Telekinesis

By means of this spell, the wizard is able to move objects by concentrating on moving them mentally. The spell can provide either a gentle, sustained force or a single short, violent thrust.

A sustained force enables the wizard to move a weight of up to 25 pounds a distance up to 20 feet per round. The spell lasts two rounds, plus one round per caster level. The weight can be moved vertically, horizontally, or both. An object moved beyond the caster's range falls or stops. If the caster ceases concentration for any reason, the object falls or stops. The 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. The caster might even be able to untie simple knots, at the discretion of the DM.

Alternatively, the spell energy can be expended in a single round. The caster can hurl one or more objects within range, and within a ten-foot cube, directly away from himself at high speed, to a distance of up to ten feet per caster level. This is subject to a maximum weight of 25 pounds per caster level. Damage caused by hurled objects is decided by the DM, but cannot exceed 1 point of damage per caster level. Opponents who fall within the weight capacity of the spell can be hurled, but they are allowed a saving throw vs. spell to avoid the effect.

Furthermore, those able to employ as simple a counter-measure as an Enlarge spell, for example (thus making the body weight go over the maximum spell limit), can easily counter the spell. The various Bigby's hand spells also counter this spell.

Commentary

This spell can be used to scoop up slimes, jellies, and other semiliquid creatures in jugs or similar containers. If the containers are sealed, telekinesis can be used to position the containers over an opponent's head, then tipped to dump their contents. Such containers could also be filled with poison, acid, or other damaging substances.

[Player's Handbook]
[Complete Wizard's Handbook]
School: Alteration
Level: 5
Rarity: Common
Range: 10 yards/level
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates

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