Plant Surge

Control Difficulty:Moderate for -1D, Difficult for -2D, Very Difficult for -3D, Heroic for -4D.

Alter Difficulty:Moderate for a 2 meter radius, Difficult for a 4 meter radius, Very Difficult for a 6 meter radius, Heroic for an 8 meter radius. Modified by proximity.

Required Powers: Commune with nature, sense Life, emptiness, fertilize, call animal

Effect:Channeling the Force through living matter, plants grow at incredible speed and entangle creatures in their way. Can also be used to encourage plant growth in somewhat hostile environs. In game terms, all creatures within the designated area suffer the given penalty to all Dexterity and strength actions. Vehicles may also be trapped, but the penalty is a scaled attack against them. Speed is reduced by 20%, 40%, 60%, or 80% for walking creatures moving through the area. Finally, creatures within the area when the power is used must make a Dexterity check greater than the control check or else they are entangled (double penalties and immobile) until a strength check greater than the alter check is made, or they are cut out. Vehicles are considered viable targets, although they will have scaling benefits to all rolls. This power is common with Ithorian eco-priests, but rare with Jedi. Cannot be used in areas without plants (outer space, factories, etc.), although there is usually a way to find a plant to use for this even in those extremes. In such cases, may take multiple rounds to use. Modifiers as per the GM.