- The Shapers of Kro Var were an order of Force-users indigenous to the planet Kro Var. They originated circa 1,000 BBY when a damaged cruiser fleeing the devastation of the New Sith Wars crashed on Kro Var. The survivors of the crash then eked out an existence on the inhospitable world. Eventually, the population split into clans and underwent technological regression as infighting between clans occurred. Force-sensitive individuals became leaders within the clans and were referred to as Shapers. Eventually, the Republic and the Jedi Order made contact with Kro Var and, after some initial hostility initiated by the Shapers of Kro Var toward the Jedi, were able to establish peaceful relations. This allowed the Shapers to travel offworld and explore the galaxy, which they continued to do into the Clone Wars.
- The Shapers were considered superstitious and proud of their powers. They distrusted Force-users who used invisible manifestations such as telekinesis or mind tricks, and individuals with those talents on Kro Var were persecuted. Instead, most of the Shapers' abilities were focused around warfare and the harnessing of the elements of earth, fire, water, and air. As such, their particular uses of the Force centered on utilizing and manipulating the powers of nature to suit their needs.
During the New Sith Wars, a group of refugees fled from the planet Ruusan following the Ruusan campaign. However, their ship emerged out of hyperspace at the wrong coordinates, crashing on Kro Var, an inhospitable planet located in the Unknown Regions of the galaxy. The survivors of the crash formed into various clans and, over generations, fought among themselves for control of resources. The result of this infighting was technological regression to the point where the weapons of choice on Kro Var were simple melee weapons. Eventually, some of the survivors demonstrated sensitivity to the Force and became known as "Shapers". The clan conflicts became more aggressive, and the Shapers played an important part in them, using their powers to shape the elements and lead their clans.
Eventually, a Galactic Republic trading vessel discovered Kro Var. The planet's power structure was thrown into chaos as a result of the sudden contact with the galaxy, and a group of Jedi were sent to Kro Var to regain order and bring the people there back into galactic society. However, the Shapers were suspicious of the Jedi, resulting in a brief conflict between them. Peace was eventually restored, and the Jedi decided that the Shapers were not users of the dark side of the Force. The Jedi Order later sent envoys to monitor the Shapers and learn their Force techniques. Some Shapers also took the opportunity to leave Kro Var and spread throughout the galaxy during this time, though they were considered primitive.
Shapers tended to remain on Kro Var, but small numbers of them did leave their homeworld and travel elsewhere. At one point near the end of the Republic's regime, some of their membership came into conflict with the Confederacy of Independent Systems and fought against their battle droids during the Clone Wars.
The Shapers occupied the roles of "battle shamans" for their clans. They were considered superstitious, as well as brash and bold when demonstrating their power to others. Another characteristic of the Shapers was their distrust of both technology, and also Force powers that were unseen, such as telepathy. Individuals demonstrating aptitude for such talents on Kro Var were persecuted as witches and warlocks. They remained largely suspicious of outsiders, particularly Force users with those unseen powers, though those attitudes did slowly change. They also were not prone to diplomacy, and in general preferred direct confrontation. Some Shapers were less superstitious, though, and traveled the galaxy in search of the Jedi in order to learn different views of the Force.
The powers wielded by the Shapers of Kro Var were largely focused into warfare. In battle, they utilized elemental powers that harnessed elements of nature such as earth, air, water, and fire against their enemies. They were considered aggressive and suspicious, which led to their initial hostilities with the Jedi. Shapers often specialized in a particular element, such as fire, but Master Shapers could wield many or all of them. Shapers tended to take the philosophy involved with their element of study and apply it to the battlefield; for example, a Shaper specializing in air was expected to be mobile in combat.
Shaper training began at an early age, as younglings were sent to study with a Shaper cabal to determine in which area of elemental control they possessed the most potential. The youngling was subjected to numerous tests and then sent to an appropriate temple to study their particular element and develop their powers. The training was intense and, in addition to harnessing the Force, included lessons in warfare and weaponry.
The Shapers of Kro Var were regarded as being deeply connected to the elements of earth, fire, air, and water. Their abilities included buckling stone, creating walls of wind, and generating spouts of flame. They could ignite targets using fire, or make their motion more fluid in battle. Their manifestations of the Force depended on their element of study, but were also influenced by the location of their habitat. Shapers native to the Ungoth Valley were more apt at wielding fire due to the presence of lava flows there. Shapers were also skilled in the use of simple melee weapons such as clubs and swords.
Earthshaping Style: Earthshaping is generally based on a style which features heavily rooted stances and strong kicks and punches that evoke the mass and power of earth. The martial art is based on the movements of animals, including the tiger, which is utilized when initiating hard blows, and the crane, which is used to land gently back on the Earth. There are exceptions to this rule - some earthshapers who use seismic sense use a style which emphasizes precise stepping to maintain contact with the ground.. Earthbenders typically go barefoot to increase their connection with the earth and their power.
Earthshaping differs from the other shaping arts in that it maintains a distinct balance between offensive and defensive capabilities (though Watershaping involves a more refined version by channeling defense into offense). Earthshaping uses a balance of strength and defense to overwhelm opponents.The principle of jing is the essence of battle strategy. Positive jing occurs when one chooses to fight while negative jing is when one chooses to evade. The Earthshaping discipline stresses neutral jing, which involves listening, waiting, and attacking at the right moment.
Earthshaping Weaknesses: Earth Connection: An Earthshaper's powers are firmly rooted to the ground they stand on. Removing them any substantial distance from the earth, such as in the air or on the ocean, strips them of their ability to shape. Particularly powerful Earthshapers are able to shape effectively with the smallest gestures, and quite possibly with sheer concentration.
Earthshaping has a distinct advantage or disadvantage as a form of martial art depending on the amount of earth present in the vicinity.
Metal and Wood: An extension of the last weakness, because nearly all of them don't know how to shape processed metals, the bending abilities of an Earthshaper can be negated by securing them within a metallic barrier, separating them from any contact with the earth. Wood cannot be subject to Earthshaping because it isn't a mineral nor is it mineral-like.
Reliance on the Lower Body: Earthshaping is at its strongest when the feet are in direct contact with the ground, enabling them to transfer their kinetic energies into their bending for fast and powerful moves. This weakness is very similar to how disabling a Watershaper's arms prevents them from bending. Since a skilled Earthshaper could overcome this weakness by bringing the other parts of their body in contact with the earth the danger level of this weakness could be debated.
Apprentice level skills
|The most common attack involves levitating nearby pieces of earth and stone of numerous sizes (more powerful shapers can move larger masses) and propelling them at foes with punching or kicking motions.|
|Rock Shield||A levitated slab of rock can also double as a shield when positioned in front of a shaper. This can also be performed with a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.|
|Rock Slide||If an Earthshaper is near a cliff or mountain, he or she can cause many rocks of a multitude of sizes to fall down on his or her opponent.|
Knight level skills
|Earthquakes/Fissures||Striking the ground with feet, fists, or hammers creates localized earthquakes or fissures to throw opponents off-balance. This same process can be used to sculpt a landmass or to slice large chunks of rock clean off a surface to create avalanches or rockfalls. More advanced Earthshapers can make very narrow fissures for precise attacks.|
|Earth Wall||Earthshapers can create walls of earth, which can be used for both defense and offense, as well as for practical things, like construction.|
|Earth Launch||While Earthshapers like being rooted to the ground they can quickly move rock beneath them and launch them several tens of feet into the air, whether to catch airborne opponents or to travel faster|
|Seismic Sense||Earthshapers are able to sense vibrations through the ground, "seeing" by sensing their surroundings and making a mental image of it. It allows for a 360 degree field of "vision", outside of normal line-of-sight. To operate, the user needs direct contact with the ground, preferably without something like shoes in between. It only works on earth-based material, including metal. Practitioners cannot use the ability on non-earth grounding like ice.|
|Earthshaping is not limited to rock or soil alone. An Earthshaper can also manipulate coal, gems, crystals, and other earth-based materials, like meteorites.|
|Rick Hanging||Earthshapers also possess limited magnetic capabilities, allowing them to grasp vertical surfaces and cling unsupported to earthen structures..|
Master level skills
|Metalshaping||Metalshaping is a ferrokinetic sub-skill of Earthshaping. Metalshaping was invented after it was discovered by using Seismic Sense a master shaper could detect the trace amounts of earth in metal. Unlike earthshaping, metalshaping requires a finer control, making it a difficult sub-skill to master by most masters.|
|Dust Cloud||By shaking the ground back and forth, Earthshapers can create dust clouds of various size to provide cover.|
|Earth Armor||Earthshapers can bring rocks, dusts, pebbles or crystals around them and mold them to fit their body and create something similar to armor. They can also hide inside the earth by shaping the rock around them as a shell.|
|Earth Wave||Earthshapers can cause earth based ground to ripple in waves, some of them as high as 15 feet high.|
|Earth Bomb||By sending a rock towards the ground, Earthshapers can cause massive damage as well as throw their opponents off their feet.|
If an Earthshaper is suspended from the ground, but is aware that there is earth somewhere near, the Earthshaper can focus his energies and shape that earth out of his physical reach out of sheer concentration.
Fire Shaping Style: Fireshaping martial arts feature quick, successive attacks that exert extreme power for just a moment (much like an explosion). It optimizes a strong continuous offense, sacrificing defense for greater power, the principle behind a preemptive strike, making Fireshaping the most aggressive of the four shaping arts.
Fireshapers use their internal body heat as a source of their shaping. This facet of Fireshaping is in sharp contrast to the other shaping arts, which manipulate already present sources of their element (though Fireshapers can also control or enhance flames nearby). Unlike other shaping disciplines, Fireshaping has few defensive moves aside from blocking and dodging, although master Fireshapers are able to create walls of fire to absorb incoming attacks or shoot down incoming projectiles.
Fireshaping uses concentrated barrages of fire to overwhelm opponents before striking a fatal blow. Swift, whirling kicks and punches generate diverse shapes for offensive attacks.
Circular motion also seems to be a crucial element to the skill as it seems to be a precession to "power up" the Fireshaper's flames. When creating lightning, the Fireshapers often move their arms in slow, circular motions, similar to Watershapers but with more tension.
Fireshaping Weaknesses: Poor Breath Control: It is said that true Fireshaping power comes not from physical size nor strength, but rather from the very control of one's breath. Fireshaper discipline stresses self-restraint and breath control as a means of directing and containing the fire manifested. Poor breath control means dangerously poor control of any fire generated. For this reason, breathing exercises are one of the most critical first steps for beginning Fireshapers. Though anger, rage and other intense emotions can amplify the power of Fireshaping, it can lead to dangerous explosions or wildfires and can also cause any nearby flames to burn out of control.
Lack of Drive: In order to Fireshape properly, one must have "inner fire", his or her drive, without which one's Fireshaping becomes weak.
Lack of Defense: The major combat weakness behind the applied art of Fireshaping is its confrontational nature. Due to its aggressiveness and pursuit of continuous assault, it traditionally lacks basic defensive techniques, which can leave an inexperienced shaper considerably vulnerable to enemy counterattacks. It also consumes a vast amount of energy leaving the shaper at a considerable disadvantage in a prolonged battle. A common mark of a Fireshaping master is the ability to sustain attacks for long periods.
Extreme Cold: Cold temperatures reduce a Fireshaper's abilities.
Other Circumstances: A Fireshaper's power may decrease in any situation which might extinguish their flames, such as being underwater or caught in the rain.
Apprentice level skills
|Fireballs||A basic ability; jabs and punches cause a near by fire source to produce miniature fireballs and missiles of flame. These can be charged up (refer to Charged Attacks) to create larger, slower bursts, or swift repetitive strikes to keep opponents off balance.|
|Blazing rings & arcs||Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.|
|Shield of Fire||Creates a protective fire shield around the front of, or the whole body of, a Fireshaper that can deflect attacks and explosions.|
Knight level skills
|Fire Bomb||A more short range attack, a Fireshaper can create a flame at the end of a limb, and thrust the flame down in an explosive burst.|
|Fire Blade||A more advanced version of a blazing arc, Fireshapers can narrow their fire arcs to create thin blades of fire that they can launch at their opponents.|
|Heat Control||Certain advanced Fireshapers have the ability to control heat. Using this technique, Fireshapers can heat liquids, like water or tea, heat metal to scalding temperatures, or melt ice.|
|Blocking Fire||A skilled Fireshaper can diffuse and extinguish an oncoming fire blast from another Fireshaper with a swift kick, jab, or defensive movement, allowing them to stop attacks.|
Master level skills
|The Dancing Dragon||This Fireshaping form is perhaps the oldest known fireshaping technique.. It involves a more fluid and natural form of Fireshaping. It is a simple, yet very powerful Fireshaping form, as it also brings advantages for more skilled Fireshapers. It is also one of the few Fireshaping techniques with defensive capabilities. There is a circular nature to the technique, which is unusual in Fireshaping, and because of it's unusual nature few natural fireshapers can master in.|
|Fire Disks||A whirling disk of flame, used at long range.|
|Charged Attacks||Masters can store and intensify their energies before releasing them, allowing them to create enormous blasts of fire.|
|Wall of Flame||One of Fireshaping's few defensive techniques, either a situated explosion or controlled inferno, this wall of concentrated flames acts as a barrier to incoming attacks. It may be a more powerful version of a Fire Shield.|
|Pressure Control||An advanced form of Heat Control; the Fireshaper superheats the air around him, causing a rise in air pressure in small, enclosed areas with explosive results.|
Airshapers never seek a fight and they never seek to strike an opponent directly. Airshaping martial arts feature swift, evasive maneuvers that evoke the intangibility and explosive power of wind, drawing energy from the center of the abdomen. Ba Gua, which utilizes circle walking (the idea behind it being the act of walking the Eight Trigrams), is known for its constant circular movement, which makes it difficult for opponents to attack directly or land a blow. Since it's always maneuvering, nobody can get a solid hold-on of this maneuver. Maneuvers employ the entire body with smooth coiling and uncoiling movements, utilizing dynamic footwork, open-hand techniques, punches and throws. A common tactic is to maneuver behind an opponent and mirror their movements, preventing them from turning to face the practitioner. Unlike other bending disciplines, Airshaping is almost entirely a defensive art, similar to its practitioners and is the most dynamic of all other elements.
Airshaping Weaknesses: Airshaper Principles regarding Fatal Moves: Though deemed the most dynamic of the shaping Arts, the most controversial aspect of Airshaping is its supposed lack of fatal moves, being a more defense-inclined art. This aspect in itself is a reflection of the principles held by the Airshapers, which preaches the preciousness of all life and avoidance of violence whenever possible. But on the issue of principles, there are instances where an Airshaper has resorted to lethal force during a conflict. Nevertheless, when applied correctly, Airshaping can be as lethal as any other Shaping art. Airshaping moves such as the air blade and air blast could prove particularly fatal against living creatures seeing as they can cut through stone/timber and break entire rock-columns in half respectively.
Enclosed Spaces: Though rarely exhibited, an Airshaper would be significantly disadvantaged in an enclosed space, restricting their movement and ability to dodge attacks, but this weakness can be neutralized by creative use of airshaping. Though it is difficult to separate an Airshaper from their element, if one was submerged under water or earth, or even chained, their ability to shape could possibly be compromised. Though, with ingenuity an Airshaper could likely use a minuscule amount of air in their lungs, similar to a Watershaper's ability to use their own sweat. Like Watershaping's sweat manipulation, in many situations, this likely would not be sufficient due to its limited supply.
Apprentice level skills
|Air Manipulation||By using circular, evasive movements, Airshapers build up massive momentum; this buildup of energy is released as massive power. It also allows for wind-based counter-attacks that knock opponents off-balance, mimicking the sudden directional shifts of air currents. Attacks vary from simple gusts of wind to miniature tornadoes and cyclones, maintaining the circular theme. Even a simple movement can create an air gust and Airshapers increase the power of their moves by performing larger sweeps and spins, using the momentum of their movement to simulate larger gusts. This is also demonstrated with their use of staves or fans to increase or create precision within the air currents.|
|Air Shield||The most common defensive tactic involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than shaping. However, an Airshaper can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects (though requiring a higher degree of precision).|
|Air Blast||A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. The force of the attack is generated more from the shaper's own power rather than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage.|
Knight level skills
|Air Barrier||This is a more powerful defensive technique where the entire body is surrounded by a dome of air that deflects attacks from all directions.|
|Air Punch/Kick||Another more offensive move than is typical of Airashaping discipline, air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of an Airshaper. This is similar to many Fireshaping abilities and the air blast, yet in the sense that it involves the firing of compressed or solidified air at an enemy in a non-continuous fashion i.e. the shaper does not create a single great stream of air.|
|Air Swipe||The air swipe is a dual defensive and offensive technique in which an airshaper conjures a crescent-shaped construct of solidified air capable of deflecting colossal projectiles and sending them off-course. In some instances these projectiles can be redirected back at the attacker.|
|Enhanced Speed||Airshapers enhance their movement in battle; they can run swiftly by decreasing air resistance around them and even sprint across or run up vertical surfaces by generating a wind current behind themselves to propel them forward. When used by a skilled Airshaper, this technique can enable the Airshaper using it to travel at a speed almost too swift for the naked eye to be able to see properly. A master Airshaper can use this technique to briefly run across water.|
|Enhanced Agility||Air movements can also be used as a levitation aid. Airshapers jump high and far by riding on strong gusts of wind and can slow or deflect falls by creating cushions of air. The constant movement required by this art makes airshapers naturally flexible and agile. Even without shaping they can easily maneuver around an opponent by ducking, jumping, and side stepping, appearing to flow around their opponents without expending any energy at all, letting the opponent tire themselves out and thus creating exploitable openings. This conservation of energy combined with high stamina gives them an advantage in prolonged combat..|
|Air Suction||A technique used to bring people or things towards the Airshaper.|
Master level skills
|Air Vortex||A spinning funnel of air of various sizes. This can be used to trap and disorient opponents or as a potent defense since it will deflect and repel any objects and can even throw them back at an opponent.|
|Air Bomb||A technique which creates a powerful, outward-moving air current in all directions around the shaper. Usually performed after landing on the ground from above, this Airshaping form has great concussive force and the capacity to completely blow away anything within its radius.|
|Air Blades||A more offensive move than is typical of Airshaping principle, this involves a focus slicing air current that can cut through stone or timber with relative ease. This is frequently conjured with a staff rather than the body, using the narrow profile of the object to create a more focused and precise air movement. This move could prove fatal if used on an individual.|
|Flight||A master Airshaper can achieve this feat by generating and controlling air currents around their bodies.|
|Pressure||Altering of the air pressure around one's opponent that results in extreme discomfort, possible nausea, and if the user is strong enough and the pressure is increased, the person or object under the stress can either be crushed due to the pressure, or is severely crippled.|
|Vacuum||A master can remove the air from around an opponent making it impossible to breathe.|
Watershaping Style: Watershaping is based on a style that features slow movements and elegant forms that evoke the feel of flowing water. Watershaping provides a versatility of experience. Watershaping's strength is its defensive capabilities which, rather than supporting a separate set of offensive methods, are transformed into attacks and counters - defense into offense. Rather than simply stopping to deflect an attack, Watershaping's defensive maneuvers focus on control, achieved through turning an opponent's own strength against him, instead of directly harming the opponent.
Waterbending Weaknesses: External Water Source: A Watershaper gains a significant advantage or disadvantage over other shapers depending on the amount of water in the vicinity. Enemies are able to take advantage of this by driving them away from water sources. As a result, traveling Watershapers often carry a water skin with them at all times. Master Watershapers are able to extract water from plants (ultimately killing the plants) and even condense water vapor out of thin air. Both the latter and the former of course cannot yield very large quantities of water, particularly in the case of water vapor use, which depends on weather conditions. It is not known (most likely due to the disturbing nature of the concept) whether a Watershaper could extract the water from an animal or human in the same manner as a plant.
Binding: Watershaping is almost entirely dependent on the movement of the shaper's arms, quite the opposite to Earthshaping which mostly uses the lower body. This leaves the Watershaper vulnerable when he or she is bound at the hands.
Emotional State: A Watershaper's power comes from the light side of the force. Due to this, a Watershaper's power is connected to his or her present emotional state. If an inexperienced Watershaper were to lose his or her temper, their Watershaping force is intensified, but in turn, control is lost. Although this has the potential to be quite dangerous, it also serves as a boon to a shaper with proper training and experience, as well as balance over his or her emotions.
Apprentice level skills
|Water Manipulation||Almost all forms of Watershaping involve moving and shaping a body of water to the Watershaper's desire. By simply levitating a large mass of water, Watershapers can move water anywhere they wish, even parting it under the surface of a lake or sea, allowing them to walk along the bottom of a basin without the need to swim. These large bodies can also be used as weapons, either by shaping them into gigantic whips, swung repeatedly at a target as a snake-like body, formed momentarily into a razor-sharp edge that can cut through even metal, or simply dropped onto an opponent to smother them or put out a fire. On the sea or ocean, Watershaping can be used to create giant maelstroms.|
|Streaming the Water||
|Water Walls/Water Shields||
|Water Whips||The most frequently seen move involves creating a lashing tendril of water to swipe at an opponent. The shape, size, and length are all determined by a Watershaper's control. More powerful shapers can create larger whips or ones of greater finesse. Due to water being incompressible, a whip can be sharpened into a blade that can even slice through metal with relative ease.|
|Snow Manipulation||A move that pushes and levitates snow for attack, shielding and defense. Living on the poles of Kro Var, Watershapers are accustomed to living in the snow. The snow is used as the first source when Watershaping. They are able to compress the snow together in order to slice through objects, even metal.|
Knight level skills
|Water Jets||High pressure jets can be used to force opponents back or even blast clean through a target if focused enough. Water jets are primarily used if the user has intent of severely hurting their opponents.|
|Water Temperature Manipulation||
Watershapers also possess the ability to alter the physical state of the water they manipulate (between liquid, solid and gas) at will. Changing the phase of water allows for multiple techniques in the course of a battle, from encasing an opponent in ice to hiding behind a wall of mist. Ice and steam/fog can also be molded in a diverse range of shapes. Ice provides a degree of hard lethality since it can be molded into spikes or blades to pin down or impale opponents. Steam or mist can obscure a battlefield and mask movement. A Watershaper can easily superheat and boil water and other liquids to scalding temperatures.
Watershapers also possess the ability to breathe an icy mist that freezes water and other substances.
|Water Pressure Manipulation||Watershapers are also able to manipulate water pressure, allowing their techniques to grasp other objects or cutting through without simply parting around them. Since water is incompressible, it can be used as a semi-solid while being able to move and flow like a liquid. Water can be pressurized to such a level where it can slice through metal. Watershapers can also use this to avoid sinking in water, effectively being able to walk on water.|
Ice Claws is a move where the shaper draws water around their fingers and freezes it. They can also be sent forward, shooting them at an opponent. A Watershaper can also use this as an advantage, being small and unnoticeable, they can hide them in their sleeves. Additionally, this technique uses very little water and thus can be performed quickly using the Condensation technique.
|Breath of Ice||A Watershaper can use their breath to rapidly freeze objects, such as metallic chains, or an opponent. For a more advanced version of the technique, the user takes a deep breath and exhales the air as a cloud of freezing mist.|
Master level skills
|Plant Shaping||Plant Shaping was a technique where a master watershaper would use the traces of water within the plant to control it, turning the plant into a weapon. Another technique of plant shaping was to draw the water out of the plant, killing it, but providing the shaper a supply of water when none is readily available.|
|Remote Watershaping||The most skilled masters are able to watershaper from greater distances then normal, able to call water to them from sometimes up to half a mile away.|
|Ice Dome||A highly advanced technique, a Watershaper may surround a foe in a viscous sphere of water and then freeze it, trapping their opponent inside|
|Water Dome||A master Watershaper can collect water from the rain, forming a dome which can be used for both offense and defense.|
|Ice Daggers||Much like Ice Claws, Ice Daggers form on a Watershaper's fingers and shoot at high speeds away from him or her.|
Adoption of Energyshaping With the rediscovery of the Shapers on Kro Var by the Galactic Republic new ideas and technology began to be adopted by this remote culture. Though they lacked trust towards the Jedi, and their abilities that defied their own traditions, many shapers none the less left their homeworld to learn the ways of the Jedi as well as other force traditions. With their return these traveling shapers brought back new concepts of a fifth element, energy. It is a corruption of the Jedi teachings of the force, though many of the techniques and training sessions could be easily found within the academy's of the Jedi. Though even now it is still an unpopular art by the eldest master, many young shaper's training now begins with the basics of Energyshaping, which helps hone their skills to a shaper degree then the older generation.
Apprentice level skills
|Spell Command||Force Effect|
|Force Pull/Push||The first thing a student learns is how to shape energy to pull or push an object, as well as levitate it and throw the object with great strength.|
|Force Cloak||A user of this technique would bend light around his body in order to conceal his physical presence.|
|Force Sight||It enhanced one's visual perception through the force, instead of relying on eyes alone. It enabled one to determine force alignments, life force energies, and allowed a full spectrum view of the user's surroundings.|
|Force Stun||A technique used to stun an individual, deadening their senses and perceptions long enough for apprehension or in order to safely flee.|
|Mind Trick||Used to influence a persons way of thinking through direct verbal manipulation.|
Knight level skills
|Spell Command||Force Effect|
|Force Shield||Used to protect against a volley of attacks, including blaster bolts and various forms of the force. Because of the concentration required to maintain such an ability, the user was required to remain stationary when it was in use.|
|Telepathy||Used to communicate with other individuals over short or vast distances. Depending on the level of connection to the force.|
|Battle Precognition||Allowed for increased reaction time due to the user's ability to anticipate an opponent's movements.|
|Force Wave||A more powerful version of force push.|
|Force Weapon||A weapon in the hands of any Knight could be endowed with the force to the effect of greater damage, and the ability to deflect a lightsaber.|
|Shatterpoint||A technique which required inert sensories and focus in order to determine an effective weakness within an inanimate yet powerful solid object. thus pouring the force into the weakness to completely abolish the intended object.|
|Malacia||Used to induce powerful nausea and dizziness by shaking the equilibrium of an individual, rendering them incapacitated, but unharmed.|
|Revitalize||Allowed the capability of reviving an exhausted or wounded target.|
|Phase||Allowed the caster to transcend through solid objects as if they were a ghost. A rare ability among the Jedi, phasing has been found to be much easier among shapers, especially earthshapers, due to their innate connection to matter.|
Master level skills
|Spell Command||Force Effect|
|Force Protection||A high class technique that involved immeasurable amounts of concentration and force energy in order to maintain a temporary shield of invincibility against any and all attacks. The technique is rare, and is seen to be retained by only those who have reached Jedi Master status. The technique itself lasts for a very short amount of time.|
|Doppelganger||An ability that allowed the user to procure a perfect illusion of his or her being.|
|Force Repulse||The most powerful of force impulses, capable of devastating results as it's capabilities allowed for any object in it's path to be break away at sheering velocities.|
|Force Absorb||A technique that takes energy and transfers it into the force, redirecting the absorbed attack for retaliatory use.|
|Combustion||A devastating technique that caused the object to explode by will of the force. It was hardly ever used on people. And is questioned whether it's ability, if used on someone or something, could be altered by preventing it from exploding after the ability was initiated.|