Telekinesis
Name
Telekinesis
Type
Science
Field
Psychokinetic
MAC
8
PSP (Initial)
3
PSP (Ongoing)
1
Range
90 ft.
Area of Effect
1 item
Prerequisites
Power Score
Critical (20)
Description
This power allows the user to move objects without touching them. Telekinesis tends to be physically taxing, as it takes a lot of internal energy to move objects. Small objects are easy. But larger, more massive objects are significantly more difficult.
The cost listed above assumes the object being moved weighs three pounds or less. For heavier objects, use the following:
* PSP cost equals the item’s weight in pounds.
* The power’s MAC improves by a bonus equal to one‑third of the item’s weight, rounded down. For example, moving a 10–pound rock requires rolling against a MAC of 5.
Telekinesis moves the targeted item up to 60 feet per round. Items moving at such a slow rate of speed don’t make effective weapons, but items weighing more than three pounds can be used to disrupt spellcasting or psionic use. The user rolls his base THAC0 score to hit, with a penalty equal to one‑third of the item’s weight, rounded down. For example, if a hero whose THAC0 is 15 wants to attack a priestess whose AC is 0, he needs an 18 or better to hit her with a 10–pound rock.
Telekinesis can be used to perform very fine work, such as writing or sewing. The user must be capable of performing the work himself, and a second MTHAC0 roll (and second round of power use) is needed to complete fine work. If the hero wants to use the power to pull an item away from an opponent, use the rules for psychic contests, except that the defender uses his Strength score to decide the contest.