One of the few traditions that has almost universally arisen from natural talent rather than formal training, Telekinesis magic grants its user the ability to move and manipulate objects and creatures by thought alone.

Whether crushing a foe in a mental grip or erecting an impassable barrier of telekinetic force, spells from this tradition allow the caster to create invisible force from the mind and use that force to change his or her environment.

Telekinesis is a psychic tradition. When you discover it, you gain access to the Focus Mind talent.

Focus Mind You can use an action to focus your mind. Make an Intellect or Will challenge roll. On a success, your mind becomes focused for 1 minute, or until you become dazed, stunned, or unconscious. While your mind is focused, you can cast any spell you have learned from a psychic tradition without needing to speak or wield an implement. In addition, when you cast psychic spells while your mind is focused, you can expend a second casting of the spell to cast it using a triggered action on your turn instead of using an action.

Block Strikes

Telekinesis Utility Level 0

Duration 1 minute


An invisible field of force surrounds you, helping to deflect attacks. Roll 1d3. The number rolled becomes your bonus to Defense for the duration. In addition, when a creature you can see attacks you, you can use a triggered action to end the spell and impose 2 banes on the triggering attack roll.

Drag

Telekinesis Attack Level 0

Target One Size 1 or smaller creature or object within medium range


You reach out with your mind to snare the target. Make a Will attack roll against the target’s Strength. On a success, you move the target up to 1d6 + 5 yards toward you.

Attack Roll 20+ The target also falls prone.

Forceful Push

Telekinesis Attack Level 0

Target One creature or object within medium range


You direct your thoughts to shove the target. Make a Will attack roll against the target’s Strength. If the target is larger than you, make the attack roll with 1 bane. On a success, you move the target a number of yards away from you equal to 1d3 + your Power.

Mind Over Matter

Telekinesis Utility Level 0

Duration 1 minute


For the duration, you can use an action to move one Size 1 or smaller unsecured object within short range of you up to 5 yards. You can also suspend such objects in the air by concentrating on them.

Crush

Telekinesis Attack Level 1

Target One creature or object within short range


Bands of telekinetic force wrap around and squeeze the target. Make a Will attack roll against its Strength. On a success, the target takes 3d6 damage, and it must get a success on a Strength challenge roll or become impaired for 1 round.

Attack Roll 20+ The target takes 1d6 extra damage.

Dancing Weapon

Telekinesis Utility Level 1

Target One weapon you wear or carry, or a weapon within short range that is neither worn nor carried by a creature

Duration 1 minute


The target floats 2 yards above the ground for the duration. When you cast the spell, you can move the target up to 10 yards and attack one creature or object within 1 yard of it. You can use an action or triggered action to repeat this movement and attack on subsequent turns. You attack as if you wield the weapon, making a Will attack roll.

Deflecting Shield

Telekinesis Utility Level 1

Duration 1 minute


A flexible field of telekinetic force surrounds you for the duration. Whenever you take damage from any source, you reduce the amount of damage by 1d6 (to a minimum of 0).

Sieze

Telekinesis Attack Level 1

Target One Size 1 or smaller object you can see within medium range; it can be worn or carried


You seize the target with your mind and wrench it away from the creature holding it. If the target is not worn or carried by a creature, you move the object up to 20 yards toward you and, if the target is something you could hold in your hands and you have hands free enough to hold it, you can take it. If the target is worn or carried by a creature, you must make a Will attack roll against the creature’s Strength; on a success, the object moves toward you as described. The force of the movement is sufficient to break cords, ropes, and similar methods of securing items.

Telekinetic Shield

Telekinesis Utility Level 1

Duration 1 minute, or until damage dealt to the shield equals its Health


A shield of invisible telekinetic force springs into existence around you. Roll 4d6. The total is the Health of the shield. For the duration, any damage dealt to you is applied to the shield’s Health.

Hold

Telekinesis Attack Level 2

Duration Concentration, up to 1 minute, or until the target takes damage

Target One creature within medium range


Bands of invisible force envelop the target. Make a Will attack roll against the target’s Strength. On a success, the target becomes defenseless for the duration.

Levitate

Telekinesis Utility Level 2

Target One creature or object of Size 2 or smaller you can see within medium range

Duration Concentration, up to 1 minute


You seize the target with telekinetic force, lifting it up to 3 yards into the air where it remains for the duration. If the target is unwilling or the object is in the possession of another creature, the spell becomes an attack. You affect the target only of you get a success on a Will attack roll against the target’s Strength or the Strength of the creature holding it.

While suspended in the air, the target can move only by crawling across a surface it can reach. Attack rolls against the target’s Defense or Agility are made with 1 boon.

When you concentrate on the effect, you can raise or lower the target up to 3 yards.

Smash

Telekinesis Attack Level 2

Target One creature or object within medium range


You loose a pulse of telekinetic force to destroy the target. If you target an object, it takes 15 damage. If you target a creature, make a Will attack roll against the target’s Strength. On a success, the target takes 3d6 damage and becomes impaired for 1 round.

Telekinetic Leap

Telekinesis Utility Level 2

Duration 1 round


You gain a +3 bonus to Defense for the duration. At any time before the spell ends, you can use a triggered action to fly up to a number of yards equal to twice your Will score. You must land at the end of this movement, or you fall. This movement does not trigger free attacks.

Sacrifice You can use an action and expend a casting of this spell to cast the crush spell.

Catch Projectiles

Telekinesis Attack Level 3

Duration Concentration, up to 1 minute


For the duration, whenever a Size 2 or smaller creature you can see uses a ranged weapon or a thrown melee weapon to attack you, you catch the projectile or thrown weapon with your mind so that it stops and hangs in midair in an open space 1 yard away from you in the direction from which the attack came. A creature that can reach the projectile or weapon can take it from the air. Any projectiles or thrown weapons stopped by this spell drop to the ground at the end of the round.

While you have at least one projectile or thrown weapon held in midair from this spell, you can use a triggered action at any time to send any or all of them at targets of your choice within medium range. For each projectile or thrown weapon, make a Will attack roll against the target’s Defense. On a success, the projectile or thrown weapon hits and deals 1d6 damage.

Triggered When a creature uses a ranged weapon or a thrown melee weapon to attack you, you can use a triggered action to cast this spell. You catch the projectile or thrown weapon with your mind and send it flying back toward the triggering creature. Make a Will attack roll with 1 boon against the creature’s Defense. On a success, the projectile or thrown weapon hits, and the creature takes 4d6 damage instead of the normal damage dealt by the weapon.

Force Barrier

Telekinesis Utility Level 3

Area A line, up to 10 yards long, 10 yards tall, and 1 inch thick, originating from a point within long range

Duration 1 hour


An invisible barrier of telekinetic force fills the area and remains for the duration. Nothing can pass through it physically, and it is immune to all damage.

Force Missile

Telekinesis Attack Level 3

Target One creature or object you can see within long range


You focus your mind, gathering up an undulating ball of invisible force and sending it warbling toward the target. Make a Will attack roll with 1 boon against the target’s Agility. On a success, the target takes 4d6 damage, moves 1d6 yards away from you, and falls prone.

Attack Roll 20+ The target takes 2d6 extra damage.

Force Wave

Telekinesis Attack Level 3

Area A sphere with a 3-yard radius centered on a point within medium range


A wave of force bursts from the center of the area. Everything in the area takes 5d6 damage, and each creature and unsecured object moves 1d6 yards away from the center. A creature that gets a success on a Strength challenge roll takes half the damage and doesn’t move.

Force Bubble

Telekinesis Attack Level 4

Target One creature or object that is Size 2 or smaller and within long range

Duration Concentration, up to 1 minute, or until you move the bubble beyond long range from you


Make a Will attack roll against the target’s Agility. On a success, the target becomes trapped inside a sphere of invisible force that remains for the duration. The sphere is immune to all damage, and nothing can physically pass through it. When you use an action to concentrate on the effect, you can move the sphere and everything it contains up to 5 yards in any direction.

Hover

Telekinesis Utility Level 4

Duration 1 hour


You wrap yourself in bands of telekinetic force and lift yourself into the air. For the duration, you can move by flying.

In addition, whenever a creature you can see gets a failure on an attack roll made against your Defense or Agility, you can use a triggered action to move up to half your Speed. This movement does not trigger free attacks.

Sweep Aside

Telekinesis Attack Level 4

Area A cube of space, 5 yards on a side, originating from a point you can reach


You sweep your mind across the area, forcing each creature you choose in the area to make a Strength challenge roll with 1 bane. A creature takes 5d6 damage, moves up to 5 yards in a direction you choose, and falls prone on a failure. On a success, the creature just takes half the damage.

Enemy To Weapon

Telekinesis Attack Level 5

Target One Size 1 or smaller creature within short range


You snatch the target with telekinetic force. Make a Will attack roll with 2 boons against the target’s Strength. On a success, the target becomes grabbed for as long as you concentrate, up to 1 minute. The grabbed affliction persists regardless of how far away you are from the target. If the target uses an action to escape the grab, it must make its attack roll against your Will, and the target makes the roll with 2 banes.

When you grab the target, and again when you use an action to concentrate on the spell, you can move the target up to 10 yards and use it as a weapon against a creature or object within 1 yard of it. When you do so, make a Will attack roll against the Agility of the creature you are attacking. On a success, the grabbed target and the creature you attacked each take 4d6 + 1 damage.

Attack Roll 20+ You make attack rolls when using the target as a weapon with 2 boons.

Mind Fist

Telekinesis Attack Level 5

Target One creature you can see within long range


You direct a concentrated burst of mental force at the target. Make a Will attack roll against the target’s Strength. On a success, the target takes 5d6 + 10 damage, moves 1d6 yards away from you, falls prone, and becomes dazed for 1 round.

Attack Roll 20+ The target takes 3d6 extra damage.

Telekinetic Burst

Telekinesis Attack Level 5

Area A sphere with a 5-yard radius centered on a point you can reach


Telekinetic force, to which you are immune, explodes from the center of the area. Everything in the area takes 6d6 damage, and each creature and unsecured object moves 1d6 yards away from the center then falls prone. A creature that get a successs on a Strength challenge roll takes half the damage, and the creature doesn’t move or fall.