Holocron

Mind Trap

Force power · Level 4 · Universal
power-typeForcelevel4alignmentUniversalconcentrationtrue

⟜ Requires Force Confusion

New in SW5eMind Trap traps a target's mind on a failed Charisma save, leaving it incapacitated but conscious and unable to perceive the outside world; droids and constructs are immune. Damaged, it may save again; at 6th level, after a minute it lasts 24 hours and requires no concentration.
Incapacitate one creature on a failed Cha save for up to 1 minute; damage prompts a new save to break free.
Control
●●breadth · no effect on droids
TargetingSingle
Use whenyou need to lock down a high-value target and can protect concentration
ScalingAt 6th level or higher, after 1 minute of concentration the duration becomes 24 hours and concentration is no longer required.
!Requires concentration and the Force Confusion prerequisite; any damage to the target triggers a new saving throw that ends the power.
psychicmind-affectingcontrol-condition
Pairs withForce Confusion · high Charisma save DC · party that can isolate a target
PlaystyleController

You attempt to trap the mind of your target in a psychic cage. The target must make a Charisma saving throw. On a failed save, the creature is incapacitated for the duration as its mind is trapped. It can think, but it can't have any contact with or perceive the outside world. If the creature takes damage, it makes another Charisma save. On a success, the power ends. This power has no effect on droids or constructs.

Force Potency. When you cast this power using a force slot of 6th level or higher, after 1 minute of concentration the power's duration becomes 24 hours and it no longer requires your concentration.

Codex
Casting Period
1 action
Range
60 feet
Duration
up to 1 minute
Concentration
Yes