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

Usage time: Standard action.

Sustain (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. Any attacks you make with the object or checks you make to manipulate the object have a maximum bonus equal to your rank with this cantrip. At the end of each round, if the target is outside of this ability’s range, this ability ends.

Although you can control the object’s motion, you do not have it equipped. This means that you cannot gain a defense bonus from shields, magic apparel items do not grant their benefits to you, and so on.

During the movement phase, you can move the target up to 5 feet in any direction, to a maximum height limit of 5 feet. You use your Willpower instead of your Strength to determine your weight limits when moving objects in this way (see Weight Limits), to a maximum Willpower equal to your rank with this cantrip.

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Rank 2: The distance moved increases to 15 feet.

Rank 4: The distance moved increases to 30 feet.

Rank 6: The distance moved increases to 60 feet.

Gentle Force

Usage time: Standard action.

Sustain (minor)

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You can exert minor force on objects and creatures around you. When you cast this spell, and during each of your subsequent actions, you may choose any object or creature within Short (30 ft.) range of you. That object or creature feels a push in a direction of your choice. The force is sufficient to lift an unattended object with a Diminutive weight category, or to push an object with a Tiny weight category across the ground. This ability cannot physically move or even meaningfully impede any creature, but it can be perceived.

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Rank 2: The force increases to lift a Tiny weight object, or to push a Small weight object.

Rank 4: The range increases to Long (90 ft.) range

Rank 6: The force increases to lift a Small weight object, or to push a Medium weight object.

Personal Ward

Usage time: Standard action.

Swift

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You are impervious to physical damage this round. Because this is a Swift ability, it affects damage you take during the current phase.

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Rank 2: You also gain a +1 bonus to your Armor defense.

Rank 4: The defense bonus increases to +2.

Rank 6: The defense bonus increases to +3.

11.18.2 Spells

Fling Object

Rank 1

Usage time: Standard action.

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Choose a Tiny or Small unattended object within Medium (60 ft.) range of you. 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 Tiny object.

Hit: The target and the thrown object each take 1d6 damage. If you fling a Small object, the damage increases by +1 per 2 power.

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

Floating Armament

Rank 1

Usage time: Standard action.

Attune (deep)

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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 Shell

Rank 1

Usage time: Standard action.

Manifestation, Attune (deep)

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You surround yourself with two layers of shielding that reduce the power of physical attacks against you. Whenever you would take physical damage, you reduce that damage by 5, and one layer of shielding is destroyed. When the last layer is destroyed, this ability provides no further benefit.

If you take simultaneous damage from more sources than you have remaining layers, the remaining layers apply to the largest damage sources, and you take full damage from any lower damage values.

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Rank 3: The damage reduction increases to 10.

Rank 5: The damage reduction increases to 20.

Rank 7: The damage reduction increases to 40.

Kinetic Shield

Rank 1

Usage time: Standard action.

Attune

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You gain a +4 enhancement bonus to your damage resistance.

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Rank 3: The bonus increases to +8.

Rank 5: The bonus increases to +16.

Rank 7: The bonus increases to +32.

Telekinetic Lift

Rank 1

Usage time: Standard action.

Sustain (attuneable, minor)

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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 bonus to its maximum horizontal jump distance, if applicable (see Jumping). This increases the target’s maximum vertical jump distance normally.

Toss Foe

Rank 1

Usage time: Standard action.

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Make an attack vs. Fortitude against anything Medium or smaller within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, you knockback it up to 30 feet upwards or horizontally (see Knockback Effects). Moving the target upwards costs twice the normal movement cost.

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

Wall of Force

Rank 1

Usage time: Standard action.

Barrier, Manifestation, Sustain (attuneable, minor)

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You create a Small (15 ft. long) wall of magical energy within Medium (60 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.

The wall has hit points equal to three times your power. After using this ability, you briefly cannot use it or any other Barrier ability.

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Rank 3: You can choose to create a Medium (30 ft. long) wall instead.

Rank 5: You can choose to create a Large (60 ft. long) wall instead.

Rank 7: You can choose to create a Huge (90 ft. long) wall instead.

Animated Weapon

Rank 2

Usage time: Standard action.

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This spell has no somatic components.

Make a melee strike using one weapon you hold in a single hand. You use your magical power to determine your damage with the strike (see Power). The weapon flies out of your hand to strike multiple enemies, granting this strike the Long and Sweeping (1) tags (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 2.

Compression

Rank 2

Usage time: Standard action.

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Make an attack vs. Fortitude against anything within Short (30 ft.) range from you.

Hit: 1d6 damage +1 per 2 powerimmediately, and again during your next action.

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

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

Kinetic Impedance

Rank 2

Usage time: Standard action.

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Make an attack vs. Fortitude against one creature 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 (half 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 Redirection

Rank 2

Usage time: Standard action.

Swift

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You gain a +2 bonus to your Armor and Reflex defenses this round. In addition, whenever a creature misses or glances you with a melee strike this round, 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. This ability is Swift, so it protects you from attacks in the current phase.

Mental Reload

Rank 2

Usage time: Standard action.

Attune

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You can reload projectile weapons without requiring any free hands.

Mind Arrow

Rank 2

Usage time: Standard action.

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This spell has no somatic components.

Make a strike using an arrow as if you were firing it from a longbow. As normal for a longbow, the strike’s base weapon damage is 1d6, and your range limits with this strike are 90/270. You use your magical power to determine your damage with the strike (see Power).

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

Rank 2

Usage time: Standard action.

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Make an attack vs. Fortitude against everything that is Large or smaller in a Small (15 ft.) radius within Medium (60 ft.) range of you.

Hit: You push each target up to 30 feet in a straight line.

Blastwave

Rank 3

Usage time: Standard action.

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

Hit: 1d8 damage +1 per power. You knockback each creature that loses hit points up to 30 feet horizontally away from you.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Force Extension

Rank 3

Usage time: Standard action.

Attune

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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).

Kinetic Discharge

Rank 3

Usage time: Standard action.

Sustain (minor), Swift (see text)

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This spell has no immediate effect. Whenever you take physical damage during this spell’s effect, you build up a kinetic charge. This is a Swift effect, so you build up kinetic charges during the first round that you cast this spell. When you stop sustaining this spell, make an attack vs. Fortitude against all enemies in a Medium (30 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 +5.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Mass Kinetic Shield

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the kinetic shield spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The bonus increases to +8.

Rank 7: The bonus increases to +16.

Multifling

Rank 3

Usage time: Standard action.

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This spell functions like the fling object spell, except that you can fling two objects, each at a different target within range. In addition, the base damage increases to 1d8.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Empowered Telekinetic Lift

Rank 4

Usage time: Standard action.

Sustain (standard)

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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 bonus to its maximum horizontal jump distance, if applicable (see Jumping). This increases the target’s maximum vertical jump distance normally.

Heavy Floating Armament

Rank 4

Usage time: Standard action.

Attune (deep)

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You can hold any weapon or shield other than a tower 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.

Interposing Force

Rank 4

Usage time: Standard action.

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

Hit: As a condition, the target is 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 5. If it succeeds, it can move normally. Otherwise, it is unable to move towards you, and that part of its movement is wasted.

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 4.

Levitate

Rank 4

Usage time: Standard action.

Attune

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You gain a 20 foot fly speed with a maximum height of 15 feet (see Flight). Unlike normal, you can use this fly speed while you have encumbrance.

Repulsion Field

Rank 4

Usage time: Standard action.

Sustain (minor)

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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. Fortitude against it. Creatures in the area at the time that the spell is cast are unaffected by the spell.

Hit: Each target is unable to enter the spell’s area for the rest of the round. The rest of its movement in the current phase is cancelled.

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

Intense Toss Foe

Rank 5

Usage time: Standard action.

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Make an attack vs. Fortitude against anything Large or smaller within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, you knockback it up to 60 feet upwards or horizontally (see Knockback Effects). Moving the target upwards costs twice the normal movement cost.

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

Mass Force Extension

Rank 5

Usage time: Standard action.

Attune (target)

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This spell functions like the force extension spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Mighty Fling Object

Rank 5

Usage time: Standard action.

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Choose a Small or Medium unattended object within Medium (60 ft.) range of you. 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 2d8 bludgeoning damage. If you fling a Medium object, the damage increases by an amount equal to your power.

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

Efficient Floating Armament

Rank 6

Usage time: Standard action.

Attune

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This spell functions like the floating armament spell, except that it has the Attune tag instead of Attune (deep).

Implosion

Rank 6

Usage time: Standard action.

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Make an attack vs. Fortitude against anything within Short (30 ft.) range from you.

Hit: 1d6 damage plus 1d6 per 2 powerimmediately, and again during your next action. If takes a vital wound from this 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.

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

Intense Mind Shove

Rank 6

Usage time: Standard action.

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Make an attack vs. Fortitude against everything that is Huge or smaller in a Small (15 ft.) radius within Medium (60 ft.) range of you.

Hit: You push each target up to 60 feet in a straight line.

Massive Blastwave

Rank 6

Usage time: Standard action.

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

Hit: 1d8 damage plus 1d8 per 2 power. You knockback each creature that loses hit points up to 30 feet horizontally away from you.

Miss: Half damage.

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

Mighty Kinetic Discharge

Rank 6

Usage time: Standard action.

Sustain (minor), Swift (see text)

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

Forcecage

Rank 7

Usage time: Standard action.

Barrier, Sustain (minor)

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You slowly create a 10 ft. cube of telekinetic force within Medium (60 ft.) range. The cage appears at the end of the next round after you cast this spell. Before that time, there is no visible indication of where the cage will appear. Any physical obstacles in the way of the cage at the time that it forms prevent it from appearing. You can create the cube around a sufficiently small creature to trap it inside. Each wall is transparent, but it blocks physical passage and line of effect.

The wall has hit points equal to three times your power. After using this ability, you briefly cannot use it or any other Barrier ability.

Intense Interposing Force

Rank 7

Usage time: Standard action.

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This spell functions like the interposing force spell, except that the difficulty value of the Strength check increases to 10.

11.18.3 Rituals

Force Lock

Rank 2

Casting time: One minute.

Attune

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Choose one Large or smaller closable, nonmagical object within Short (30 ft.) range, such as a door or box. The target is surrounded by a telekinetic barrier that prevents it from being opened. It gains a +10 bonus to its damage resistance. The barrier can be bypassed with a DV 20 Devices check, allowing the object to be opened.

When you perform this ritual, you may choose a Fine object within Short (30 ft.) range to function as a key. When the chosen key touches the protected object, this ritual is suppressed for one minute, allowing the object to be opened normally.

This ritual requires one fatigue level from its participants.

Empowered Force Lock

Rank 5

Casting time: One minute.

Attune

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This ritual functions like the force lock ritual, except that the maximum size increases to Huge, and the Devices DV to unlock it increases to 30. In addition, the damage resistance bonus increases to +20.

This ritual requires one fatigue level from its participants.