BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Kinesis

Effect

Show spoiler

Kinesis

School: Transmutation

Level:0, 1, 2, 3, 4, 5, 8, 9

Components:V,S

Casting Time: 1 Standard Action

Range: Close (25ft + 5ft/2 levels)

Area: One nonmagical, unattended object weighing up to 5lb.

Duration: Concentration

Saving Throw: None

Spell Resistance: no

Cast using a 0 level spell slot. You can lift and move the target object at will, propelling it in any direction at 15 feet per round. The spell ends if the distance between you and the object ever exceeds the spell's range.

Augment: Using a second spell slot of the same level, you may use an item being moved as if it were in hand, instead of just being moved. This means that weapons are able to attack as if you were taking a standard action to make a full attack. You cannot move the item and perform this action at the same time. The concentration required to perform this action is a standard action that provokes an attack of opportunity. Attacks or skills used in this way take a -5 penalty. Augmenting an additional time reduces this penalty to 0. You cannot use this augment with the "Still Spell" feat.

Enhance:Casting this version of the spell allows adding an additional +5lbs to the weight limit of the object being picked up.


Kinetic Life

Range: Medium (100 ft. + 10 ft./ level)

Area: One unattended object weighing up to 100lb.

Duration: Concentration, up to 1 round/level

Saving Throw:No

Spell Resistance:None

Cast using a 1st level spell slot. You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it.

A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 2 plus the modifier for your spellcasting statistic. A controlled object has its usual hardness and hit points.

You can use this power on a nonmagical lock, making it move in such a way as to attempt to unlock itself. If another character makes a disable device check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check.

Augment: You can augment this spell in order to increase the duration by 1 round/level extra, per spell augmentation.

Enhance:When casting this spell at a higher level, you are able to control multiple objects with the same restrictions as per the base spell (100lb limit per item). You can control as many items equal to the level the spell is cast at. All objects need to be chosen upon casting of the spell, even if they are not moved until later on.

Ritual:10 Minute/level. Requires a broken key for a focus. The key does not have to match any lock, and can be broken during the ritual. Called the shattering ritual, this ritual will cast Kinetic Life on a single nonmagical lock, and an additional unseen lock for every 10 that exceeds the CR on the ritual. The closest lock to the lock that is chosen within medium range is chosen. A new unseen lock is chosen from the new medium range.

Upon completing the ritual, the lock, unless made of a material of hardness 20 or more, any lock affected by the spell shatters irrepably, allowing any to open the locked material. The shattering is loud, and prone to attract attention. If no spells were combined to create this level of spell, than it is cast without expending a spell slot (or PP in the case of the Psion). Should the ritual fail, the spell slot is spent, and nothing happens.


Psi Blast

Range: Medium (100 ft. + 10 ft./ level)

Area:One creature or object

Duration:Instantaneous

Saving Throw:None

Spell Resistance:Yes

Cast using a 2nd level spell slot. A subject you select is pummeled with telekinetic force for 1d6 points of force damage. You can choose to have the power deal an equal amount of nonlethal damage instead. Concussion blast always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment).

Unattended objects (including doors, walls, locks, and so on) may also be damaged by this power.

Augment:You can expend additional slots of the same level in order to affect an additional target no more than 15 feet away from the original target.

Enhance:When casting this spell at a higher level, increase the damage by +2.


Psi Control

Range: Medium (100 ft. + 10 ft./ level)

Area: One creature

Duration:Concentration up to 1 round/level

Saving Throw:None

Spell Resistance:Yes

Cast using a 3rd level spell slot. You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a 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 attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but spell resistance applies normally.

Augment: For each augmentation, gain a +1 bonus for each attempted action.

Enhance:For each level above 3rd that you cast this spell, you count as one size larger for all purposes of performing each action.


Psi Movement

Range: Medium (100 ft. + 10 ft./ level)

Area: One object at a time

Duration:Concentration up to 1 round/level

Saving Throw:Will Negates (object), see text

Spell Resistance:Yes

Cast using a 4rd level spell slot. You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.

You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the spell. An object can be telekinetically manipulated as if you were moving it with one hand.

If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your casting ability modifier to the check instead of your Strength modifier.

Augment: For each augmentation, you are able to move an additional object each round.

Enhance:For each level above 4th, add an additional +50 lbs to the weight limit of the spell.


Telekinesis

Range: Long (400 ft. + 40 ft./level)

Area:See Text

Duration:Concentration (up to 1 round/ level) or instantaneous; see text

Saving Throw:Will negates (object) or None; see text

Spell Resistance:Yes (object see text

Cast using a 5th level spell slot. You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, or exert a single short, violent thrust.

Sustained Force:A sustained force moves an object weighing no more than 25 pounds per caster 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.

Violent ThrustAlternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level 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.

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 casting modifier. 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 2 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 (2 points).

Augment:Can only be augmented with force spells. Provides an additional +2 pounds per caster level, and deals an additional +1 damage based on the weight of an item when thrown, and for creatures thrown against a solid surface.

Enhance:Casting this spell at a higher level allows an additional effect equal to a lower level spell slot being cast at the same time, but with all enhancements of being cast at 5th level. Gain an additional spell being cast per higher level (up to 4).


Telekinesis Cage

School:Evocation (force)

Area:1-ft.-diameter/level sphere, centered around creatures or objects

Duration:1 min./level(D)

Saving Throw:Reflex Negates

Spell Resistance:Yes

Cast using a 8th level spell slot. This spell counts as both Evocation and Transmutation for the purposes of feats, and other abilities, including counterspelling. A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.

Creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents. Going past this range does not end the spell, but denies control. The spell still ends when duration is over, or the orb is dispelled.

You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell’s duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell’s duration.

The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

You can move the sphere telekinetically even if you are in it.

Augment:Casting this spell additional times allows you to fit an additional 5000 pounds or less within the sphere.


Kinetic Constrict

School:Evocation (force)

Components:V,S,F/DF

Casting Time: --

Range: Medium (100 ft. + 10 ft./level)

Area:One creature or object of Large size or smaller

Duration:1 round/level

Saving Throw:Reflex negates

Spell Resistance:Yes

Cast using a 9th level spell slot. This spell counts as both Evocation and Transmutation for the purposes of feats, and other abilities, including counterspelling. A globe of shimmering force encloses a creature. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.

You can move the object or creature in the sphere with no weight limit. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell’s duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell’s duration.

The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

For the creature or object inside the sphere, you may choose for the sphere to constrict. The sphere performs a grapple action against the afflicted individual, Its grapple bonus equals your caster level + spellcasting modifier +12 for the hand’s Strength score (35), + 4 for being Large. On each successful grapple, the sphere deals 16 points of lethal damage. Creatures or objects unable to perform a grapple check (such as an unconscious creature) take double this damage.

Augment:For each additional spell slot used, another creature within 10 feet of the original target is affected in the same sphere. Or, you can use the spell on a creature one size category larger (by making the hand one size category larger as well).

Arcane Focus: An enchanted glove or gauntlet (can be any enchament.)

Ritual:1 hour/CL. Called the ritual of Anihilation, this ritual will allow one to create a sphere of anihilation, and a talisman of anihilation. Neither can be created without the other. The ritual requires 2.5 million different clear diamonds (or roughly the amount of 1 carat diamonds to fill a 5x5 space, cut does not matter, nor cost).

In addition to the diamonds, an amulet made purely of adamantine, and enchanted with protective transmutations must be used as a focus, and a material component of the spell.

In addition to the normal effects of being an assistant, a single assistant may choose (and can be magically coerced to do so) to become a sacrifice for the spell. This destroys the assistant, body and soul at the begining of the ritual, but provides a one time +5 modifier to the magicraft check upon completing the ritual. All assistants may not leave the room of the ritual until after its completion.

Only spells with the force descriptor may be combined to create the neccessary spell slots required for this spell.

Completing the ritual has four different outcomes based on the end Magicraft check.

Failed magicraft check: All participants in the ritual die, (Fortitude save DC 30 for taking damage equal to the magicraft DC (or 60, whichever is lower)instead.) All materials except for the talisman are destroyed.

Passed magicraft but check is less than 55: All participants in the room of the ritual, make a Reflex save DC 30 or die (Taking damage equal to the magicraft DC on a passed save). 1d100+25% (maximum 99%) of the diamonds used are destroyed irrecovably, and must be replace

failed magicraft check, but of 55+: Creates a Blackball

/*name under construction*/

that acts like a sphere of construction until it has other desires. This effect can also happen if failing by 5 or less on a magicraft check.

Passed magicraft check of 60+:

Upon the completion of the ritual, the molten slurry within finally constricts, forming a black ball of pure void. A sphere of anihilation. The sphere hovers aloft, but floats towards the Conductor at a painstakingly slow speed.

Completing the ritual forms all the diamonds and equipment from the ritual process inside of the cast sphere creates a sphere of anihilation, and a talisman of the sphere.



Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!