Telekinesis

A versatile Spell that can manipulate and move objects, wield weapons and deal Damage to Creatures at range.

Tier I - Outsider - Witchcraft

A versatile Spell that can manipulate and move objects, wield weapons and deal Damage to Creatures at range.

Spell Tier I
Action Type Ranged Spell Attack Action / Motion / Action
Mana Cost 1
Range 5 Meters
Requirements 1+ Free Hands
Sustain 1 Mana
Spell Traits Visible

Weaponize : Make a Ranged Spell Attack vs a Creature, Object or Structure within Range(5 m).

Hit: Hits dealt by this Spell Attack deal 3d6 + Spellcaster Modifier Blunt Damage. Add +5 Damage if two hands were used to cast the spell.

Special : Critical Hits with this Spell Attack cause Large or smaller creatures to be Knocked Prone.

Wielding Weapons : The caster can wield weapons and make melee, spell and ranged attack actions using telekinesis. They need the number of hands to cast the spell as the weapon(s) required to wield. While this spell is active, the caster can convert their spell attack actions into melee or ranged attack actions. They add their spellcasting modifier to melee attack and damage rolls made using this spell instead of the standard DEX or STR. They must be trained to wield the weapon to gain the benefit of training as usual.

Attacks are made at -2 while wielded via telekinesis and -5 if the caster cannot see their target.

Utility : The caster can manipulate Medium or Smaller Objects with this Spell via a Motion or Action, depending on the action they wish to perform with Telekinesis. They can move the object a number of meters equal to the Range of this spell. The caster needs 2 hands to perform physical skill rolls. The Caster needs 1 hand to carry tiny or small objects and 2 hands to carry medium objects.

Any Skill Roll made through or via Telekinesis are made using their Arcana Skill at a -2 penalty, and a -5 penalty if the caster does not have line of sight to the target of their Skill Roll.

Overpower : The Caster can spend 1 additional Mana to Increase the Damage Dealt by this Spell Attack by 1d6 Blunt Damage,

Or Increase the Range of this Spell by 5 Meters,

Or Increase the Attack Roll for this Casting of the Spell by 2,

Or Spawn 1 additional Telekinetic Hand for the duration of this spell, allowing you to hold larger items, perform more types of skill rolls or dual wield or wield 2 handed weapons with telekinesis,

Or gain 1 additional Melee or Ranged Attack Action this turn.