SWURPG

Mind Shield

MindLight
Cost
2 FP
Activation
Bonus Action
Range
Self or Touch
Recommended Lv
Lv 5+

Effect

As a Bonus Action, you raise a ward around a mind — your own, or that of a creature you touch. For the next 3 rounds the warded creature has advantage on saving throws against the Charmed and Frightened conditions and against Force powers that target the mind, including Mind Trick, Fear, Drain Knowledge, and Dominate Mind. A creature can be protected by only one Mind Shield at a time.

At the Table

An Inquisitor leans in to Mind Trick a captured Padawan into surrendering the temple codes. On her turn the Padawan spends 2 FP and, as a Bonus Action, raises a Mind Shield on herself, then still has her Action to talk her way clear. For the next 3 rounds she rolls every save against that Mind Trick, plus any Fear or Dominate Mind, with advantage. The Inquisitor's silver tongue suddenly has to beat two dice instead of one.

In the Lore

Mind Shield belongs to the classic Sense and Control disciplines of mental defense that the Jedi prized as a counter to the dark side's favorite shortcut: bending a weaker will. Across films, shows, and games, strong-minded Jedi and even unusually resolute non-Force-users shrug off mind tricks, and Jedi Masters are repeatedly shown steeling their thoughts against intrusion, deception, and fear. In Legends lore the technique is the natural sibling of mind-affecting powers like the Jedi mind trick and the Sith arts of fear and domination, used to safeguard oneself or a vulnerable companion from such manipulation. As a Light-side warding power, it reflects the Jedi ideal of protection over coercion: rather than seizing another's mind, the wielder simply makes a mind harder to seize.