More Force Alter Perks

Fohnokinesis
Requires Force-Sensative and Alter

This power allows the Jedi to create movements of air, and make variable sized winds. If the pressure is right, you can also start a rainstorm with it.

DC Movement Increase
Up to 5 Small Breeze
6 - 10 Gust of Wind
11 - 15 Small Eddies
16 - 20 Strong Windstorm, a Tornado or Hurricane
21 - 25 Huge Storm, or a Group of Tornados.

Force Point Concentration Cost: 6

The following spells could be used for the effect/effects.
Gust of Wind
Cloud OF Bewilderment


Cryokinesis
requires the Force-sensitive and Alter feats.

A Force-user who has this power knows how to influence the temperature of a certain area such that items can have the heat sucked out of them.

Check: Activating this power requires a check (DC 15) to initiate, and use of this power is a Full-Round Action. On the first round of use, skin becomes clammy, metal becomes cold to the touch, and air chills slightly. After three rounds of use, skin begins to numb, water begins to freeze slightly, and metals are too cold to handle without severe pain. After five rounds of use, skin begins suffering frostbite (1d4 damage per round), wood and cloth become much more brittle (suffering a -3 to Hardness), frost forms on other surfaces, and water freezes solid. After seven rounds, severe frostbite sets in (1d8 damage per round), wood and cloth become easily breakable (suffering -5 to hardness), metals bend and break with much less resistance (suffering -8 to hardness).

Retry: Failing to meet the DC forces the character to wait 2 rounds before attempting the power again.

Force Point Concentration Cost: 6 per round

The following spells could be used for effects:

Ice Storm
Cone Of Cold