Transmutation
Range: Long (400 ft. + 40 ft./
level)
Target or Targets: 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).
Find topic in: Epic, Equipment, Magic, Monsters, Rules of the Game |
|
SRD wizards dungeons srd rpg srd T-Z wizards 3.5 3.5 SRD wizards dungeons wizards T-Z d&d rpg dungeons Magic Magic SRD dungeons dragons Magic dragons T-Z Spells srd wizards wizards Telekinesis T-Z srd Spells SRD Magic roleplaying roleplaying wizards d&d Telekinesis |