Telekinesis

Level 5 Transmutation spell available to Sorcerers and Wizards. Pick up a creature or an object and throw it 18m, then do it again every turn for free while you Concentrate. Throwing enemies off cliffs is the game’s favourite way to skip a fight, and this does it at range.

Spell description: Throw a creature or object up to 18m (60ft) with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot. Heavier items deal more damage.

Spell properties

  • Range: 18m (60ft)
  • Duration: 10 turns
  • Concentration spell
  • Save: STR save
  • Conditions applied: Telekinesis. Throws a creature or object up to 18m. While you Concentrate, you can recast it once per turn without a Spell Slot.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Telekinesis at higher levels provides no additional benefits.

How to obtain Telekinesis

  • Sorcerer, Wizard at Class level 9
  • Knowledge Domain Clerics and The Great Old One Warlocks at Class level 9

Source items: Hr’a’cknir Bracers, Tressym Collar, Scroll of Telekinesis

TELEKINESIS

Level 5 Transmutation Spell

Throw a creature or object up to 18m (60ft) with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot. Heavier items deal more damage.

Range: 18m (60ft) Save: STR save Duration: 10 turns

CONDITION: TELEKINESIS

Duration: 10 turns

Condition: Telekinesis

  • Once per turn, the caster can throw a creature or object again without expending a Spell Slot.
  • Thrown creatures take fall damage on landing; heavier objects deal more damage.
  • A creature that passes the Strength save on the first cast does not grant the condition.

When to cast Telekinesis

Cast it near a ledge, a chasm, or a very long drop. A creature that fails the Strength save goes wherever you point, and if that is off the edge of the map it is dead, loot and all. Half of Act One and a surprising amount of Act Three has a convenient drop nearby.

When there is no drop, throw enemies into each other, into your Wall of Fire, or just away from your casters. Fall damage on landing is a bonus. Big heavy objects thrown at enemies hurt as well.

The recast is the whole point. Once you have the Telekinesis condition you get a free throw every turn for ten turns, no slot. To guarantee you get it, throw an object on the first cast, which cannot fail the save, then throw creatures with the recasts.

Strength save, so it bounces off ogres and giants and lands on casters, archers, and most humanoids. Keep it away from anything that is Burning, because throwing a Burning object sets your caster on fire.

Telekinesis – Baldur’s Gate 3 Spell

Spell properties

Level
Level 5
School
Transmutation
Casting resource
Action + Spell Slot
Damage type

Range
18m (60 ft)
Duration
10 turns
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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