Kryx RPGThemesMonsters

Telekinesis

Telekinesis allows a person to influence a physical system without physical interaction. The Telekinesis theme focuses on controlling things at a distance; it contains control, utility, and bludgeoning damage.

Spells from the Telekinesis theme allow you to catapult objects, move creatures and objects from afar, give life-like actions to objects, cause kinetic explosions, create gravitational wells, whelm creatures in debris, launch creatures in a direction, create servant objects, feel the surrounding area, reverse gravity, and take control of a creature’s body.

Power Sources

Arcane and Psionic

Table of Contents

Telekinesis spells

As an action, choose one object weighing 1 to 2.25 kilograms within 18 meters that isn’t being worn or carried. The object flies in a straight line up to 35 meters in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Reflex saving throw.

On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 1d6 bludgeoning damage.

Augment

This spell’s damage increases by 1d6 and the maximum weight of objects that you can target with this spell increases by 2.25 kilograms when you reach 5th level (2d6; 10), 9th level (3d6; 15), 13th level (4d6; 20), and 17th level (5d6; 25).

1 hour

As an action, you can cause an object to telekinetically float near you, remaining within 1.5 meters of you. The object must weigh no more than 2.25 kilograms and must be no more than 90 centimeters in any dimension.

While the spell is active, you have some telekinetic control over the object, enough to flip the pages of a book, pluck the strings of a harp, or slowly move the object around you. The control does not allow enough force to be applied to make an attack with the object.

When the spell ends, the object slowly falls to the ground and takes no falling damage for falling 3 meters or less.

You can float one object at a time.

Augment

The maximum weight of an object that you can target with this spell increases by 2.25 kilograms when you reach 5th level (4.5 kilograms), 9th level (7 kilograms), 13th level (9 kilograms), and 17th level (11 kilograms).

1 minute

As an action, you can mentally lift and move an object at will from a distance, though the spell ends if the distance between you and the object exceeds 9 meters. You can use your action to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, stow one object in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, use lock picks to pick locks or trap disarming tools to disarm traps at range. You can’t activate magic items or lift more than 2.25 kilograms.

You can perform one of these tasks without being noticed by a creature if you succeed on a Stealth check contested by the creature’s Perception check.

Augment

The maximum weight of objects that you can target with this spell increases by 2.25 kilograms when you reach 5th level (4.5 kilograms), 9th level (7 kilograms), 13th level (9 kilograms), and 17th level (11 kilograms).

concentration, 1 minute/mana

As an action, objects come to life at your command. Choose two nonmagical objects within 35 meters that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, and Huge targets count as five objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 health.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 90 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Objects Statistics
SizeHealthDefDamageStrDex
Tiny20161d4 + 2614
Small25161d6 + 1812
Medium40162d6 + 21410
Large50162d10 + 31410
Huge80163d10 + 4166

An animated object is a construct with Defense, Health, Strength, and Dexterity determined by its size. When it attacks, make a melee spell attack in place of its attack. Its Constitution is 0, its Intelligence and Wisdom are −4, and its Charisma is −5. Its speed is 9 meters; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 9 meters and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 9 meters and is blind beyond that distance. When the animated object drops to 0 health, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 1.5 meters of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

Augment

You can animate three additional objects for each additional mana expended.

1 hour/mana

As an action, you can hover off the ground for the duration. You can still move as normal, though you are suspended 2.5 centimeters above any solid surface surface. While hovering you gain the following benefits:

  • You don’t leave footprints.
  • You ignore difficult terrains and ground-based hazards like slippery ice, muddy terrain, quicksand, the grease spell, and caltrops.
  • You have advantage on Stealth checks to move silently.

This effect ends if you are incapacitated.

Augment

You can target two additional willing creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them and must remain within 9 meters of you or they stop hovering.

4 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and a protective field of force force surrounds it until the spell ends. The target’s Defense becomes 13 + its Dexterity (max 4), and it gains resistance to force damage. The spell ends if the target dons armor or if you dismiss the spell as an action. The force can be invisible or can appear as a colored glow, at your option.

As an action, one creature that you can touch or see within 35 meters is pummeled with kinetic energy. The target must make a Reflex saving throw.

On a failed save, the creature takes 3d10 bludgeoning damage if it is Medium or smaller it is pushed up to 4.5 meters away from you.

On a successful save, the creature takes half as much damage and isn’t pushed.

Augment

You can increase the damage by 4d10 for each additional mana expended.

concentration, 5 minutes/mana

As a bonus action, an invisible kinetic barrier appears and surrounds a creature that you can touch or see within 18 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana expended, though the spell then must be cast as an action. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you kinetically grasp and squeeze creatures.

When you cast the spell—and as a bonus action on each of your turns thereafter—you can choose a creature that you can touch or see within 18 meters and cause one of the following effects.

Crush. Make a melee spell attack.

On a hit, the target takes 3d8 bludgeoning damage.

Push. The target must make a Reflex saving throw.

On a failed save, the creature takes 4d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters away from you.

Grasp. A Huge or smaller creature must make a Reflex saving throw or take 2d8 bludgeoning damage and be grappled. You can grasp only one creature at a time.

Interpose. You focus on kinetic energy that interposes between you and a creature you choose until you use a different option. The kinetic energy stays between you and the target, providing you with half cover against the target.

Augment

You can increase the damage from the crush option by 4d8, the damage from the push by 6d6 and affect a creature of a larger size, and the damage from the grasp by 3d8 for each additional mana expended.

As a reaction, which you take when you are hit by an attack or taking bludgeoning damage, you absorb some of the incoming energy and redirect it as a burst of kinetic energy. You have resistance to bludgeoning damage until the start of your next turn, including against the triggering damage.

If the creature who damaged you is within 18 meters it must make a Reflex saving throw.

On a failed save, a creature takes 3d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from you.

On a successful save, a creature takes half as much damage and isn’t pushed.

Augment

You can increase the damage by 4d6 and affect a creature of a larger size for each additional mana expended.

As a reaction, which you take when you are hit by an attack, an invisible kinetic shield appears and protects you. Until the start of your next turn, you have a +2 bonus to Defense, and you have advantage on saving throws to avoid being pushed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • Telekinetic Shelter. You can expend 2 additional mana to cast the spell as a reaction, which you take when you are hit by an attack. You become enclosed in telekinetic energy as the attack’s damage against you is halved. For 1 minute you have resistance to all damage as a field of telekinetic energy springs into existence around you, slowing attacks and spells. The dome does not move with you.

concentration, 5 minutes/mana

As an action, you raise your hands to the sky as you rise vertically, up to 9 meters, and remain suspended there for the duration.

You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. You can change your altitude by up to 9 meters in either direction as a bonus action on your turn.

If you are still aloft when the effect ends, you descend 18 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature or object within 18 meters for each additional mana expended. The creatures and objects must be within 9 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 135 kilograms. You can change the altitude of a target within 18 meters by up to 9 meters in either direction as a bonus action on your turn. You can affect a creature of a larger size and an object that weighs 135 kilograms more for each additional mana expended.

  • You can expend 1 additional mana to target a creature within 18 meters or to cast the spell as a bonus action when you hit a creature with a weapon attack. The creature must succeed on a Fortitude save or it is levitated, up to 9 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. You can change the altitude of a target within 18 meters by up to 9 meters in either direction as a bonus action on your turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.

  • Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 18 meters for the duration.

concentration, 5 minutes/mana

As an action, you gain the ability to move or manipulate objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one object that you can touch or see within 18 meters. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

You can try to move an object that weighs up to 90 kilograms. If the object isn’t being worn or carried, you automatically move it up to 9 meters in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Brawn check. If you succeed, you pull the object away from that creature and can move it up to 9 meters in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the maximum weight of objects that you can target with this spell increases by 135 kilograms.

  • Telekinetic Grip. You can expend 1 additional mana to target a Medium or smaller creature instead of an object. An unwilling creature must make a Reflex saving throw to avoid the effect. If the creature fails, you move the creature up to 9 meters in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

    On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature, forcing it to make the saving throw.

  • Large. You can expend 2 additional mana to target a Large or smaller creature instead of an object.

  • Huge. You can expend 3 additional mana to target a Huge or smaller creature instead of an object.

As a bonus action, you telekinetically launch yourself or a willing creature within 9 meters of you to anywhere within 9 meters of it. While moving, the creature is flying just above the ground.

Movement from this spell provokes opportunity attacks as normal, although you can lift the willing creature over objects or out of enemy reach, as long as your ally remains within 18 meters of you. If you or your ally lands adjacent to an opponent right before making a melee weapon attack against the target, add 4d6 damage to the attack’s damage roll.

Augment

You can increase the damage by 6d6 for each additional mana expended.

concentration, 1 hour/mana

As an action, a willing creature you touch has advantage on Athletics checks to climb and gains a climbing speed equal to its walking speed for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

  • You can expend 1 additional mana so the creature gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

concentration, 1 minute/mana

As an action, an artificial well of gravity manifests on a creature that you can touch or see within 35 meters, pulling other objects in towards it. The creature must succeed on a Reflex saving throw or be affected by this spell.

While affected, all attack rolls against the creature have advantage as attacks are drawn toward it from the increased gravitational pull. In addition, attack rolls made against any other targets within 3 meters of the target have disadvantage, as the altered gravity attempts to pull the attack toward the affected creature. At the end of each of its turns, the creature can make another Reflex saving throw. If it succeeds, the effect ends.

Any attempt to move away from the affected creature is treated as difficult terrain until more than 3 meters away unless the creature succeeds on a Reflex saving throw.

Creatures attempting to fly or levitate in the field are forcibly dragged down 6 meters per round at the end of their turn. Any creature that falls more than 3 meters in the field that strikes the ground takes double damage from the fall.

5 minutes/mana

As an action, you create a skin-tight kinetic barrier around a creature that you can touch or see within 18 meters. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Augment

You can expend 1 additional mana so the target has resistance to bludgeoning, piercing, and slashing damage from magical weapons.

concentration, 5 minutes/mana

As an action, an invisible wall of kinetic energy twice as big as normal springs into existence at a point you choose within 35 meters. The wall is twice as long and thick as normal.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a successful save, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. The wall is weightless and 6 millimeters thick and each panel of the wall has 15 Defense, 100 Health, and is immune to bludgeoning, necrotic, piercing, poison, and slashing damage. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in a sphere can breathe there. A creature or object inside can’t be damaged by attacks or effects originating from the other side.

You can size the wall to be just large enough to contain the creature or object inside. A creature enclosed in a spherical wall can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, a spherical wall can be picked up and moved by other creatures.

A disintegrate spell targeting the wall destroys it without harming anything inside it.

Augment

You can expend 1 additional mana to change the duration to 1 hour/mana and a creature trapped inside the wall can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the wall, it must first make a Will saving throw.

On a successful save, the creature can use that magic to exit the cage.

On a failed save, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

As an action, concussive kinetic energy explodes at a point you choose within 35 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, the creature takes 3d12 concussion damage and if it is Large or smaller it is pushed up to 6 meters away from the center of the sphere.

On a successful save, the creature takes half as much damage and isn’t pushed.

The explosion spreads around corners.

Augment

You can increase the damage by 1d12 and affect a creature of a larger size for each additional mana expended.

concentration, 5 minutes/mana

As an action, you direct wave after wave of concussive kinetic energy in a sphere centered on a point you choose within 35 meters. The sphere spreads around corners and remains for the duration.

When the area appears, each creature in it must make a Fortitude saving throw.

On a failed save, a creature takes 4d4 concussion damage and if it is Large or smaller it is pushed up to 4.5 meters away from the center of the sphere.

On a successful save, the creature takes half as much damage and isn’t pushed. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

As an action on your turn, you can spend 1 mana to move the onslaught up to 9 meters in any direction.

Augment

You can increase the damage by 1d4 and affect a creature of a larger size for each additional mana expended.

4 hours/mana

As you spend 1 minute to cast this spell, you touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 health. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 35 meters of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 health, it reverts to its original form, and any remaining damage carries over to that form.

Augment

You can animate two additional objects for each additional mana expended.

1 hour/mana

As an action, you generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 18 meters. You ignore invisibility, darkness, and obscurement, though you must have line of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 18 meters. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

concentration, 1 minute/mana

As an action, you telekinetically control the actions of a creature that you can touch or see within 35 meters. The creature must succeed on a Fortitude saving throw or you can control its body for the duration.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature moves and takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You cannot force the subject to cast spells or use any special ability that is not a function of just its body movements. If you lose sight to the subject, the effect of this spell ends.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

concentration, 1 minute/mana

As an action, you manipulate matter in a sphere on the ground that you can see within 35 meters, causing wood, metal, grasses, bushes, and branches to entwine creatures. For the duration, these debris turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Reflex saving throw or take 1d6 bludgeoning damage and be restrained by the debris until the spell ends.

A creature that starts its turn in the area and is already restrained by the debris takes 1d6 bludgeoning damage. A creature restrained by the debris or one that can touch the creature can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

When the spell ends, the debris return to their former state.

Augment

You can increase the damage by 1d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you reverse gravity in a cylinder twice as big as normal centered on a point within 35 meters. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Reflex saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

Augment sizes

1 mana2 mana3 mana4 mana5 mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick