Yes, that fits. If we just keep the CL low on telekinesis, it can't do too much with it. We could also limit it to the "sustained force" version. Or even just switch to mage hand.
If these aren't going to be hazards, we might want to think about HD, too. 20 seems perhaps a bit high for the likely CR (though the shadow grab could end up pretty nasty).
Ghost-stone really bound to stone's space, or just within a short range?
Should hardness, hp, etc be increased if dispel evil, etc, not used first? I just took the values for 3 ft of hewn stone in the SRD.
I bumped up the rejuvenation power (no level check, faster rejuvenation) due to the phylactery.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.