Memory Walk [Dark Side, Mind-Affecting]
You torment an enemy by causing him to relive his most horrible memories.
Time: Standard action. Target: One creature with an Intelligence of 3 or higher within 6 squares of you and in your line of sight.
Make a Use the Force check. The result of the check determines the effect, if any:
DC 20: Compare the result to the target’s Will Defense. If the skill check equals or exceeds the target’s Will Defense, the target takes 2d6 points of Force damage and loses its swift action on its next turn.
DC 25: As DC 20, except the target loses its move action on its next turn.
DC 30: As DC 20, except the target loses its standard action on its next turn.
DC 35: As DC 20, except the target loses its standard action and its swift action on its next turn.
Special: You can spend a Force Point to increase the damage by +2d6.
You can maintain memory walk from round to round, extending the normal duration. Maintaining the memory walk power is a standard action, and you must make a new Use the Force check each round. If you take damage while maintaining memory walk, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.