View Full Version : Lesser Telekinesis Spell

2010-04-14, 10:49 PM
please rate the following form of the spell.

Telekinesis, Lesser
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (100ft. + 10 ft./level)
Target: or Targets: 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

As telekinesis spell but with the follownig changes:
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 250 pounds at 10th level) up to 10 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 against a DC set by the DM.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they donít provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesnít allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally.
This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature. per caster level (maximum 15) 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 (maximum 250 pounds at 10th 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 Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). 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 such as a barrel) to 1d6 points of damage
per 25 pounds (for hard, dense objects such as a boulder).
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 (1d6 points).

Is it balanced? Any corrections/additions?

2010-04-15, 01:14 PM
I think its balanced especially when compared with telekinesis. nice one

2010-04-15, 01:50 PM
I like it. It actually makes the Master of the Unseen Hand class from complete warrior easier to enter into as well, since the spell and skill requirements will be hit at the same level.

I think it would work quite nicely. Well done.

2010-04-15, 04:23 PM
This is awsome. I have a character concept that i needed telekinesis for and this fits wonderfully. And, its balanced to boot. Good job!