Telekinesis
The signature Psychic spell: handle, hurl, or crush objects with thought
Telekinesis controls objects and creatures through thought. It lasts for up to 1 round per caster level while the caster concentrates under the normal rules. At the beginning of each tick, choose Fine Manipulation, Projection, or Destruction. Projection ends the spell as soon as it resolves. Destruction can be used during two ticks; the spell ends after its second use.
Control Capacity
Each version offers two exclusive capacities. The group option controls up to one object per caster level, each no larger than the Group Size in the table. The single option controls one object no larger than the Single Size instead. Creatures count as objects of their size.
Close range limits acquisition, not travel. Once Telekinesis has seized an object or creature, Fine Manipulation can carry it beyond Close range while concentration continues. The caster must still perceive it, know its location through another effect, or give it a fixed destination and unobstructed route.
If two spellcasters try to control the same object during a tick, they make a DC check: each rolls 1d20 + Spell DC, and the higher result controls the object for that tick. The current controller wins a tie. Repeat the check on every tick in which both continue to contest it.
An unwilling creature makes a Will Save at the beginning of every tick in which Fine Manipulation or Projection tries to move it. On a success, the spell cannot move that creature during that tick. A creature struck by a projected object uses the normal physical defenses instead; it does not make a Will Save against the incoming projectile.
Modes
1. Fine Manipulation
Move and operate controlled objects precisely, including triggers, cranks, buttons, locks, liquids, and carried materials. Fine Manipulation moves every controlled object at 50% of the Projection speed in the table per tick. The caster may also carry themself or another creature through the air. Fine Manipulation deals no damage by itself.
2. Projection
Hurl the controlled objects along chosen trajectories at the Projection speed in the table. Creatures in those trajectories may dodge, parry, take cover, or intercept the projectiles under the normal rules for physical attacks. A large enough object can cross several creatures, as with Hurl Rock. After Projection resolves, Telekinesis ends.
The objects directed at one target collectively deal the table's total Projection damage once, however many reach it. They collide or interfere with one another rather than multiplying that damage. Projection damage is physical and DR applies normally.
An enchanted weapon or object applies one relevant magical damage modifier and its relevant properties to that impact. When several enchanted objects converge on the target, use the modifier and properties of the one that determines the impact unless the GM invokes Exceptional Collisions. A bow and its arrows count as one controlled object.
3. Destruction
Crush controlled creatures or objects within Close range, up to the spell's normal Control Capacity. Destruction uses Fortitude, not Will.
On a failed Fortitude Save, a creature takes the listed physical damage and is suspended in place until the end of the tick. It cannot move with its legs or any flying Speed, though it may attack, cast, parry, or take another action that requires no movement. On a success, it takes no damage and moves normally. DR applies to the damage.
The caster may use Destruction during two ticks of the casting. They need not be consecutive. After the second Destruction tick resolves, Telekinesis ends. The GM determines the physical consequences for an unattended object.
Exceptional Collisions
The Projection table describes ordinary objects accelerated from rest across a normal battlefield, not an absolute ceiling. Existing momentum, a long fall, explosives, a collapsing structure, hazardous material, confinement, or another genuine advantage can add damage or consequences at the GM's discretion. An enchanted object is explicitly valid: use its magical modifier and let any relevant magical property interact with the collision. A comparable Hurl Rock impact is a useful first benchmark, but preparation and the environment can exceed it.
The GM may also announce a prescribed chance that several objects approach cleanly enough to strike the same target instead of colliding with one another. Consider their number and size, their angles of approach, the available space, and the target's size and movement. Each additional impact allowed by the GM deals the Projection damage and applies the relevant enchantment assigned to it. The GM announces the chance, number of rolls, and maximum number of impacts before they are rolled.
Spell Scaling
The Group Size column means up to one object per caster level. Choosing the Single Size column replaces that entire group with one object.
| Spell Level | Group Size | Single Size | Projection Speed per Tick | Fine Manipulation per Tick | Total Projection per Target per CL | Destruction per Target per CL |
|---|---|---|---|---|---|---|
| 1 | Small | Medium | 10 ft | 5 ft | 1d10 | 1d4 |
| 3 | Medium | Large | 60 ft | 30 ft | 2d10 | 2d4 |
| 5 | Large | Huge | 120 ft | 60 ft | 4d10 | 4d4 |
| 7 | Gargantuan | Colossal | 480 ft | 240 ft | 8d10 | 8d4 |
| 9 | Colossal | Colossal+ | 2,048 ft | 1,024 ft | 16d10 | 16d4 |
| 10 | Colossal+ | Colossal++ | 4,096 ft | 2,048 ft | 32d10 | 32d4 |