Force Insanity
MindDark- Cost
- 4 FP
- Activation
- Action
- Range
- 30 ft
- Recommended Lv
- Lv 12+
Effect
As an Action, you flood the mind of a creature within 30 ft with a torrent of phantom horrors. The target makes a Wisdom saving throw against your Force DC. On a failure its mind buckles: it is Confused (acting at random) for 1 minute — and if it fails the save by 5 or more, or was already Frightened, Charmed, or Shaken, it is instead Paralyzed, frozen by terrors only it can see. At the end of each of its turns the target repeats the save, ending the effect on a success. Constructs, droids, and creatures immune to being Frightened are unaffected. Reaching into another mind to break it is an act of the dark side. The GM will take note.
At the Table
Cornered by a squad, a fallen adept spends 4 FP and pours nightmares into the sergeant leading them. He fails his Wisdom save by 6 — and freezes, Paralyzed, staring at horrors his troopers cannot see while they shout at him to move. The rest of the squad breaks formation to drag him clear, and the adept slips away.
In the Lore
Force Insanity is a dark-side cruelty from the Legends well — the Sith art of reaching into a mind and flooding it with horrors that are not there, until the victim can no longer tell the nightmare from the room around them. Where Fear merely terrifies and Mind Trick merely nudges, Insanity breaks; dark adepts wielded it to unmake enemies from the inside. To turn it on another living being is to embrace the very domination the Jedi warn against.