Greater Telekinesis: Difference between revisions
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[[Psionic Spells|[Back to Psionic Spells]]] | [[Psionic Spells|[Back to Psionic Spells]]] | ||
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== '''Grand Telekinesis''' == | |||
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|''[[Psionic]]'' ''Spell, Psychokinetics, Altering, Concentration, Conjuring 3'' | |||
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|'''APC:''' 30 | |||
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|'''SPC:''' 70 | |||
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|'''Range:''' 1000 ft | |||
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|'''Requires:''' Gesture, Visual, Line of Sight | |||
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|'''Duration:''' Up to 1 minute | |||
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!Spell Description | |||
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|You impose your will on an object, forcing it to move. | |||
Choose an object within range. If it weighs less than 2,000 tons you can lift it, exert simple manipulations over it such as pushing, pulling, rotating, lifting, or lowering. If you hurl an object, make a magic attack vs the REF of every creature within a 40 ft radius of a point within range. If you hit, deal 20d6 physical damage (blunt or sharp depending on the object) to the creature. If you miss, deal 1⁄2 damage. Either way, all creatures affected fall Prone. | |||
You may only target one object with Grand Telekinesis. If you throw it, the spell ends early. | |||
Your MC will determine what occurs when you use this spell in creative ways. For example, if you lift a boat from the water and turn it upside down, your MC may rule creatures get a REF save to grab onto something before falling off. If you lift a tower up and slam it into the ground, your MC may determine creatures inside the tower take double damage from the spell. | |||
With Grand Telekinesis, you can exert fine control over objects and can target specific parts of a larger object, such as picking the masts off a galleon or taking apart a tower. | |||
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[[Psionic Spells|[Back to Psionic Spells]]]<br> | |||
Revision as of 16:12, 6 July 2024
Psionic Spell, Psychokinetics, Altering, Concentration
APC: 3
SPC: 20
Range: 150 ft
Requires: Gesture, Visual, Line of Sight
Duration: Up to 1 minute
You impose your will on an object, forcing it to move.
Choose an object within range. If it weighs less than 40 lbs x your magic attribute, you can lift it, exert simple manipulations over it such as pressing a button, call it to your hand or an empty space next to you, or hurl it as a weapon. If you hurl the object, make a magic attack vs the REF of every creature within a 20 ft radius of a point within range. If you hit, deal 5d6 Physical damage (Blunt or Sharp depending on the object) to the creature, and the creature falls prone.
If you miss, deal 1⁄2 damage and the creature does not fall prone. For the duration of the spell, you may pick a new object to hurl by spending 3 additional AP on your turn. You may only hurl an object once per turn in this way, even if you have enough AP to hurl more than one.
If you attempt to lift or manipulate an object that is physically working against you (such as attempting to lift a lowering portcullis or hold back the flow of a river), you must spend 3 AP on each of your turns to exert your will over that object.
If you attempt to lift or manipulate an object greater than 40 lbs x your magic attribute, you must make a magic attack against a Difficulty set by your MC.
You cannot lift an object greater than 80 lbs x your magic attribute, even if you crit.
With Greater Telekinesis, you can exert fine control over objects and can target specific parts of a larger object. Such as pulling a wheel off a wagon, or forcing open a portcullis.
Grand Telekinesis |
| Psionic Spell, Psychokinetics, Altering, Concentration, Conjuring 3 |
| APC: 30 |
| SPC: 70 |
| Range: 1000 ft |
| Requires: Gesture, Visual, Line of Sight |
| Duration: Up to 1 minute |
| Spell Description |
|---|
| You impose your will on an object, forcing it to move.
Choose an object within range. If it weighs less than 2,000 tons you can lift it, exert simple manipulations over it such as pushing, pulling, rotating, lifting, or lowering. If you hurl an object, make a magic attack vs the REF of every creature within a 40 ft radius of a point within range. If you hit, deal 20d6 physical damage (blunt or sharp depending on the object) to the creature. If you miss, deal 1⁄2 damage. Either way, all creatures affected fall Prone. You may only target one object with Grand Telekinesis. If you throw it, the spell ends early. Your MC will determine what occurs when you use this spell in creative ways. For example, if you lift a boat from the water and turn it upside down, your MC may rule creatures get a REF save to grab onto something before falling off. If you lift a tower up and slam it into the ground, your MC may determine creatures inside the tower take double damage from the spell. With Grand Telekinesis, you can exert fine control over objects and can target specific parts of a larger object, such as picking the masts off a galleon or taking apart a tower. |