Force Light [Light Side]
You can draw the Force into yourself, turning you into a beacon of light that purges the taint of the dark side.
Time: Standard Action. Targets: See text.
Make a Use the Force check. The result of the check determines the effect, if any:
DC 20: Until the end of your next turn, any creature with a Dark Side Score of 1+ that begins its turn within 6 squares of you automatically takes 1d6 points of Force damage and takes a -1 penalty on attack rolls.
DC 25: As DC 20, except the damage is 2d6 points.
DC 30: As DC 20, except the damage is 3d6 points.
DC 35: As DC 20, except the damage is 4d6 points.
This is an area effect.
Special: You can spend a Force Point to increase the damage dealt by +1d6.
You can maintain Force light from round to round, extending the normal duration. Maintaining the Force light power is a standard action, and you must make a new Use the Force check each round. If you take damage while maintaining Force light, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.