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 SpellThrow 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.
CONDITION: TELEKINESIS
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.










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