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 feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: You know the levitate spell

You can cast levitate on yourself at will, without expending mana.

Prerequisites: The ability to cast at least one gravity or telekinesis spell

You can defy gravity. While you aren’t encumbered by weight, you gain a magical flying speed of 10 meters. As an action, you can reduce your flying speed to 5 meters for 1 hour and choose a number of creatures within 5 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 5 meters for 1 hour.

Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Telekinesis spells

As an action, choose one object weighing up to 2 kilos within 5 meters that isn’t being worn or carried. Make a ranged spell attack against a creature or object within 10 meters of the object as it flies towards the target.

On a hit, the target takes 1d8 bludgeoning damage.

If you miss by 4 or less, the target takes half as much damage.

The object itself takes the same amount of damage.

At higher levels

This spell’s damage increases by 1d8 and the maximum weight of objects that you can target with this spell increases when you reach 9th level (2d8; 5 kilos) and 17th level (3d8; 7 kilos).

1 hour

As an action, you can cause an object to float near you, remaining within 1 meter of you. The object must weigh no more than 2 kilos and must be no more than 1 meter 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 2 meters or less.

You can float one object at a time.

At higher levels

The maximum weight of an object that you can target with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).

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 5 meters. You can also use an 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 kilos.

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.

At higher levels

The maximum weight of objects that you can target with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).

1 hour/mana or psi

As an action, you can hover off the ground for the duration. You can still move as normal, though you are suspended 2 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 or psi expended. The creatures must be within 5 meters of each other when you target them and must remain within 5 meters of you or they stop hovering.

1 hour/mana or psi

As an action, you touch an object that you can touch or see, that isn’t being worn or carried by another creature, and that weighs no more than 5 kilos to cause it to become magically fixed in place. You, and the creatures you designate when you cast this spell, can move the object normally. You can also set a password that, when spoken within 1 meter of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 1,800 kilos of weight. More weight causes the object to fall. A creature can use an action to make a Brawn check against your spell save DC. On a success, the creature can move the object up to 2 meters.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi so the duration changes to 6 hours/mana or psi, the DC increases by 5, and it can hold up to 3,600 kilos of weight.

  • You can expend 4 additional mana or psi so the spell lasts until dispelled, the DC increases by 10, and it can hold up to 9,000 kilos of weight.

3 hours/mana or psi

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 + half its proficiency bonus + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required). The force can be invisible or can appear as a colored glow, at your option.

As an action, you pummel a creature that you can touch or see within 20 meters with kinetic energy so that it must make a Reflex saving throw.

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

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

Augment

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

concentration, 5 minutes/mana or psi

As an action, an invisible kinetic barrier appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana or psi expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

As an action, an invisible kinetic bulwark forms within a sphere twice as big as normal centered on you that moves with you. For the duration, The bulwark provides half cover from attacks and spells originating outside the bulwark.

As a reaction, which you use 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 10 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 2 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 or psi expended.

As a reaction, which you use when you are hit by an attack, an invisible kinetic shield appears and protects you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the creature rolls but before any effects of the roll occur.

Additionally, you have advantage on saving throws to avoid being pushed until the start of your next turn.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

  • Telekinetic Shelter. You can expend 2 additional mana or psi to instead become enclosed in telekinetic energy as the damage against you is halved. For 1 minute/mana or psi or until you end this feature on your turn, you have resistance to all damage as the field of telekinetic energy slows attacks and spells. The dome does not move with you.

concentration, 5 minutes/mana or psi

As an action, you raise your hands to the sky as you rise vertically, up to 5 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. Once on your turn, you can change your altitude by up to 5 meters in either direction.

If you are still aloft when the effect ends, you descend 10 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 or psi for each option.
  • You can target one additional willing creature or object within 10 meters for each additional mana or psi expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to target a creature you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. 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 or psi expended.

  • Fly. You can expend 1 additional mana or psi and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.

concentration, 5 minutes/mana or psi

As an action, you gain the ability to move or manipulate objects by thought. When you cast the spell, and as an action each round for the duration, you can exert your will on one object that you can touch or see within 10 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 100 kilos. If the object isn’t being worn or carried, you automatically move it up to 5 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 5 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 or psi for each option.
  • You can expend 1 additional mana or psi so the maximum weight of objects that you can target with this spell increases by 150 kilos.

  • Telekinetic Grip. You can expend 1 additional mana or psi 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 5 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 turns, you can use an 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 or psi to target a Large or smaller creature instead of an object.

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

As an action, you telekinetically launch as you fly just above the ground, allowing you to fly up to 5 meters. If you move at least 2 meters straight toward a creature, you can make a melee weapon attack against it. On a hit, add 3d8 damage to the attack’s damage roll.

If you miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 4d8 for each additional mana or psi expended.

1 hour/mana or psi

As an action, you bind yourself to walls. You gain a climbing speed equal to your walking speed for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

  • You can target one additional creature for each additional mana or psi expended. You must touch each creature when you target them.

concentration, 1 minute/mana or psi

As two actions, objects come to life at your command. Choose two nonmagical objects within 20 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 an action, you can mentally command any creature you made with this spell if the creature is within 100 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 actions 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 5 meters; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 5 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 5 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 meter 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 or psi expended.

concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 20 meters must succeed on a Reflex saving throw or an artificial well of gravity manifests on it, pulling other objects in towards it.

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 2 meters of the target have disadvantage, as the altered gravity attempts to pull the attack toward the affected creature.

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

Any attempt to move away from the affected creature is treated as difficult terrain until more than 2 meters away unless the creature succeeds on a Reflex saving throw.

Creatures attempting to fly or levitate in the field are forcibly dragged down 4 meters per round at the end of their turn. Any creature that falls more than 2 meters in the field that strikes the ground takes double damage from the fall.

1 minute/mana or psi

As two actions, you create a skin-tight kinetic barrier around yourself. You have resistance to nonmagical bludgeoning, piercing, and slashing damage from attacks for the duration.

Augment

You can expend 1 additional mana or psi to target a creature you can touch or see within 10 meters.

concentration, 5 minutes/mana or psi

As two actions, an invisible wall of kinetic energy twice as big as normal springs into existence at a point within 20 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 1 centimeter 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 an 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 or psi to change the duration to 1 hour/mana or psi 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 two actions, concussive kinetic energy explodes at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 7d6 concussion damage and if it is Large or smaller it is pushed up to 4 meters away from the center of the sphere.

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

The explosion spreads around corners.

Augment

You can increase the damage by 3d6 and affect a creature of a larger size for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, you kinetically grasp and squeeze creatures.

When you cast the spell—and as an action on each of your turns thereafter—a creature that you can touch or see within 10 meters and cause one of the following effects.

Crush. Make a melee spell attack.

On a hit, it takes 5d8 bludgeoning damage.

If you miss by 4 or less, it takes half as much damage.

Push. The creature must make a Reflex saving throw.

On a failed save, it takes 4d8 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from you.

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

Grasp. The creature must make a Reflex saving throw.

On a failed save, it takes 5d6 bludgeoning damage and if it is Medium or smaller it is grappled. You can grasp only one creature at a time.

On a successful save, it takes half as much damage and isn’t grappled.

Interpose. You focus the kinetic energy to interpose itself between you and a creature. The kinetic energy stays between you and the creature, providing you with half cover against the creature. The creature can’t move through the energy’s space unless it succeeds on a Reflex saving throw.

Augment

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

concentration, 5 minutes/mana or psi

As two actions, you direct wave after wave of concussive kinetic energy in a sphere centered on a point within 20 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 2d8 concussion damage and if it is Large or smaller it is pushed up to 2 meters away from the center of the sphere.

On a successful save, a 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, you can spend 1 mana or psi to move the onslaught up to 5 meters in any direction.

Augment

You can increase the damage by 1d8 and affect a creature of a larger size for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 10 meters must succeed on a Will saving throw or be stunned for the duration.

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana or psi so the creature is paralyzed instead of stunned.

3 hours/mana or psi

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 an action, you can mentally command the creature if it is within 20 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 actions 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 or psi expended.

1 hour/mana or psi

As two actions, 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 10 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 10 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 or psi

As two actions, you telekinetically control the actions of a creature that you can touch or see within 20 meters. The creature must succeed on a Fortitude saving throw or you can control its body for the duration.

You can use two actions 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 or psi

As two actions, you manipulate matter in a sphere on the ground that you can see within 20 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 3d6 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 3d6 bludgeoning damage. A creature restrained by the debris or one that can touch the creature can use an 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 or psi expended.

concentration, 1 minute/mana or psi

As two actions, you reverse gravity in a cylinder twice as big as normal centered on a point within 20 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.

When the spell ends, affected objects and creatures fall back down.

Augment sizes

1 mana2 mana3 mana4 mana5 mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick