This info superceeds that in the Jedi Knight Class file.

The Light-saber

        This is the holy weapon of the mystic knights.  The secret of the
light-saber's creation is learned from the ancient mystics of the Light Side
whose spirits became part of the Force when they died.  Because dark knights
do not remain coherent in the Force when they die, the living dark knights
must have an instructor or must have learned from the mystic knight spirits
before turning to evil. (*Rumor has it that some Dark-knights have abandoned
the lightsabre for something called a dark-blade; essentially a mirror image
of the lightsaber)

          A light-sabre is a weapon making use of magic from the plane of
        radiance. (Para-Elemental Plane bordering the Plane of fire and the
        Positive Energy/Material Plane) Though it confers no to-hit bonus or
        damage bonus it is still capable of striking creatures as a magical
        weapon of various strengths depending on the investment of time,
        materials/craftsmanship, and Force power.  All lightsabers strike
        against flame/resistant or immune creatures for half damage, these
        creatures have an opportunity to save for quarter damage. The blade
        is able to strike creatures dwelling on or part of the Quasi planes
        of Shadow, or Void whether the particular lightsaber's + rating is
        high enough.  Creatures immune to light based attacks are unaffected
        by a lightsaber.  A lightsabre can never be successfully enchanted
        for combat bonuses. If a sabre is found in a treasure trove it
        radiates strong magic of all nine types.


        After a knight has achieved at least 3rd level *AND* has learned all
three disiplines of the force he can fashion his own light-saber. To do so
he must have the following Non-weapon proficiencies:
  Carpentry, carving, blacksmithing, glassmaking, gemcutting, jeweler,
engineering *OR* he may learn a new proficiency called Sabre-Crafting which
includes all of these as they are specifically required for creating a
functional weapon.

   Creating a new Lightsaber is a test of a Jedi's skill, resourcefullness
and ingenuity. As such the jedi must at a minimum be prepared to make three
sacrifices to achieve his goal.

       One sacrifice of time, the jedi must spend 2d4 weeks crafting the
items involved along with certain meditative exercises.  During this time
the jedi must be seperate from any magical items and must focus all skills
on his goal.  Any one interruption may add 1d4 weeks of meditation to this
requirement (DM Discretion).

      One sacrifice of materials and workmanship.  The Jedi must purchase or
gather base materials for his lightsaber worth a minimum of 5,000gp.  This
gathering may include chopping his own lumber, mining his own ore,
purchasing various tools to do the needed work.  Once materials are gathered
all following steps must be the jedi's own skill.

     The final sacrifice necessary to finish the saber is the use of a
force-point to power the item.

After these three sacrifices the knight has made a lightsaber:

                                     DMG         Init    Hits        Item
               SF    Sz   L  Wt  Typ  S-M  L    Bonus   Creatures    Saves
                                                         as  if

 Light-Sabre  Fa(2)  S    M  2   S/P  2d8/2d8    +1        +1     Disintegrate
          *Special  Critical fumble on a miss of 10 or greater by
           non-proficient Characters. (they must also have missed AC10)

          **  No Strength bonuses for damage *EVER* apply to damage by this
              weapon.

          *** Successful hits on Armor will decrease AC by one unless
          Armor saves vs disentigration.  Magical Armors Save vs Magical
          Fire with a bonus of their highest Combat bonus.

          **** Weapons or items coming into contact with the blade must save
          vs disintegration or be destroyed.  Magical Weapons or items save
          vs magical fire with a bonus added of its highest combat bonus.
          If A Lightsaber comes into contact with another Lightsaber as in
          parrying if the parry roll equals the combat roll both jedi are
          hit (Assuming roll is high enough to hit the jedi) as the blades
          pass through one another.

          ***** High natural combat rolls may sever limbs as per a Sword of
               Sharpness:  17-20 small to mansized Armored Opponent
                           19-20 Larger than man-sized
                             20  Stone/Metal opponent

Additional Sacrifices can be made to  improve the weapon's "strength"

  A sacrifice is any one of: 2d4 additional weeks of craftsmanship,
                             5,000gp of material,
                             A force Point.

 Additional       Init        Hits opponents
 Sacrifices       Bonus       only struck by
    1              +2            +2
    2              +3            +3
    3              +4            +4
    4              +5            +5


In addition during construction the jedi may add additional magical or
mechanical abilities to his Weapon.

  Light Saber Components:

          The Power-Gem: 1 Force Point (initial Construction) allows the
                    gem to power the weapon. Special powers (non-mechanical)
                    can only be used while charges are left in the power-gem.
                    The power-gem can still ignite the blade with 0 charges
                    and can be re-charged by any jedi.

                Additional Power-Gem Options
                      Cost                    Option

                       1 Forcepoint       5d10 Charges
                         A charged power-gem glows in a 5'radius
                         while not part of a Light sabre.
                         This power can be purchased by any jedi holding
                         the Sabre even after initial construction.

                       1 forcepoint       Self Destruct
                                Lightsaber can destroy itself on command
                            using all remaining charges to generate a
                            retributive strike. This command will not
                            function if no charges remain.



           * A Gem of Brightness may be used to Power a lightsaber but
           only 25% are of suitable size and shape. Trimming such a gem is a
           difficult feat even for a master gemcutter. If the Gemcutter
           fails to increase the base value of the Gem the magic will be
           ruined; any decrease in base value destroys the gem utterly.
           Even if a gem of brightness is used a forcepoint is still
           necessary to bond the item to the rest of the weapon's
           components.  The Gems Powers continue to function but additional
           charges can not be invested.  Powers of the focus crystal still
           drain charges from the Gem. When charges are exhausted the gem
           must be replaced and forcepoint used to bind it to the weapon.


  The Haft.

       This part of the weapon must be carefully constructed by the jedi to
reflect his own ideas and soul.  The materials selected should be listed as
well as why.

  During this construction the Jedi can add several mechanical features to
his weapon.

    Each can be added as a dial, lever, switch, or stud. Each feature will
require 500gp and 1 week of additional work; up to three mechanicals can be
added to the basic on/off switch. (Some Jedi prefer a command word to a
power switch)

  Some common mechanicals are listed below:

  Variable  Length:   The Blade can be varied between 4in and 4ft or
                                                      4ft and 8ft.

  Variable Power : THis dims the blade and reduces its damage according to
                   the setting used.  There is no effect on the possibility
                   of severing a limb by reducing power.
                   Common settings (usualy 3-6 settings)
                   1     2    3    4     5     6
                   1d4  1d6  1d8  1d10  1d12  2d8

                       This also decreases the light output of the blade by
                    1' for each setting below maximum to 1 inch at setting
                    1.

Safetygrips:   An interlock, the blade cannot be ignited while the guard is
            unheld. Also extingushes blade if dropped.

Unique Trigger assembly: use of non-intuitive mechanisms to limit actual
                       unauthorized use of device.

Self dissassembly: Drops the Power Gem out in a cassette; Lightsaber is
               useless until a new forcepoint is spent re-bonding the weapon
               All previous charges on Gem are lost when removed from
               weapon.

Self Destruct: Unless a sequence of buttons is used prior to activating the
sabre the sabre will ignite and spin the focus crystal bringing the blade
back and through the case destroying it and possibly injuring the
unauthorized user.

Flashlight Twist:  De-focuses Power-gem light or bypasses focus crystal..
              No charge. resulting beam is 40' long, 10'wide. This light is
              as bright as bulls eye Lantern.


Focus Gem Powers
   The focus gem is what determines the color of the Blade and possibly some
of the lightsaber's special abilities. The gem used as a focus gem must be
transparent, precisely cut and the finished shape cannot be worth less than
100gp. Each listed Power requires a jedi to spend a forcepoint to install in
the Lightsabre.  Powers only function while weapon is ignited unless the
description says "grants owner". "Grants Owner" powers are only effective if
the weapon is located on the person of the owner. The powers can be called
via command word or can be associated with a mechanical switch(these do no
count as mechanical options but do have an additional cost of at least 100gp
each. Powers must be installed during construction of a given lightsabre.
Attempting to improve an existing lightsabre causes the manufacture process to
start over. Dissassembling a lightsabre makes it useless until resealed by a
forcepoint from the jedi who made it.

Gem/Material         Blade color                            Power
-------------------------------------------------------------------------
Amber        Pale Gold to Strong Gold    Cure Disease 1/week (5 Charges)
                                       Protection From Disease (1charge/turn)


Alexandrite   Dark Green              May Read Omens 1/day(1 charge)
                                   Commune Higher Power 1/week (5 charges per question)
                                    +1 to hit to disarm (1charge/round)
                                    Cast Cure Light Wounds (2 charges)
                                    Grants owner Keen Eyesight (1charge/turn)
                                    Resurrection 1/month (50 charges)

Amethyst           Deep Purple      Grants Owner +5 vs Poisons

Amethyst,Oriental  Rich Purple      Owner is immune to Poisons

Aquamarine   Pale Blue Green        Cast Cure Light Wounds (4 charges)
                                    Grants owner Keen Eyesight (2 charge/turn)
                                    GRant user Detect lie  (2 charges/turn)


Chrysoberyl  Yellow Green           Protection from Possession (1 charge)
                                    Invisibility 1/day (5 charges)
                                    ESP                (5 Charges/turn)
                                    Cast Cure Light Wounds (2 charges)
                                    Grants owner Keen Eyesight (1 charge/turn)
                                    ** Susceptible to Darkside if owner
                                 has a Darkside point .. may cause disease.

Diamond    Clear Blue-White       Invulnerability to undead (10 charges/turn)
                                  Protection from Evil 10' (5 charges)
                                  Blade's radiance is Sunlight
                                  Light Spell (1/charge per use)
                                  Sunburst (5 charges)
                                  Invisibility to undead (5 charges)

         Intense Clear Light    Negative Plane Protection (5 Charges)
                                Protection From Evil (5 charges)
                                Blade's radiance is Sunlight
                                Light Spell (1/charge per use)
                                Sunburst (5 charges)
                                Invisibility to undead (5 charges)



Emerald     Deep, Intense Green  GRant Owner 18 CHA (1 charge/turn)
                                 Cast Cure Light Wounds (1 charge)
                                 Grants owner Keen Eyesight
                                 Clairvoyance (1 charge/round)
                                 Resurrection 1/month (50 charges)

Emerald, Oriental Clear Bright Green   Blade's radiance is Sunlight
                                       Light Spell (1/charge per use)
                                       Continual Light (5 charges per use)
                                       Sunburst (5 charges)
                                       GRant Owner 18 CHA (1 charge/turn)
                                       Cast Cure Light Wounds (1 charge)
                                       Grants owner Keen Eyesight
                                       Clairvoyance (1 charge/round)
                                       Resurrection 1/month (50 charges)


Garnet      Red                  Fire/Heat Resistance (1 charge per use)
                                 Reduce all damage by -1/die (1 charge per die)

            Brownish-Green       Cast Cure Light Wounds (2 charges)
                                 Grants owner Keen Eyesight (1 charge/turn)

            Violet                 N/A

Glass       Varies               *Material not suitable for additional power

Jacinth     Fiery Orange         Immune to Fire Based Attacks (5chrgs/use)
                                 Owner is granted Direction-Sense
                                 Owner is granted Depth Sense (as dwarves)
                                 Owner is lucky while traveling
                                 Owner is immune to disease
                                 Cure Disease (5 charges /use)

Peridot     Intense Green        Grant owner 90% Resistance Enchantment/Charm
                                 GRant Owner 18 CHA (1 charge/turn)
                                 Cast Cure Light Wounds (2 charges)
                                 Grants owner Keen Eyesight (1 charge/turn)
                                 Resurrection 1/month (50 charges)

Ruby       Red                   Reroll any one die at any time (5 charges)
                                 Owner is lucky
                                 Fire/Heat Resistance (1 charge per use)
                                 Reduce all damage by -3/die (1 charge per die)

Ruby, Star   Red,White           Reroll any one die at any time (5 charges)
                                 Owner is lucky
                                 Fire/Heat Resistance (1 charge per use)
                                 Reduce all damage by -3/die (1 charge per die)
                                 Non-Detection        (5 charges/turn)

Saphire    Medium Blue   Spells/Magical effects +1 level 10'radius(1charge/turn)
                         Wisdom Checks at +2/ +2 save vs Fear/horror
                         Double Damage vs Spiders
                         DEtect Lie for 1/day 1turn
                         Feather Fall (1 charge)

           Clear Blue    Spells/Magical effects +1 level 10'radius(1/charge/turn)
                         Wisdom Checks at +2/ +2 save vs Fear/horror
                         Double Damage vs Spiders
                         Blade's radiance is Sunlight
                         Light Spell (1/charge per use)
                         Detect Lie (1charge/turn)

Saphire, Star  Blue, white   Protection from Magic 10' Radius (1charge/ 5rounds)
                             Non Detection (1 charge/turn)
                             Detect Lie (1 charge/Turn)

Spinel     Red                   Fire/Heat Resistance (1 charge per use)
                                 Reduce all damage by -2/die (1 charge per die)

           Brownish Green        Cast Cure Light Wounds (2 charges)
                                 Grants owner Keen Eyesight

           Intense Green         GRant Owner 18 CHA (1 charge/turn)
                                 Cast Cure Light Wounds (2 charges)
                                 Grants owner Keen Eyesight (1 charge/turn)
                                 Resurrection 1/month (50 charges)

          Intense Blue           DEtect Lie 1/day for 1turn
                                 Fly (1charge/turn)
                                 Gate in an upper plane denizen (50 charges)

Topaz       Yellow               Protection from Evil 10' Radius
                                 ESP (1 charge/turn)
                                 Invisibility (1/day)
                                 ** Susceptible to Darkside if owner
                                 has a Darkside point .. may cause disease.

            Blue                 Protection from Evil 10' Radius
                                 DEtect Lie 1/day for 1turn
                                 Fly (1charge/turn)


Topaz, Oriental  Fiery Yellow    Protection from Evil 10' Radius
                                 Holy Word (5 charges)
                                 ** Susceptible to Darkside if owner
                                 has a Darkside point .. may cause disease.


Tourmaline  Pale Green           Owner is granted +1 reaction rolls.

            Pale Blue            Owner is granted Feather Fall (1/charge)

            Pale Brown           None

            Pale Red    Owner Is granted immunnity to Heat Exhaustion/Sunstroke




Light-saber Skills (Proficiencies)



   Blind-Fighting - This is a bonus proficiency for Mystic Knights, and is
handled differently with them.  Unlike the normal proficiency, AC penalties
for missile weapons are ignored.  The Knights to-hit penalty is only -1 not
-2. While employing this skill the channeling of force can be detected in
the individual.