spell Telekinesis

Telekinesis


This material
is Open Game Content, and is licensed for public use under the terms of the
Open Game License v1.0a.


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Transmutation
Level Sorcerer/Wizard
5

Components V, S
Casting Time 1 standard action
Range Long (400 ft. + 40 ft./level)
Target or Targets See text
Duration Concentration (up to 1 round/ level) or instantaneous; see text
Saving Throw Will negates (object) or None; see text
Spell
Resistance
Yes (object); see text

You move objects or creatures by concentrating on them. Depending on the version
selected, the spell can provide a gentle, sustained force, perform a variety
of combat maneuvers, or exert a single short, violent thrust.

Sustained Force A
sustained force moves an object weighing no more than 25 pounds per caster level
(maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate
the effect on an object it possesses with a successful Will save or with Spell
Resistance
.

This version of the spell
can last 1 round per caster level, but it ends if you cease Concentration.
The weight can be moved vertically, horizontally, or in both directions. An
object cannot be moved beyond your range. The spell ends if the object is forced
beyond the range. If you cease Concentration for any reason, the object falls or stops.

An object can be telekinetically
manipulated as if with one hand. For example, a lever or rope can be pulled,
a key can be turned, an object rotated, and so on, if the force required is
within the weight limitation. You might even be able to untie simple knots,
though delicate activities such as these require Intelligence checks.

Combat Maneuver Alternatively,
once per round, you can use telekinesis to perform a bull rush, disarm, grapple
(including pin), or trip. Resolve these attempts as normal, except that they
don’t provoke attacks of opportunity, you use your caster level in place of
your base attack bonus (for disarm and grapple), you use your Intelligence modifier
(if a wizard) or Charisma modifier
(if a sorcerer) in
place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow
a reactive attempt by the target (such as for disarm or trip). No save is allowed
against these attempts, but Spell
Resistance
applies normally. This version
of the spell can last 1 round per caster level, but it ends if you cease Concentration.

Violent Thrust Alternatively, the spell energy can be spent in a single round. You can
hurl one object or creature per caster level (maximum 15) that are within range
and all within 10 feet of each other toward any target within 10 feet per level
of all the objects. You can hurl up to a total weight of 25 pounds per caster
level (maximum 375 pounds at 15th level).

You must succeed on attack
rolls (one per creature or object thrown) to hit the target with the items,
using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer).
Weapons cause standard damage (with no Strength bonus; note that arrows or bolts
deal damage as Daggers of their size when used
in this manner). Other objects cause damage ranging from 1 point per 25 pounds
(for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard,
dense objects)

Creatures who fall within
the weight capacity of the spell can be hurled, but they are allowed Will saves
(and Spell
Resistance
) to negate the effect, as are those whose held possessions
are targeted by the spell. If a telekinesed creature is hurled against a solid
surface, it takes damage as if it had fallen 10 feet (1d6 points).


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The Worlds
of Mankind is owned and created by Mark John Goodwin

The text
on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.

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System’ and the ‘d20 System’ logo are trademarks of Wizards of
the Coast, Inc.

and are used according to the terms of the d20 System License version 6.0.

A copy of this License can be found at www.wizards.com/d20.