11.18 Telekinesis

Manipulate kinetic energy at a distance.

Special Rules: All Barrier effects from this mystic sphere are made of telekinetic force, not physical objects. They can still be destroyed normally, but this makes them especially effective against incorporeal creatures. Incorporeal creatures cannot enter or pass through the barriers, and must move around them in the same way that any other creature does. This allows a telekinetic barrier to completely block passage in a hallway for an incorporeal creature as long as the surrounding walls are too thick for it to pass through.

11.18.1 Cantrips

Distant Hand

Standard action

Tags: Sustain (attunable, minor)

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Choose one Medium or smaller unattended object within Medium (60 ft.) range. You can telekinetically control the target object as if you were holding it in a single extra hand. Your maximum modifier to accuracy and checks using the object is equal to your rank with this cantrip.

Once per turn as a free action, you can move the target up to 15 feet in any direction, to a maximum height limit of 5 feet. Your weight limits are calculated as if your Strength was -1, so you can carry a Small object normally or push a Medium object at half speed. At the start of your turn, if the target is outside of this ability’s range, this ability is dismissed.

Although you can control the object’s motion, you do not have it equipped. This means that a shield does not grant you its defense bonus, a magic ring does not grant its benefits to you, and so on.

11.18.2 Rank 1 Spells

Animated Weapon

Standard action

Rank 1

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This spell has no somatic components.

Make a magical ✨ melee strike using one weapon you hold in a single hand. The weapon flies out of your hand to strike at range, granting this strike the Long tag (see Weapon Tags). It flies back into your hand after making the strike.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Desperate Levitation

Standard action

Tags: Attune

Rank 1

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Whenever you use the total defense or recover ability, you can activate this ability. If you do, you move 20 feet up into the air and levitate there. While levitating in this way, your telekinesis provides you with a stable platform to maneuver, so you are not unsteady (-2 accuracy, Armor, Brawn, Ref). At the end of your turn, you descend 20 feet without taking falling damage, then this ability is dismissed.

Fling Object

Standard action

Rank 1

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Choose a Tiny or Small unattended object within Medium (60 ft.) range. You fling that object at another creature or object within Medium (60 ft.) range of you. When you do, make an attack vs. Armor against the target. You gain a +2 accuracy bonus if you fling a Tiny object.

Hit: The target and the thrown object each take 1d6 damage + half power. If you fling a Small object, you deal extra damage equal to half your power.

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The damage increases by 2 for each rank beyond 1.

Floating Armament

Standard action

Tags: Attune (deep)

Rank 1

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You can hold a non-Heavy weapon or shield without using a free hand. It functions as if you were holding it in a single hand. You still suffer the normal penalties if you are not proficient with it, or if it is not sized appropriately for you.

Kinetic Ablation

Standard action

Rank 1

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You briefly take half damage from all sources.

Kinetic Redirection

Standard action

Rank 1

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You are briefly shielded (+2 Armor and Ref). In addition, whenever a creature misses you with a melee strike during that effect, it treats itself as a target of that strike in addition to any other targets. It cannot choose to reduce its accuracy or damage against itself.

Mental Reload

Standard action

Tags: Attune

Rank 1

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You can reload projectile weapons without requiring any free hands.

Mind Fling

Standard action

Rank 1

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Make an attack vs. Brawn against up to two Large or smaller creatures within Medium (60 ft.) range.

Hit: If the target is injured, you fling it up to 15 feet upwards or horizontally. Moving it upwards costs twice the normal movement cost.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Telekinetic Lift

Standard action

Tags: Sustain (attunable, minor)

Rank 1

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Choose yourself or one Medium or smaller unattended object within Medium (60 ft.) range. The target’s weight is reduced by one weight category, which makes it easier to lift and move. It also gains a +10 foot enhancement bonus to its maximum horizontal jump distance, if applicable (see Jumping).

Wall of Force

Standard action

Tags: Barrier, Manifestation, Sustain (attunable, minor)

Rank 1

Cost: You briefly cannot use this ability or any other Barrier ability.

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You create a Small (15 ft. long) wall of magical energy within Short (30 ft.) range. The wall is visible as a shimmering magical field that does not block sight. Nothing can pass through the wall until it is destroyed. It has hit points equal to twice your power, and is destroyed when its hit points become negative.

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Rank 3: The wall’s hit points increase to three times your power.

Rank 5: The wall’s hit points increase to four times your power.

Rank 7: The wall’s hit points increase to five times your power.

11.18.3 Rank 2 Spells

Blastwave

Standard action

Rank 2

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Make an attack vs. Reflex and Brawn against everything in a Small (15 ft.) cone from you.

Hit: 1d8 damage + power.

Injury: If the target is Large or smaller, you fling it up to 15 feet away from you.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 2.

Compression

Standard action

Rank 2

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Make an attack vs. Brawn against something within Short (30 ft.) range.

Hit: 1d6 damage + half power. The target takes 1d6 damage + half power again at the end of its next turn.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 2 for each rank beyond 2.

Interposing Force

Standard action

Rank 2

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Make an attack vs. Brawn against one creature within Medium (60 ft.) range.

Hit: The target is briefly unable to move closer to you without effort. This does not impede its movement unless its movement would bring it closer to you while it is within Medium (60 ft.) range of you. As part of the movement, it can make a Strength check with a difficulty value of 6. If it succeeds, its movement towards you costs double the normal available movement. Otherwise, it is unable to move towards you, and that part of its movement is wasted.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Kinetic Impedance

Standard action

Rank 2

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Make an attack vs. Brawn against up to two creatures within Short (30 ft.) range.

Hit: The target is impeded as a condition. While it is within Short (30 ft.) range of you, it is slowed (-10 speed, -2 Armor and Ref). It suffers no ill effects beyond that range.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Kinetic Rebound

Standard action

Tags: Attune (deep)

Rank 2

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Whenever a creature makes a melee attack against you using a free hand or non-Long weapon, make a reactive attack vs. Brawn against them.

Hit: 1d6 damage + half power.

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The damage increases by 2 for each rank beyond 2.

Mighty Distant Hand

Standard action

Tags: Sustain (attunable, minor)

Rank 2

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This spell functions like the distant hand spell, except that the weight limits of the hand are calculated as if your Strength was equal to 2.

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For each rank beyond 2, the hand’s effective Strength increases by 1.

Mind Arrow

Standard action

Rank 2

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This spell has no somatic components.

Make a magicalstrike using an arrow as if you were shooting it from a longbow. As normal for a longbow, the strike deals damage equal to 1d6 + half your power, and your range limits with this strike are 90/270.

The arrow must be easily accessible on your person, such as in a quiver. You do not have to be proficient with bows, and you do not have to manually draw the arrow.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Mind Shove

Standard action

Rank 2

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Make an attack vs. Brawn against everything that is Large or smaller in a Medium (30 ft.) radius within Long (90 ft.) range.

Hit: You push each target up to 15 feet. Each target of this spell must be pushed in the same direction.

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The attack’s accuracy increases by +1 for each rank beyond 2.

11.18.4 Rank 3 Spells

Force Extension

Standard action

Tags: Attune

Rank 3

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Your melee strikes gain the Long weapon tag, allowing you to attack targets up to 10 feet away from you (see Weapon Tags).

Heavy Floating Armament

Standard action

Tags: Attune (deep)

Rank 3

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You can hold any weapon or shield without using a free hand. It functions as if you were holding it in two hands if possible, or one hand otherwise. You still suffer the normal penalties if you are not proficient with it, or if it is not sized appropriately for you.

Kinetic Cudgel

Standard action

Rank 3

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Make an attack vs. Brawn against something within Short (30 ft.) range.

Hit: 1d8 damage + power.

Injury: The target is briefly stunned (-2 defenses).

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The damage increases by 1d6 for each rank beyond 3.

Kinetic Discharge

Standard action

Rank 3

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You briefly build up energy. Whenever you take damage during that time, you gain a kinetic charge.

When that effect ends, make a reactive attack vs. Brawn against all enemies in a Small (15 ft.) radius from you. You gain an accuracy bonus with this attack equal to the number of kinetic charges you built up, to a maximum of +4. If you built up 5 or more kinetic charges, the area increases to a Small (15 ft.) radius.

Hit: 1d8 damage + power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Sturdy Wall of Force

Standard action

Tags: Barrier, Manifestation, Sustain (attunable, minor)

Rank 3

Cost: You briefly cannot use this ability or any other Barrier ability.

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This spell functions like the wall of force spell, except that the area increases to a Medium (30 ft. long) wall, and its hit points increase to four times your power.

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Rank 5: The wall’s hit points increase to five times your power.

Rank 7: The wall’s hit points increase to six times your power.

11.18.5 Rank 4 Spells

Greater Telekinetic Lift

Standard action

Tags: Sustain (standard)

Rank 4

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Choose yourself or one Large or smaller unattended object within Medium (60 ft.) range. The target’s weight is reduced by two weight categories, which makes it much easier to lift and move. It also gains a +20 foot enhancement bonus to its maximum horizontal jump distance, if applicable (see Jumping).

Intense Mind Fling

Standard action

Rank 4

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Make an attack vs. Brawn against up to three Huge or smaller creatures within Medium (60 ft.) range.

Hit: If the target is injured, you fling it up to 30 feet upwards or horizontally. Moving it upwards costs twice the normal movement cost.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Levitate

Standard action

Tags: Attune

Rank 4

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You gain a slow fly speed with a maximum height of 15 feet (see Flight).

Mighty Blastwave

Standard action

Rank 4

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Make an attack vs. Reflex and Brawn against everything in a Small (15 ft.) cone from you.

Hit: 1d6 damage plus 1d6 per 2 power.

Injury: You fling the target up to 15 feet away from you.

Miss: Half damage.

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The damage increases by 2d6 for each rank beyond 4.

Mighty Fling Object

Standard action

Rank 4

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Choose a Small or Medium unattended object within Medium (60 ft.) range. You fling that object at another creature or object within Medium (60 ft.) range of you. You gain a +2 accuracy bonus if you fling a Small object.

Hit: The target and the thrown object each take 1d6 damage per 2 power. If you fling a Medium object, you deal 2d6 extra damage.

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The damage increases by 1d6 for each rank beyond 4.

Proprioception

Standard action

Tags: Attune

Rank 4

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You gain blindsense with a 60 foot range, allowing you to sense your surroundings without light (see Blindsense). If you already have blindsense, the range of your blindsense increases by 60 feet.

In addition, you gain blindsight with a 15 foot range, allowing you to see without light (see Blindsight). If you already have blindsight, the range of your blindsight increases by 15 feet.

Repulsion Field

Standard action

Tags: Sustain (minor)

Rank 4

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When you cast this spell, you create a repulsive field in a Small (15 ft.) radius zone from your location. Whenever an enemy makes physical contact with the spell’s area, you make a reactive attack vs. Brawn against it. Creatures in the area at the time that the spell is cast are unaffected by the spell.

Hit: The target is unable to enter the spell’s area for the rest of its turn. The rest of its movement is cancelled.

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The attack’s accuracy increases by +1 for each rank beyond 4.

11.18.6 Rank 5 Spells

Intense Interposing Force

Standard action

Rank 5

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This spell functions like the interposing force spell, except that the difficulty value of the Strength check increases to 12.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Intense Mind Shove

Standard action

Rank 5

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Make an attack vs. Brawn against everything that is Huge or smaller in a Medium (30 ft.) radius within Medium (60 ft.) range.

Hit: You push the target up to 30 feet. Each target of this spell must be pushed in the same direction.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Kinetic Shield

Standard action

Rank 5

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Choose yourself or one ally within Medium (60 ft.) range. The target is briefly shielded (+2 Armor and Ref). During the effect, if the target takes damage, it is briefly empowered (add rank to damage).

Mighty Compression

Standard action

Rank 5

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Make an attack vs. Brawn against something within Short (30 ft.) range.

Hit: 1d6 damage per 2 power. The target takes 1d6 damage per 2 power again at the end of its next turn. Any extra damage also applies to this delayed damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 1d6 for each rank beyond 5.

Mighty Kinetic Rebound

Standard action

Tags: Attune (deep)

Rank 5

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Whenever a creature makes a melee attack against you using a free hand or non-Long weapon, make a reactive attack vs. Brawn against them.

Hit: 1d6 damage plus 1d6 per 2 power.

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The damage increases by 2d6 for each rank beyond 5.

Mighty Mind Arrow

Standard action

Rank 5

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This spell functions like the mind arrow spell, except that the strike deals double damage.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Neck Snap

Standard action

Rank 5

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Make an attack vs. Brawn with a -4 accuracy penalty against something within Medium (60 ft.) range.

Hit: 1d10 damage plus 1d10 per 2 power, and any extra damage is doubled.

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The damage increases by 2d10 for each rank beyond 5.

11.18.7 Rank 6 Spells

Greater Kinetic Ablation

Standard action

Rank 6

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You briefly are shielded (+2 Armor and Ref) and take half damage from all sources.

Massive Blastwave

Standard action

Rank 6

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Make an attack vs. Reflex and Brawn against everything in a Large (60 ft.) cone from you.

Hit: 1d8 damage plus 1d8 per 2 power.

Injury: You fling the target up to 15 feet away from you. This fling distance is doubled if the target is Medium or smaller.

Miss: Half damage.

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The damage increases by 2d8 for each rank beyond 6.

Massive Wall of Force

Standard action

Tags: Barrier, Manifestation, Sustain (attunable, minor)

Rank 6

Cost: You briefly cannot use this ability or any other Barrier ability.

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This spell functions like the wall of force spell, except that the area increases to a Large (60 ft. long) wall within Long (90 ft.) range, and its hit points increase to four times your power.

Mighty Kinetic Discharge

Standard action

Rank 6

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This spell functions like the kinetic discharge spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The damage increases by 2d6 for each rank beyond 6.

Versatile Mind Shove

Standard action

Rank 6

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Make an attack vs. Brawn against everything that is Large or smaller in a Medium (30 ft.) radius within Long (90 ft.) range.

Hit: You push the target up to 15 feet. Each target of this spell can be pushed in a different direction of your choice.

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The attack’s accuracy increases by +1 for each rank beyond 6.

11.18.8 Rank 7 Spells

Greater Kinetic Redirection

Standard action

Rank 7

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You are briefly shielded (+2 Armor and Ref). In addition, whenever a creature attacks you with a melee strike during that effect, it treats itself as a target of that strike in addition to any other targets. It cannot choose to reduce its accuracy or damage against itself.

Implosion

Standard action

Rank 7

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Make an attack vs. Brawn against something within Short (30 ft.) range.

Hit: 1d8 damage plus 1d8 per 2 power. The target takes 1d8 damage plus 1d8 per 2 power again at the end of its next turn. Any extra damage also applies to this delayed damage.

If the target takes a vital wound from either instance of damage that leaves it unconscious, it is crushed into a small sphere and immediately dies. The sphere left behind is three size categories smaller than the original creature.

Critical hit: All instances of damage are doubled, not just the initial damage.

Mighty Kinetic Cudgel

Standard action

Rank 7

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Make an attack vs. Brawn against something within Short (30 ft.) range.

Hit: 1d10 damage plus 1d10 per 2 power, and any extra damage is doubled. The target is also briefly stunned (-2 defenses).

Injury: The target is stunned (-2 defenses) as a condition.