Telekinesis
- Level
- 4
- School
- Transmutation
- Keywords
- Concentration
- Range
- 20 meters
- Duration
- Concentration, up to 10 minutes
- Mana Cost
- 4
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for up to 10 minutes, you can exert your will on one creature or object that you can see within 20 meters of you.
You can try to move a creature or an object that weighs up to 50 x your Magic skill (in kilograms). The target must make a Fortitude defend roll contested by your Magic skill. If the target is an object that isn’t being worn or carried, it automatically fails. Otherwise, the creature wearing or carrying the object must make the skill check.
-
On a failure, you move the creature or object up to 10 meters in any direction, including upward (but not beyond the range of this spell).
-
Until the end of your next turn, the creature or object is restrained in your telekinetic grip.
-
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature or object by repeating the contest.
Stunts
Mental Slam
When a creature fails the contested check, you may slam it into a surface. The creature takes additional 1d4 bludgeoning damage per 3 meters height and becomes dazed until the end of its next turn.
Sustained Grip
You may use a 1 AP (instead of 2) to maintain your telekinetic hold on a creature or object.
Multigrasp
You may target two smaller objects or creatures instead of one, as long as their total weight does not exceed your limit.
Shield Throw
When holding an object with Telekinesis, you may hurl it as a ranged weapon. Make a Magic skill attack dealing 1d10 + Magic bludgeoning damage in a line or arc (GM’s discretion).
Suspension Field
When you successfully restrain a creature with Telekinesis, you may hold it in the air to prevent melee engagement. Allies have advantage when attacking that target with ranged or magic attacks until it escapes.