid actions, while throwing his Power Sabre at a monster, firing a bow, pushing a monster into a pit, and etc. are not.  Magic resistance may enable a monster to see him.  Roll Magic Resistance, because this power is directly applied to the minds of the Jaedai's enemies.  If successful, only the model that has resisted may see and attack the invisible Jaedai.  Roll any Magic Dispel also.  If Magic Dispel is successful, the Jaedai's power to appear invisible has failed entirely, and all foes may see and attack him.  Of course, he may then also attack them..
Special Jaedai himself One whole turn
5 Blur*(N)
The Force gives the Jaedai a little extra protection in combat, making him harder to hit as he better anticipates the enemies' attacks.
Roll 1D6; on 4+ as Knight (3+ as Master, 2+ as Lord) all attacks made against the Jaedai are at -1 to their to hit roll for this turn.
Defense Jaedai himself One whole turn
5 Befuddle (N/Dazzle*)
The Jaedai sends a feeling of bewilderment upon the monster so that it is temporarily inattentive in battle, making it an easier target.
Roll 1D6; on 4+ as Knight (3+ as Master, 2+ as Lord) pick any Monster on the board within the Jaedai's line of sight.  For this turn, all hand-to-hand attacks made against that Monster only miss on a natural to hit roll of 1.  Prerequisites:  Mind Trick
Defense Any enemy in LOS One whole turn
5 Dampen Pain (N/Iron Skin*)
The Jaedai calls upon the Force to increase his ability to shrug off physical pain.
This turn the Jaedai (only) is at +2 to his Toughness.
Defense Jaedai Himself One whole turn

Casting
Power

Power (or spell) and Description Class Target Duration
6 May the Force Be with You (LS/Weaponmaster - other than class,  it is the same)
The Jaedai calls on the Force to give assistance in standing against the evil forces of the Dark Side.
Pick any Warrior on the board (including the Jaedai).  This turn he gets an increase in his Weapon skill: +1 if the Jaedai is an Apprentice, +2 if he if he is a Knight, +3 if he is a Master, and +4 if he is a Lord.
Special Any ally (no LOS needed) One whole turn
6 Major Distraction (N/1 Marsh Lights*, 2 Fools Gold)
Two uses: 1. Same as General Distraction except that the monsters are distracted on 5+ (used when monsters are first placed).  OR  2.  Roll 1D6 for each Monster on the same board section as the Jaedai. On a score of 1, 2 or 3 there is no effect.  On a score of 4. 5 or 6 that Monster is overcome with visions of treasure and wealth and may do nothing this turn except stand in a drooling stupor.  Affected Monsters do not cause pinning, will not attack, but will defend themselves as normal.  Must only be used in one way or the other per each use.   Prerequisites: Minor Distraction and General Distraction
Defense All monsters of a monster event Immediate
6 Force Block (N/Invulnerability*)
Roll 1D6; on 4+ as Knight (3+ as Master, 2+ as Lord) pick any warrior in the Jaedai's line of sight at the time of casting (including the Jaedai).  The next (non-magical) blow that hits this Warrior, whatever its source, has no effect.  May only be used once per model until it blocks an attack.  Prerequisites: Force Protection and Force Push
Defense Any friendly model within LOS Until target is attacked
6 Force Shield (N/Shield*)
Roll 1D6; on 4+ as Knight (3+ as Master, 2+ as Lord) pick any warrior in the Jaedai's line of sight (including the Jaedai).  For this turn the chosen Warrior is immune to all attacks (even those by Magic Weapons) except either those made with a natural 6 to hit or that are magical and immaterial in nature (such as magic spells, spell rings,  etc.). The Warrior can move and fight as usual.  Prerequisites: Force Protection
Defense Any friendly model within LOS One turn

Casting
Power

Power (or spell) and Description Class Target Duration
8 Advanced Force Restraint (N/Cage of Stone*)
The Jaedai calls on the Force to powerfully restrain the target with bands of energy.
Pick any one model within the Jaedai's LOS
Roll 1D6; on 3+ as Knight (2+ as Master and Lord), the model is powerfully retrained.  While confined, the victim may neither move nor fight (though it may cast magic), and all attacks against it are made at +1 on all to hit rolls.  At the start of each Monsters' Phase including the turn in which the spell was cast) roll 2D6+1 per title above Apprentice (2D6+1 as Knight, 2D6+2 as Master, 2D6+3 as Lord). If the score is less than the trapped Monster's Strength it breaks free and the spell fails.  Prerequisites: Force Restraint
Defense/Special Any one model within Jaedai's LOS Until Broken
8 Advanced Force Shield (N/Halo of Vengeance*)
Pick any one warrior within the Jaedai's LOSRoll 1D6; on 3+ as Knight (2+ as Master and Lord), the target is surrounded with a protective shield.  Immediately and at the start of each turn roll 1D6 .  This turn that many non-magical (meaning not caused by spells or magic items) attacks can be absorbed by the halo and may be ignored.  The shield remains intact until the target moves or you roll a 1 on the dice to see how many attacks are absorbed.  Prerequisites: Force Protection and Force Shield
Defense Any friendly model within LOS Until the target moves or the dice roll is a 1
8 Courage of the Force (LS/Chorus of Valour*)
Calling on the Force to strengthen the resolve of himself and his comrades, all fear and terror briefly leaves them.
For the rest of this turn, all of the Warriors are immune to the effects of Fear and Terror.  (casting power changed)
Special All allies One turn
8 Force Protection Bubble (LS/Dome of Power*)
This power allows the Jaedai to protect up to one square of the board per Battle-level with an impenetrable shield.  The squares must be linked together, but the dome can be of any shape.  Models inside the dome may not move, fight or cast any other offensive magic, but are immune to all forms of attack.  Magic Dispel can prevent it from working.  Prerequisites: Force Protection, Force Shield, and Advanced Force Shield
Defense

An area of the board equal to one square for each of the Jaedai's Battle-levels

One turn
10 The Force Be with Us (LS/Winds of Fate*)
This power enables the players to disregard one of each Warrior's dice rolls this turn and re-roll it.  Prerequisites: May the Force Be with You
Special All warriors on the board One turn