Catalog / Spells / Telekinesis
Telekinesis
Spells · Transmutation
- Control
- Movement
For the duration you have telekinetic control out to double your standard reach.
- Strength: use your Intellect in place of Might for the Bulk you can lift, push, drag or hold (your Telekinesis Bulk limit is your normal limit as if Might equalled Intellect).
- Control limit: you can control separate objects up to 1 + half your Mysticism ranks (round down), with a combined Bulk no higher than your Telekinesis limit.
- Unwilling creatures: a creature you target makes a Charisma save opposed by your Channeling result and can't be affected by this casting on a success. If you affect it, it repeats the save at the start of each of its turns and is released on a success.
- Actions: spend 1 AP to manipulate something you control: lift it, move it up to your standard range, push or pull it, open a door, tip a table, reposition a creature you hold (GM adjudicates). Creatures you drop take falling damage normally.
- Tools: you can use tools and weapons telekinetically by spending their normal actions and using their normal skill; the GM may apply penalties for awkward angles or poor leverage.
Optional Modifiers
- Focused Control (+1): Control 2 more separate objects at once.
- Greater Reach (+1): Increase the reach one step (double standard → triple standard).
- Power (+3): Treat your Intellect as 2 higher for the Bulk limit (4 on your critical success). Objects of 12 Bulk or more deal Heavy damage when used as weapons.
- Mind Hulk (+4): For your Bulk limit, treat yourself as one size category larger (two on your critical success).
Critical Success
Treat your Intellect as 2 higher for your Telekinesis Bulk limit.