Telekinesis Magic manipulates force and motion. Telekinesis spells that deal damage deal typically damage of the force damage type unless they use telekinesis to wield weapons or physical objects against a target, in which case they inflict damage as weapon attacks. Telekinesis utility spells excel at movement and shielding.
Telekinetic summoning spells often craft consciousness from pure abstract thought, binding undiluted will to unfettered force and unleashing it on the battlefield.
You would damage an enemy with a melee or ranged weapon attack, or an attack that deals force damage.
Effect:
The attack deals an additional +1d6 force damage to that target, knocks the target prone, and flings the target a distance equal to half your magic damage bonus, in addition to any of its other effects.
Leveling Up
At each even level, you choose a new at-will spell or cantrip. You may choose spells or cantrips from this class feature or any of your other class features.
At each odd level, you choose a new class feature. Some class features allow you to learn new spells, or add spells to your spellbook; you may choose ranked spells from this class feature or any of your other class features.
Until the stance ends, you may manipulate the item or object with an invisible hand crafted from arcane force. During your own turn, you may perform any mundane task that you could perform with your own hand with a -5 penalty, expending immediate, move or standard actions to perform those tasks as normal.
If you attempt to perform a weapon attack through the hand, use your own weapon proficiency with a -5 penalty; the hand has an effective Strength and Constitution score of 3 and an effective Dexterity score equal to your own Dexterity - 10 for the purposes of determining damage or lifting capacity.
You may communicate with the target as if they were adjacent and can hear you. The target perceives the communication as coming from inside their own head, spoken in your voice. So long as they are conscious, they can hear you even if they are deaf or you are mute or otherwise incapable of communicating, and the target may respond as a free action even if they cannot otherwise communicate.
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You or one creature within 5 spaces would take falling damage (no check).
Effect:
The target takes no falling damage, and lands on their feet. The target may choose to immediately enter a stance to sustain this spell as a free reaction; if they do, they are immune to falling damage and being knocked prone until the end of their next turn, and may sustain the stance as a standard action on each of their turns.
You slide the target into the nearest space outside the area.
Effect:
The area becomes a cloud of rending force until the end of your next turn. Creatures which enter the area or begin their turn there take force damage equal to your [ magic damage bonus ]. You may dispel the cloud as an immediate action.
The target gains temporary hit points equal to your Intelligence modifier. Until these temporary hit points are depleted, they gain a cover bonus to all defenses equal to your Intelligence modifier, and gain resistance to all damage.
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You or one creature or object within 5 paces (Arcana vs. creature's Reflex or DC 10 + 1 per 20 lbs of object's weight; no check on yourself or a willing ally)
Effect:
Until you end this stance, the target gains a fly speed of 1, but may not fly more than 15 feet off the ground. You may slide the target 2 paces as a move action, but the target provokesopportunity attacks each time it leaves a space, unlike normal slide effects.
Sustain:
You must expend an immediate action at the beginning of each of your turns to sustain this spell. If you cast this spell on an ally, the ally may instead sustain this spell as a move action at the beginning of their turn, and fly 1 pace as part of that action.
Until the target ends this stance, they gain a climb speed of 2.
Sustain:
The target of this spell must expend a standard action at the beginning of each of their turns to sustain this spell. If they do, they may climb 2 paces as part fo that action.
The area becomes a field of invisible force until the end of your next turn. Creatures which enter the area or begin their turn there are slowed and weakened, and ranged attacks which pass into or through the field suffer a -2 penalty to their attack rolls and deal half damage.
Sustain:
You may expend a move action to sustain the field until the end of your next turn. When you do, you may shift one pace, and may move the field up to 3 paces in any direction.
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The area is a zone of invisible force until the end of your next turn. Creatures that move into the zone or start their turn there take force damage equal to your magic damage bonus, and begin bleeding ongoing damage equal to your level until they shrug it off.
You slide the target into the nearest space outside the area.
Effect:
The area becomes an invisible, impenetrable wall of force up to 20 feet high until the end of your next turn. Creatures can see through the wall, but cannot move or attack through it. Attacks which would pass through the wall deal damage to the wall instead; the wall is dispelled after taking damage equal to twice your Intelligence score plus twice your level (the entire wall shares a single pool of hit points).
Sustain:
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
Until the target ends this stance, they gain a fly speed of 6.
Sustain:
The target of this spell must expend a move action at the beginning of each of their turns to sustain this spell. When they perform this action, they fly a number of paces equal to their fly speed (they may not fly fewer paces).
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