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- [u][b]Telekinesis[/b][/u]
- [b]School[/b] transmutation;
- [b]Level[/b] magus 5, sorcerer/wizard 5
- [b]CASTING[/b]
- [b]Casting Time[/b] 1 standard action
- [b]Components[/b] V, S
- [b]EFFECT[/b]
- [b]Range[/b] long (400 ft. + 40 ft./level)
- [b]Target or Targets[/b] see text
- [b]Duration[/b] concentration (up to 1 round/level) or instantaneous; see text
- [b]Saving Throw[/b] Will negates (object) or none; see text;
- [b]Spell Resistance[/b] yes (object); see text
- [b]DESCRIPTION[/b]
- You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
- [b]Sustained Force[/b]: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 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 DC 15 Intelligence checks.
- A melee weapon manipulated in this manner can be used to attack once per round as part of casting and concentrating on the spell. When used in this manner the attacks use your caster level and spellcasting ability score as their BAB and Strength score respectively. The weapon does not threaten any spaces while wielded in this manner. You are treated as wielding the weapon in one hand, and can do so without penalty regardless of the size of the weapon.
- [b]Combat Maneuver[/b]: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Whenever you cast telekinesis or concentrate, you select a 5ft square within range as your space for the purpose of combat maneuvers.
- Resolve these attempts as normal, except that they don't provoke attacks of opportunity, your target must be within 5ft of the chosen square, the effect is considered the same size as your target, your combat maneuver bonus for the attempt is [Caster level + spellcasting ability modifier + target's size modifier] and your Combat Maneuver Defense is [Caster level + Intelligence modifier + Charisma modifier + target's size modifier] for the purpose of breaking a grapple effect.
- 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.
- [b]Violent Thrust (mass)[/b]: 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 375 pounds at 15th 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 spellcasting ability modifier. Objects cause damage ranging from 1 (for light objects), 1d6(for hard, dense objects) or 1d10 (for inherently dangerous objects, such as weapons and broken glass) points of damage per 25lbs (round up).
- Soft objects inflict subdual damage. Fragile objects (which can be broken by the impact damage) inflict slashing and piercing damage. Objects with a sharp (and thus automatically dangerous) point or edge inflict piercing or slashing damage respectively. All other objects inflict bludgeoning damage. Creatures are treated as objects of the appropriate danger and density.
- Alchemical objects used in this way only apply their splash and other area effects, if any, in addition to the damage from their density and weight. Weapons add their enhancements to the attack.
- Objects and creatures that miss their target land in a square adjacent to the target.
- 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 or object is hurled against a solid surface or hard creature, it takes damage as if it had fallen 10 feet (1d6 points) per caster level.
- [b]Violent Thrust (focused)[/b]: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature within range toward any target within 100 feet per level of the object. You can hurl up to a total weight of 25 pounds per caster level. If the hurled object is part of a larger, non-living, inanimate object, you can attempt a break check at your spellcasting ability modifer to seperate the part to be hurled, failure still ends the spell.
- You must succeed on an attack roll to hit the target with the item, using your base attack bonus + your spellcasting ability modifier. Objects cause damage ranging from 1 (for light objects), 1d6(for hard, dense objects) or 1d10 (for inherently dangerous objects, such as broken glass) points of damage per 25lbs (round up) + your spellcasting ability modifier. Melee weapons inflict the better of the damage for dangerous objects or their damage dice when used in this manner.
- Soft objects inflict subdual damage. Fragile objects (which can be broken by the impact damage) inflict slashing and piercing damage. Objects with a sharp (and thus automatically dangerous) point or edge inflict piercing or slashing damage respectively. All other objects inflict bludgeoning damage. Creatures are treated as objects of the appropriate danger and density.
- Alchemical objects and special weapons used in this way apply their full effects, in addition to the damage from their density and weight. Weapons add their enhancements to the attack.
- Objects and creatures that miss their target land in a square adjacent to the target.
- 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 or object is hurled against a solid surface or hard creature, it takes damage as if it had fallen 10 feet (1d6 points) per caster level.
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