SWURPG

Detoxify

EnergyLight
Cost
2 FP
Activation
Action
Range
Touch
Recommended Lv
Lv 5+

Effect

As an Action, you touch a creature and flush the toxins from its body with the Force. End the Poisoned condition on the target, neutralize one nonmagical poison or toxin affecting it, and halt the progression of one disease. For the next hour the target has advantage on saving throws against poison. This power cleanses the body's chemistry; it does not restore hit points or mend wounds.

At the Table

A smuggler takes a Trandoshan venom-dart to the neck mid-firefight and drops, Poisoned and fading. The party's Consular spends 2 FP and an Action to grab his arm and pour the Force through his bloodstream — the Poisoned condition lifts, the dart's toxin is neutralized, and for the next hour he rolls with advantage on every poison save. Just remember: Detoxify is Touch range and purely a Light-side cleanse, so it fixes his chemistry but won't close the wound or hand back a single hit point.

In the Lore

Detoxify reflects the classic Jedi Control discipline of mastering one's own body and, by extension, healing others — the same root tradition that produced techniques like Cure Disease and the deeper arts of Force healing in Legends lore. Jedi healers of the Old Republic, such as the Consulars and the specialist healers who tended the wounded after battles like the Mandalorian Wars, were renowned for purging toxins and poisons from the body with the Force. It sits firmly on the Light side, an expression of the Force used to preserve life rather than take it, and remains the province of those who walk the path of compassion and restraint rather than the Sith, who more often weaponized poison than cleansed it.