Old Telekinesis
Spheres_of_Power.jpg
Spheres of Power
$19.99
You can lift and move objects through magic.

Telekinesis [Core]

As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.

Table: Object Size
Caster Level Object Size Sample Object
1st Diminutive Dagger
3rd Tiny Candelabra
5th Small Heavy Shield
8th Medium Cage
11th Large Statue
15th Huge Wagon
20th Gargantuan Catapult
25th Colossal Ship
The_Telekinetic's_Handbook.jpg
The Telekinetic's Handbook
$4.99
Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.

If you possess the Blood and Telekinesis spheres and have the Limited Telekinesis drawback for blood, you may use your telekinesis abilities on any creature under the effects of your blood control (within the normal limits of the Telekinesis sphere).

You gain the following special uses of telekinesis when you gain this sphere:

Sustained Force [Core]

You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

Hostile Lift [Core]

You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained.

If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.

Bludgeon [Core]

Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.

Table: Object Damage
Object Size Damage Dealt
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Catch [Core]

If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.


Telekinesis Talents

Acceleration

When you move a target with telekinesis you can double the distance you can move it that turn by having all of its movement be in a straight line. An object that moves at least 10 ft this way before being used as a bludgeon is counted as having made a Charge and gains the related +2 on its attack roll. If you also possess the Flair talent, you may apply Charge related feats to your Charge with that bludgeon.

Call to Hand

As a swift action, you can call a single unattended object that you can see within 20 ft + 5 ft per 5 caster levels instantly to your hand. The object must fall within your telekinesis size limit, and the object must be no more than a light load for you.

Catch Shield

By spending a spell point as a standard action, for one round plus one round per three caster levels you may use Catch on projectiles once per round without readying an action. Any objects you catch in this way drop to the ground at the beginning of your next turn if you do not concentrate on them normally or spend a spell point to maintain telekinesis with Sustained Force. You cannot have more than one catch shield active at any one time.

Cohesion

Your may use your telekinetic force to protect and stabilize objects that you are lifting. An object lifted with your telekinesis gains a +1 bonus to hardness and a +1 Deflection bonus to AC, and an additional +1 per 5 caster levels. In addition, it takes no penalties from the broken condition as telekinetic force holds it together, and it does not take damage from being used as a bludgeon. Objects lifted with Sustained Force do not gain these benefits. Creatures, even constructs, never gain the benefits of this talent.

Dampening Field

As a standard action you can wrap a willing creature or object within range of your telekinesis in cushioning force, granting them DR/Piercing equal to half your caster level. This effect lasts as long as you concentrate, or you may spend a spell point to sustain it with Sustained Force.

Dancing Weapon [Core]

When using telekinesis to lift an object, that object counts as a melee weapon under your control. Allies may use it to flank, and if you possess the Flair talent, you may apply melee feats such as Power Attack to your actions with that bludgeon (you cannot treat a bludgeon as both a melee and a ranged weapon at the same time; you may apply either melee attack feats or ranged attack feats to an individual bludgeon, but not both). In addition, you may also add your casting ability modifier to all damage rolls made with a bludgeon.

Deflect

When you use the Catch function of your telekinesis, you may choose to simply deflect an incoming projectile or thrown object instead of catching it, causing it to simply miss instead of being lifted with telekinesis. Due to this briefer contact and more indirect force, the originator of the attack does not gain a Will save to negate the ability when you exercise this option.

Divided Mind [Core]

You may lift multiple targets at once (up to 1 + 1 per caster level) whose combined size does not exceed your maximum telekinesis size. You may treat these objects as one effective object for the purpose of bludgeoning a creature, or you may make multiple bludgeons per round (although you cannot make more attacks in a round than would otherwise be allowed with your BAB and any respective feats if you possess the Flair or Dancing Weapon talents). If you spend a spell point to use Hostile Lift or Sustained Force, it may apply it to as many of these objects as applicable. You may also spend a spell point when using the Steal, Telekinetic Maneuver, or Telekinetic Push talents to affect multiple targets at once (up to one additional target per 2 caster levels, minimum: 1), although you cannot affect an individual target more than once per round with any combat maneuver.

Finesse [Core]

You may use telekinesis to perform fine manipulations, such as turning a key in a lock, unrolling a scroll, or tying a knot. You may make appropriate skill checks (such as Craft, Profession, or Performance checks that involve objects or instruments) at a distance, as well as Heal checks to perform first aid. When performing a skill at a distance you may use your casting ability modifier in place of the normal ability modifier, but you also suffer a -5 penalty to the skill check. You may use Sustained Force to maintain complicated, non-combat procedures such as making knives prepare dinner, make a lute play itself, or making a shovel dig a ditch.

When combined with the Flair talent, you may also perform Disable Device checks at a distance. When combined with the Steal talent, you may also perform Sleight of Hand checks to steal objects at a distance.

Flair [Core]

You may use telekinesis with a greater degree of detail. If you possess the Finesse talent, you may perform Disable Device checks at a distance with a -5 penalty. You may add the effects of feats you possess to the actions you perform with telekinesis (adding the benefits of Point-Blank Shot or Weapon Focus to bludgeons, using improved trip or improved steal to maneuvers made with the Telekinetic Maneuver talent or Steal talent, etc.). Bludgeons count as ranged weapons for this purpose.

Flight [Core]

When using telekinesis to lift a creature or creatures and spending a spell point to create a Sustained Force on them, you may grant that creature the ability to control their own movement for the duration of the Sustained Force. They gain a fly speed equal to your telekinesis speed, with maneuverability (perfect).

An affected creature does not need to remain within your telekinesis range while flying in this manner.

Floating Shield

When using your telekinesis to lift a shield, you may apply its shield bonus to the armor class of anything in its square, though this does not stack with any shield bonus they already possess. A shield sustained with Sustained Force still grants its shield bonus, and may be directed to follow a given individual or target. If you possess the Orbit talent, you may choose a single shield in orbit of you and add its shield bonus to your armor class. If you possess the Flair talent, you may apply shield related feats (such as Shield Focus) to any shield you are lifting.

Forceful Telekinesis

When you using an object or weapon as a bludgeon, it is effectively one size larger for determining how much damage it deals. In addition, any time you would perform a combat maneuver using telekinesis (such as with Steal or Telekinetic Maneuver) you add a +2 bonus to your CMB and CMD.

Friction Field

By flooding an area with your telekinesis you may increase friction and make it more difficult to move. As a standard action you may flood a 20 ft radius + 5 ft per five caster levels area anywhere within range of your telekinesis. As long as you concentrate, all squares in the area become difficult terrain, even the air; flying or hovering over the ground does not avoid the effect. In addition, a creature that begins its turn in the area takes damage equal to your caster level. You may spend a spell point to sustain this effect with Sustained Force.

Gravity Shift

By concentrating your telekinetic powers on an area you may effectively increase or decrease the area’s gravity. As a standard action you may alter the gravity of a 10 ft radius + 5 ft per five caster levels area anywhere within range of your telekinesis. As long as you concentrate, the area becomes either an area of heavy gravity or an area of light gravity. You may also change the type of gravity in the area as a move action. This talent can be used to alter areas that are already heavy or light gravity, either altering them to normal gravity or doubling their effects, but cannot be used in areas of no gravity or subjective gravity. You may spend a spell point to sustain this effect with Sustained Force.

Heavy Gravity: In heavy gravity areas, Acrobatics, Climb, Ride, and Swim checks incur a -2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character's speed. Weapon ranges are halved. A character's Strength and Dexterity scores are not affected. Characters that fall in areas of heavy gravity take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.

Light Gravity: Characters in an area of light gravity gain a +2 circumstance bonus on attack rolls and on Acrobatics and Ride checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don't change as a result of light gravity, but what you can do with such scores does change. Falling characters in light gravity take 1d4 points of damage for each 10 feet fallen (maximum 20d4).

Gravity Ward

As a standard action, you can create a 5 ft radius emanation anywhere in your telekinesis range that resists entry as your telekinetic force attempts to push targets out. Entering the area requires a Will save, and a creature that fails its save must wait until their next turn to make another attempt. This area lasts so long as you concentrate on it, or you may spend a spell point to sustain it with Sustained Force. If you wish, this area can be centered on yourself instead of an area, allowing it to move with you.

Gravity Well

You can create a compact point of telekinetic force that draws everything towards it as a standard action. Select a point within range of your telekinesis. When you first use this ability and each time you spend an action to concentrate on it, all unattended objects and creatures of up to your telekinesis limit within a 10 ft radius + 5 ft per five caster levels of that point are drawn in a straight line to the unoccupied space nearest to the center of the effect. Unwilling creatures are subjected to a drag combat maneuver that pulls them towards the center, using your caster level -5 plus your casting ability modifier as your CMB. A creature in the area of this effect may attempt to escape it on its own turn by attempting the drag combat maneuver as a move action against a CMD equal to your caster level plus your casting ability modifier + 5, moving the indicated distance away from the center of the gravity well. You may spend a spell point to sustain this effect with Sustained Force.

Greater Speed [Core]

The distance you can move things with telekinesis increases to 30 ft + 5 ft per 2 caster levels per round.

Homing

When you miss with a Bludgeon attack, you may spend a spell point as an immediate action to make the bludgeon home back in on the target. For a number of rounds equal to your caster level the object single-mindedly moves towards the target without you needing to concentrate on it, taking the shortest path as it attempts to attack them each turn. A bludgeon directed this way can only make one attack per turn, and once it makes a single successful attack it stops pursuing the target and drops to the ground unless you begin concentrating on it again. If you possess the Divided Mind talent you may pay a single spell point to make multiple objects pursue a target, but as soon as any one of them makes a successful attack, they all stop pursuing.

Idle Concentration

You may choose to maintain concentration on your telekinesis as a swift action. However, targets of your telekinesis remain motionless while you concentrate on them this way, hovering in place. You cannot move them, use them to bludgeon, or direct them to perform tasks. Dancing Weapons that hover do not threaten their range or provide flanking bonuses, and you may not apply the benefits of Telekinetic Crush to hovering targets. In addition, this talent cannot be used to concentrate on a Hostile Lift.

Increased Range [Core]

Increase the range of your telekinesis by one step (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.

Kinetic Field

By spending a spell point as a standard action you can use your telekinesis to create a stationary flat plane of kinetic energy that stops incoming projectiles and thrown objects. Any such object with a size one less than what you can lift with telekinesis that strikes the field immediately loses momentum and drops to the ground if the originator of the attack fails a Will save. This field is created adjacent to you and has a length equal to 20 ft + 5 ft per 5 caster levels and lasts so long as you concentrate, or you may spend a spell point to maintain it with Sustained Force.

Kinetic Sense

You no longer need to see to levitate objects or creatures with your telekinesis. As long as you target the correct space the target is in, you may lift it without needing line of sight. If you target an incorrect square your action is wasted, though you retain any spell points you would have spent.

In addition, you may spend a spell point to gain 30 ft blindsense for one minute per caster level.

Mindtalons [3PP]

Source: City of 7 Seraphs
As a move action, you can generate powerful telekinetic manifestations that can act as one of the following natural weapons until the end of your next round: slam (1d8 bludgeoning), two claws (1d6 slashing each), tendril (1d4 slashing with at 10’ reach), or gore (1d8 piercing, x3 critical multiplier). These natural weapon attacks use your casting attribute modifier instead of Strength for attack and damage and resolve as a magical force effect. You can spend one spell point to increase the duration to 1 minute per caster level. You may use sphere talents, magical effects, and class features with these natural attacks as though they are manufactured or natural weapons. You may only have one instance of mindtalons active per 5 caster levels.

Mobile Bludgeon

When you use your telekinesis to make a bludgeon attack, you may continue to move the object after the attack roll is made if it has any movement remaining. Alternately, you may choose to forfeit any remaining movement in order to make a full attack with a single bludgeon, making as many attacks as your base attack bonus allows, including extra attacks gained from feats if you possess the Flair or Dancing Weapon talents. If you are lifting multiple bludgeons with Divided Mind you are still limited to one full attack, but may divide your attacks among your bludgeons in any way you desire.

Momentum Line

As a standard action you can create a line with a length equal to 25 ft + 5 ft per 2 caster levels, centered anywhere within range of your telekinesis. Movement within this area is doubled, allowing creatures to move two squares for only 5 ft of movement. This effect lasts so long as you concentrate, or you may spend a spell point to maintain it with Sustained Force.

Orbit

When you lift an object with your telekinesis and move it into your square or drop an item you are holding, you may place it in a passive orbit around you. An object in orbit drifts slowly around you, moving with you when you move as if you carried it, and does not require concentration to remain in orbit, though it does nothing except drift passively. At any point you may begin concentrating on it again, directing it and using it normally with your telekinesis, or you may pick up an item in orbit as a free action. You may have multiple objects around you at one time so long as their total size does not exceed the size limit of orbit, shown below. If you possess the Powerful Telekinesis talent, your orbit limit increases by a single size category. If you possess the Dancing Weapon talent, you may use a single object in orbit of you to make attacks of opportunity on your behalf. Items caught with Catch may immediately be placed into orbit. You may not use Hostile Lift in conjunction with Orbit.

Table: Orbit Size Limit
Caster Level Size Limit
1st Fine
4th Diminutive
8th Tiny
12th Small
16th Medium
20th Large
24th Huge

Parry

You may use the Catch function of telekinesis to block attacks with melee weapons, though they retain their hold on their weapon even if you successfully block their attack. However, if you possess the Steal talent as well, you may immediately use it on that weapon as part of a successful catch. Your telekinesis must be specially tuned towards the task, so when you ready an action to Catch (or when you spend a spell point on the Catch Shield talent, if you possess it) you must specify whether your telekinesis can intercept melee or ranged attacks.

Powerful Telekinesis [Core]

Increase the maximum sized object or creature you may affect with telekinesis by 1 size category.

Quick Catch [Core]

You may spend a spell point to make a telekinetic catch as an immediate action. If you possess the Telekinetic Push talent, you may spend a spell point to perform pushes as an immediate action.

Return

When you stop a ranged attack with telekinetic catch, you may immediately fling it back at the attacker if they’re in range of your telekinesis. Resolve this as a standard bludgeon attack using the object you were attacked with. Return may not be used in conjunction with Catch Shield.

Steal [Core]

You may use telekinesis on attended objects. The owner is allowed a Will saving throw to negate this effect. If they fail, you may perform a Steal or Disarm combat maneuver against them at a distance, using your caster level -5 plus your casting ability modifier as your CMB. On a successful maneuver, you may move the object up to your telekinesis distance in any direction.

Telekinetic Crush

When using your telekinesis on a target, you may crush it with your grip. Every round you maintain concentration you may deal 1d6 bludgeoning damage and an additional 1d6 per 5 caster levels. Alternately, you may make a Strength check to break an object you are holding with your telekinesis, using your casting ability modifier + 1 per five caster levels as your bonus on the check instead of your Strength modifier. You may use this on sections of a larger object than you can lift with your telekinesis, allowing you to punch holes through walls or rip down doors so long as you can lift the targeted section.

Telekinetic Maneuver [Core]

You can use telekinesis to manipulate a target. As a standard action, you may perform a bull rush, pull, reposition, trip, dirty maneuver, or grapple (upgrades to pin if the target is already grappled) combat maneuver against a target. Use your caster level -5 plus your casting ability modifier as your CMB. If grappling, your CMD is your CMB +5 and the target is allowed to make a new Will save each round to negate the effect. These maneuvers do not provoke an attack of opportunity from the target. If grappling, you do not gain the grappled condition, and you cannot be knocked prone by failing a trip check.

Telekinetic Push [Core]

You may throw your telekinetic power at an object, aiding or impeding its natural movement. As a readied action, you may push a projectile, creature, thrown object, or another caster’s bludgeon up to one size larger than your telekinesis limit. If aiding, you may increase a weapon’s range increment by half your telekinesis speed and increase its effective size by 1 size category +1 per 5 caster levels for the purposes of dealing damage or determining if another caster may catch the object with their own telekinesis. If aiding a creature, you may choose to instead grant it an enhancement bonus to its movement equal to 1/2 your telekinesis speed. You may also add 1d6 damage + 1d6 per 5 caster levels to the falling damage a target suffers. This ability may be used to cause damage to a target that was successfully tripped.

Alternately, you may slow down a creature or object, cutting its movement speed and damage in half. If the target is falling, this decreases their falling speed to 60 ft per round, allowing them to fall great distances without being hurt.

Telekinetic pushes don’t require a spell point even when used on hostile targets, but do allow a Will save to negate.

Telekinetic Tools

You may use your telekinesis to mimic simple tools, such a shovels, hammers, or scissors by using your telekinesis as if manipulating an item of the appropriate size. If you possess Finesse talent, you may mimic tools associated with any of the listed skills, allowing you to Perform without an instrument or pick a lock without thieves tools if you also have Flair. In addition, if you possess the Telekinetic Maneuver talent, when grappling a target you may choose to use the tie up grapple action to restrain them with telekinetic force instead of a rope. A creature successfully tied up this way is bound and helpless, and must follow the tie up rules to escape their bonds. This restraining force lasts until broken by a successful CMB check, until they receive help from an outside force as a full round action, or until you dismiss it. A target cannot attempt a Will save to negate the effects of these bonds, or a strength check to break them.

Tether

You can create a telekinetic connection between two objects of any size, tethering them together. As a standard action you can tether two targets within 30 ft of each other, preventing them from moving further than 30 ft from each other without either breaking the tether or dragging the other target with them. An unwilling creature gets a Reflex save to avoid being tethered. A creature dragging an object follows the normal carrying capacity and encumbrance rules, but must use the drag combat maneuver to drag an unwilling creature. The tether may be broken as a move action with a Strength check equal to the tether’s save DC. A tether lasts as long as you concentrate and an additional number of rounds after that equal to your caster level. You may spend a spell point to maintain a tether with Sustained Force.

Weaponize

You may attack your enemies with pure telekinetic force. By using your telekinesis as if you were lifting an object, you may make bludgeon attacks and deal bludgeoning or slashing damage, dealing damage as a bludgeon of the size you specify, up to your telekinesis size limit. If you possess the Dancing Weapon talent, you may treat this bludgeon attack as if it was made with a weapon you have proficiency with.

Whirlwind Assembly

As a swift action you can use your telekinesis to ready yourself for any given situation. You may draw up to two sheathed weapons or items you are carrying (even if it is stored in a backpack or similar container) and put away up to two objects you are holding in your hands. In addition, you may don a single set of armor or robes and put away any robes or armor you are currently wearing, or swap out any number of smaller worn items (such as gloves, hats, or rings). Each individual item equipped or put away must fall within the size limit of your telekinesis.


Old Telekinesis Feats

Click the header above to visit the Sphere-Focused Feats page. This section includes feats that directly improve or rely upon this sphere.


Old Protokinesis Feats

Click the header above to visit the Protokinesis Feats page. This section includes feats that offer additional uses for telekinetic powers. These feats generally require having the Telekinesis sphere.


Old Advanced Telekinesis Talents

Click the header above to visit the Advanced Talents page. This page includes talents that are more powerful than the ones presented on this page - but remember, Advanced Talents are only available with GM permission.


Old Telekinesis Drawbacks

Click the header above to see the Sphere-Specific Drawbacks for this sphere. If you're using the optional Casting Tradition rules, Drawbacks allow you to acquire one or more bonus talents in a sphere in exchange for a limit on using this sphere.


Archetypes Specializing in Telekinesis

-Old Electrokinetic

The Electrokinetic is an archetype for the Elementalist that specializes in using electricity with Destructive Blasts and Telekinesis on metal objects.

-Old Hekatonkheires

The Hekatonkheires is an archetype for the Symbiat that creates an immense number of mind limbs that can be used for various purposes.

-Old Soaring Blade

The Soaring Blade is an archetype for the Armorist that focuses on levitating weapons throughout the battlefield.

-Old Telekinetic Warrior

The Telekinetic Warrior is an archetype for the Symbiat that focuses on improving its use of Bludgeons.

-Old Unseen Horror

The Unseen Horror is an archetype for the Thaumaturge that summons forth an invisible, mindless entity to perform tasks for them.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 All creatures within close range of the caster are targeted by a grapple check as the Telekinetic Maneuver talent. These grapple attempts persist against each affected creature for 1 round per caster level or until the creature manages to break free of the grapple or the grapple attempt fails. Once grappled, the effect attempts to pin, then to deal damage each round.
2 The caster is exhausted.
3 The target spins in place, receiving a -2 to attack rolls but gaining +1 dodge bonus to AC for the duration of the lift. The target must succeed on a Fortitude save or be sickened for the duration of the lift.
4 (Combat) The caster is stunned for 1 round.
5 For 1 hour per caster level, unattended objects of a size that the caster can effect with lift within close range of the caster float 5 ft. about their normal position if not fastened down. When this effect ends or when an object leaves the affected area, it floats harmlessly to the ground.
6 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
7 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
8 Telekinetic forces aid in movement, but haphazardly. For 1 round per caster level, every time a creature other than the caster ends their movement within close range of the caster, they are moved 1d6 squares in a random direction (if possible, determined as a splash weapon).
9 The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
10 Random Diminutive nonmagical objects orbit the caster for 1 hour per caster level, imposing a -1 penalty on Perception and concentration checks.
11 The caster is bombarded with nearby Diminutive, unattended objects, taking 1 bludgeoning damage per caster level.
12 All hostile creatures within close range of the caster are targeted by a bull rush check to move them directly away from the caster as the Telekinetic Maneuver talent.
13 All creatures within close range of the caster are tripped as the Telekinetic Maneuver talent.
14 All creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Any weapon successfully disarmed in this way immediately makes a single attack against its former wielder as the bludgeon ability then drops to the ground.
15 The casting time increases by 2 steps.
16 All creatures within close range of the caster are targeted by a bull rush maneuver straight downward as the Telekinetic Maneuver talent. This deals 1d6 points of bludgeoning damage for every 5 ft. a creature is unable to move.
17 For 1 hour per caster level, the weight of the caster’s equipment is doubled.
18 Effect receives a -4 penalty to caster level (minimum 1).
19 (Combat) The caster is dazed for 1 round.
20 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
21 The target spins in place violently, receiving a -4 to attack rolls but gaining +2 dodge bonus to AC for the duration of the lift. The target must succeed on a Fortitude save or be nauseated for the duration of the lift. A new save may be made as a move action each round; success reducing the nauseated condition to sickened.
22 For 1 hour per caster level, the weight of the caster’s equipment is halved.
23 All creatures within close range of the target or center of the target area are crushed by a telekinetic force, suffering 1 bludgeoning damage per caster level.
24 All creatures within close range of the caster (excluding the caster) are crushed by a telekinetic force, suffering 1 bludgeoning damage per caster level per round for 1 round per caster level.
25 All hostile creatures within close range of the target are targeted by a bull rush maneuver straight downward as the Telekinetic Maneuver talent. This deals 1d6 bludgeoning damage for every 5 ft. a creature is unable to move.
26 All allied creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Any weapon successfully disarmed in this way immediately makes a single attack against its former wielder as the bludgeon ability then drops to the ground.
27 The caster is fatigued.
28 For 1 day per caster level, the caster is immune to falling damage.
29 The caster makes a single magical skill check against all Telekinesis sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
30 (Combat) All allied creatures within close range of the caster are targeted by a bull rush maneuver straight downward as the Telekinetic Maneuver talent. This deals 1d6 bludgeoning damage for every 5 ft. a creature is unable to move.
31 All allied creatures within close range of the caster are targeted by a grapple check as the Telekinetic Maneuver talent. These grapple attempts persist against each affected creature for 1 round per caster level or until the creature manages to break free of the grapple or the grapple attempt fails. Once grappled, the effect attempts to pin, then deal damage each round.
32 All creatures within close range of the target are bull rushed away from the target as the Telekinetic Maneuver talent.
33 All allied creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed then drop to the ground.
34 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
35 One object currently in the caster’s hands flies away at his lift speed and attempts to strike the nearest creature (other than the caster) within lift range as the bludgeon ability. The object drops to the ground after one such attack.
36 All creatures within close range of the target are tripped as the Telekinetic Maneuver talent.
37 For 1 hour per caster level, the loads of all creatures within lift range of the target are reduced by 5 lbs per caster level.
38 (Combat) Movement becomes unstable around the caster. For 1 round per caster level, every time a creature (other than the caster) begins their movement within close range of the caster, they must succeed on a Will save or move in a random direction. Their movement pattern stays the same, but the direction moved is determined randomly, as a miss with a splash weapon.
39 For 1 hour per caster level, the loads of all creatures within lift range of the target are increased by 5 lbs per caster level.
40 For 1 round per caster level, one weapon in the caster’s possession but that is not currently wielded leaves the caster’s possession and attempts to stay as far from the caster as possible, to the limits of his lift range.
41 Effect receives a +2 bonus to caster level.
42 The target or creatures in the target area immediately fly 100 ft. in a random direction, (as a splash weapon miss). They move to the furthest safe space in this direction up to this distance and stop; they cannot slam into a wall or pass through or end the movement in an intrinsically dangerous space.
43 All creatures within close range of the caster must succeed on a Will save or begin falling upward at a rate of 5 ft. per round. This effect prevents the creature from falling but otherwise has no impact on the creature’s movement for that round, provided it has a move speed suitable to its environment (flight if in the air, swim if below water, burrow if underground). This effect lasts for 1 round per caster level.
44 (Combat) For 1 round per caster level, all ranged attacks are drawn to the caster, granting a +1 + 1 per 5 caster level circumstance bonus on all ranged attacks made with natural or manufactured weapons targeting the caster.
45 One object currently in the caster’s hands flies away at his lift speed and attempts to strike the nearest hostile creature within lift range as the bludgeon ability. The object drops to the ground after one such attack.
46 The casting time decreases by 2 steps.
47 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
48 (Combat) Every creature within close range of the caster is suddenly tied up in any belts, laces, or straps that are part of their clothing. If they are wearing clothing or carrying belts or bags, they become entangled for 1 round per caster level.
49 All creatures within close range of the caster are targeted by a drag maneuver as the Telekinetic Maneuver talent, moving them toward the caster.
50 The casting time increases by 1 step.
51 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
52 All hostile creatures within close range of the target are targeted by a drag maneuver toward the target as the Telekinetic Maneuver talent.
53 Invisible force aids motion. For 1 round per caster level, all squares within close range of the caster cost half the normal movement cost.
54 All allied creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed and attempt and attack against him as the bludgeon ability, then drop to the ground.
55 (Combat) The caster is nauseated for 1 round.
56 All hostile creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed then drop to the ground.
57 Once per round for 1 round per caster level, a small unattended non-magical object (stone, twig, spoon, etc.) flies toward the caster’s head, inflicting 1 point of nonlethal damage, then falls unharmed to the ground. A successful Reflex save negates this damage each round.
58 All hostile creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Any weapon successfully disarmed in this way immediately makes a single attack against its former wielder as the bludgeon ability then drops to the ground.
59 For 1 hour per caster level, the loads of all creatures within lift range of the caster are increased by 5 lbs per caster level.
60 All creatures within close range of the target are targeted by a bull rush maneuver straight downward as the Telekinetic Maneuver talent. This deals 1d6 points of bludgeoning damage for every 5 ft. a creature is unable to move.
61 For 1 hour per caster level, the weight of the equipment of all creatures within close range is halved.
62 (Combat) For 1 round per caster level, all ranged attacks near the caster are partially deflected, imposing a -1 - 1 per 5 caster level penalty on all ranged attacks made with natural or manufactured weapons targeting creatures within close range of the caster.
63 (Combat) All allied creatures within close range of the target are targeted by a bull rush maneuver away from the target as the Telekinetic Maneuver talent.
64 All hostile creatures within close range of the target or center of the target area are are targeted by a bull rush check to move them directly away from the target or center of the target area as the Telekinetic Maneuver talent.
65 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
66 The caster immediately flies 100 ft. in a random direction, (as a splash weapon miss). The caster moves to the furthest safe space in this direction up to this distance and stops; the caster cannot slam into a wall or pass through or end the movement in an intrinsically dangerous space.
67 All unattended objects of Small size or smaller within close range of the caster begin to spin slowly, like a top, for 1d6 rounds.
68 For 1 day per caster level, the caster takes double falling damage.
69 For 1 round per caster level, all ranged attacks are repelled from the caster, imposing a -1 - 1 per 5 caster level penalty on all ranged attacks made with natural or manufactured weapons targeting the caster for 1 round per caster level.
70 One object currently in the caster’s hands flies away at his lift speed and attempts to strike the caster as the bludgeon ability. The object drops to the ground after one such attack.
71 Telekinetic forced grab creatures’ fists and feet and force them to hit themselves. All creatures within close range of the caster (including the caster) must immediately deal their unarmed strike damage to themselves.
72 The effect fails and the action is lost. Spell points or spell slots are lost.
73 The caster makes a single magical skill check against all Telekinesis sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
74 For 1 hour per caster level, the weight of the equipment of all creatures within close range is doubled.
75 Telekinetic force increases the weight of the target creature or object, allowing it to be treated as being 2 sizes larger than it is when calculating its bludgeoning damage.
76 The caster floats 1 inch off the ground for 10 minutes per caster level. This has no impact on movement speeds or falling damage.
77 The casting time decreases by 1 step.
78 Roll again on the Universal wild magic table.
79 For 1 hour per caster level, the loads of all creatures within lift range of the caster are reduced by 5 lbs per caster level.
80 All creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed then drop to the ground.
81 All creatures within close range of the caster are bull rushed away from the caster as the Telekinetic Maneuver talent.
82 The caster spins in place, receiving a -2 to attack rolls but gaining +1 dodge bonus to AC for the duration of the effect. The caster must succeed on a Fortitude save or be sickened for the duration of the effect.
83 Invisible force hinders motion. For 1 round per caster level, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
84 The caster has their feet manipulated telekinetically, making them dance uncontrollably. Their movement is halved.
85 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
86 The caster loses access to this sphere for 1d6 rounds.
87 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
88 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
89 (Combat) All allied creatures within close range of the caster are targeted by a bull rush maneuver away from the caster as the Telekinetic Maneuver talent.
90 For 1 minute per caster level, the caster partially levitates, reducing ground-based movement speeds by half and taking a penalty to CMD against bullrush, drag, and reposition combat maneuvers equal to caster level.
91 One object currently in the caster’s hands flies away at his lift speed and attempts to strike the nearest allied creature (other than the caster) within lift range as the bludgeon ability. The object drops to the ground after one such attack.
92 All hostile creatures within close range of the target are targeted by a trip maneuver as the Telekinetic Maneuver talent.
93 All hostile creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed and attempt and attack against him as the bludgeon ability, then drop to the ground.
94 All creatures within close range of the target are targeted by a drag maneuver as the Telekinetic Maneuver talent, moving them toward the target or center of the target area.
95 The effect fails and the action is lost. Spell points or spell slots are not lost.
96 All hostile creatures within close range of the caster are targeted by a trip maneuver as the Telekinetic Maneuver talent.
97 All hostile creatures within close range of the caster are targeted by a drag maneuver toward the caster as the Telekinetic Maneuver talent.
98 A random nearby unattended object of a size the caster can lift begins floating and follows the caster for 1 hour at the speed of the caster’s lift.
99 All creatures within close range of the caster (but not the caster himself) are treated as if they were carrying a heavy load for 1 round per caster level, regardless of how much they are actually carrying.
100 All creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed and attempt and attack against him as the bludgeon ability, then drop to the ground.

Gamemastering

Clarifications

This section is devoted to elaborating on existing Spheres of Power material, clarifying and offering suggestions for specific situations or uses of the Telekinesis Sphere.

Telekinesis

Items lifted by telekinesis are considered to be attended or held by the creature lifting them.

If a character attempts to use telekinesis on a target that is under the effect of another character’s telekinesis, he must make a successful CMB check against their CMD to wrest control of the target.

While most things a telekinetic will want to lift are solid, discrete objects, it is possible that you will want to lift a fluid or less cohesive mass, such as a pool of water or a pile of sand. The recommended default is that a telekinetic should be able to lift a mass equal to their standard telekinesis size limit, but under certain circumstances or in different settings a GM might want to impose stricter limits. A GM might choose to rule that some substances are more difficult than normal to manipulate with telekinesis (such as gases or more volatile fluids such as alchemist’s fire) and impose an effective size penalty, or say that cannot effectively be lifted with telekinesis at all without the proper skills. In such cases it is recommended that the Telekinetic Tools talent could be used to mimic a sack or bucket to scoop up fluids and fine grains, and the Finesse talent allowed to properly handle volatile chemicals or more tricky materials such as gases.

Bludgeon

The Bludgeon option of telekinesis was addressed in errata to read:

“Once per turn when lifting an object with telekinesis, you can relinquish its remaining movement (if any) to strike a creature or object within its square. You must succeed at an attack roll using your base attack bonus plus your casting ability against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.”

The damage type of Bludgeon depends on the object being wielded, but generally deals bludgeoning damage. However, a spiked grate might deal bludgeoning and piercing damage, while a shaving razor would deal slashing damage. A Bludgeon always deals a form of weapon damage (bludgeoning, piercing, or slashing), though it might be used to attack someone with an object that deals additional damage of another type (such as wooden object that has been set on fire).

You do not need to be proficient with a weapon to use it effectively as a Bludgeon, and you do not take non-proficiency or improvised weapon penalties to your attack roll with a Bludgeon.

When using an object as a bludgeon, any special properties that would apply to wielding it as a weapon apply to it as a bludgeon. A masterwork or enchanted weapon gains its enhancement bonus, and it uses any relevant special weapon abilities. A chunk of adamantine will overcome adamantine-keyed damage reduction and ignore hardness less than 20, and a lit torch will deal fire damage. The GM has final say on whether or not a property functions when the weapon is used as a bludgeon (example: flaming would cause the bludgeon to deal additional fire damage, but throwing would do nothing, as the weapon is the weapon is not being ‘thrown’ in a traditional sense.)

Hostile Lift

Not only can you telekinetically move an unwilling creature with Hostile Lift, they become unable to move themselves normally while they are subject to it. They can still act in other ways such as wielding a weapon or casting a spell, take no penalties to defending themselves and gain their full set of actions in a round, but cannot physically move from the position until you are no longer maintaining your hostile lift, or until they succeed on the effect’s Will save.

Acceleration

Acceleration can benefit from feats or abilities that would give you a full attack at the end of a Charge (such as pounce), but even in conjunction with Divided Mind and/or Mobile Bludgeon you are still limited to your normal number of attacks each round.

Dancing Weapon

Because dancing weapons are controlled as if you were wielding them, they can threaten the areas around them. However, dancing weapons do not possess the natural reach of a wielder. Instead, a dancing weapon has reach that corresponds to its object size. Tiny and smaller objects only threaten the square they are positioned in, while weapons with the reach gain the normal benefits and drawbacks. Even if you are lifting multiple weapons with Divided Mind, you are limited to your normal amount of attacks of opportunity each round.

Table: Dancing Weapon Reach
Size Reach
Fine 0 ft
Diminutive 0 ft
Tiny 0 ft
Small 5 ft
Medium 5 ft
Large 5 ft
Huge 10 ft
Gargantuan 15 ft
Colossal 20 ft

You can flank with your own Dancing Weapon.

Divided Mind

When combining sizes to determine how much you can lift with Divided Mind, two objects of the same size category are equivalent to one object of a larger category. For example, two Small objects are equal to one Medium object, and four Medium objects are equal to two Large objects, or one Huge object.

When making multiple bludgeon attacks per round with Divided Mind you must use a different object for each bludgeon attack unless you have the Mobile Bludgeon talent. When using multiple lifted objects as a single bludgeon, combine their size and determine damage as if they were a single object of that size. If one or more of these objects is a weapon the size category is effectively one size larger when determining damage. You add all weapon damage types together when using multiple objects as a single bludgeon-—so a bludgeon composed of blunt objects would only do bludgeoning damage, while if you later added a shortspear to the objects you wielded it would deal bludgeoning and piercing damage.

Quick Reference

Table: Density of Common Materials
Density Material Effective size
Superdense Adamantine, lead, gold, silver One size larger
Dense Flesh, iron, mithral, sand, soil, stone, water, wood Standard size
Light Charcoal, cork, darkwood, flour, hay, snow One size smaller
Weightless Balsa wood, featherglass, feathers, shredded paper Two sizes smaller

The density table assumes the substance is packed together in a natural manner - if this changes, the density is altered as well. While a hollow sculpture of carefully joined paper sheets is effectively weightless, a bound book of paper sheets is little different in density than the wood it was made from. Similarly, while lightly packed snow is light, a drift from a new, dry snowfall could be weightless, while the snow comprising the terrain of an ancient glacier is dense.

In general, density categories follow the density of water as a baseline. Materials or objects ten times as dense as water are superdense, materials and objects half the density of water are light, while materials and objects a tenth the density of water are weightless.

Note that a weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. For example, a one-handed club sized for a medium creature is an object of tiny size. In general, adjust size category as follows:

Table: Weapon Sizes
Weapon Type Size Adjustment
Ammunition Three sizes smaller
Light Weapons Two sizes smaller
One-Handed Weapons One size smaller
Two-Handed Weapons Same size

This is a general guideline to weapon size rather than a hard rule, and exceptions exist (such as daggers which are three sizes smaller, or shurikens which are four). The exact size of a given weapon is ultimately up to the GM.

Table: Object Sizes
Size Minimum CL Items
Fine 1 Fishing hook, holy symbol, inkpen, key, needle, shuriken
Diminutive 1 Book, dagger, flask, glass bottle, tankard
Tiny 3 Bear trap, bust, candelabra, footstool, frying pan, cask, lantern, manacles, musical instrument, waterskin
Small 5 Backpack, barstool, chair, chest, keg
Medium 8 Barrel, cage, desk, full plate armor
Large 11 Chandelier, chariot, coffin, door, statue, table
Huge 15 Carriage, raft, wagon
Gargantuan 20 Catapult, gazebo
Colossal 25 Ship, windmill
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