Spells / Telekinesis
Telekinesis
transmutation
LevelArcanist 5, Magus 5, Sorcerer 5, Wizard 5Casting time1 standard actionRangelong (400 ft. + 40 ft./level)Durationconcentration (up to 1 round/level) or instantaneous; see textSaving throwWill negates (object) or none; see textComponentsV, S
Engine mechanics - what the game actually does
Damage1 d6untypedscales per CL Will save negates
1d6/CL untyped, Will negates
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
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 DC 15 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 oppo...