Telekinesis - violent thrust

Kershek

Sci-Fi Newshound
Using violent thrust allows you, for instance, to hurl a not-too-heavy creature up to 10 feet/level. Could a 10th level caster use it to hurl a creature straight up 100 feet, thus making it take 10d6 falling damage (assuming enough vertical space in the room)?
 

log in or register to remove this ad

You can only use the violent thrust option to throw creatures or objects at something, so unless there's something up there, no.
Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects.
 
Last edited:

But since you can target a square then just target a square 100' up. Just like if you were trying to hit an invisible creature, since you cant target the creature directly you have to pick a square and get a 50% miss chance if you guess correctly. Same thing.

Seems fine, you spend a 5th level spell (they get a save right?) but even if they dont get a save it is a 5th level spell for up to 10d6 points of falling damage. This can be reduced through skills, abilities or spells. Most of which can happen very easily.

So with all of the limitations it should probably be ok. Although I would be very weary of being in a cavern with a ceiling up around 100' - 150'.. falling up for 10d6 damage or more, and then hitting the ground for the same.. but this is such a major edge case where it would just be a 'good tactic' that it is probably still ok ;)
 

3d6 said:
You can only use the violent thrust option to throw creatures or objects at something, so unless there's something up there, no.
Well, no, if they hit a wall, they take 1d6 damage as if they fell 10 feet. And the spell says "toward any target," which leads me to believe that a square could be a target.
 

you dont even have to throw them up to get damage I dont believe......creatures with snatch can throw a victim a distance and get damage equal to falling for distance thrown.....so if you threw them at the floor 100' away I believe you would get 10d6....I could be wrong ,but it would work in my game.
 

Kershek said:
Using violent thrust allows you, for instance, to hurl a not-too-heavy creature up to 10 feet/level. Could a 10th level caster use it to hurl a creature straight up 100 feet, thus making it take 10d6 falling damage (assuming enough vertical space in the room)?


I would rule the force of the spell gets eaten up at double rate for straight up.
 

frankthedm said:
I would rule the force of the spell gets eaten up at double rate for straight up.

I wouldn't. Nowhere in the spell does it say vertical distances matter more than horizontal. You can grab someone and move them any way you wish, including upward, with no penalties - unless you house rule it this way, which just seems weird IMO.

Were I the caster, I would elect the sustained force to grab and move a creature 100' up into the air at 20' per round. If it's a BBEG there is nothing worse than taking him out of the fight for five rounds while your caster lifts him slowly 100' into the air as his cronies are mopped up by the rest of the party. Move him over a pit, cliff, jagged rocks, stalagmites, whatever and drop.

However, if you are getting rushed and need to take the guy out fast I can understand the need for a violent thrust. Scion covered that above. And if a ceiling happens to be there, well, take the 1d6 damage (as if being thrown into a wall) then take the damage from falling. I would not treat it similar to Reverse Gravity.
 

If you're looking for some guidance on Telekinesis, the Master of the Unseen Hand in the Complete Warrior has a very short and fun progression with an ability like you're discussing.

The general principle I think was meant to be like Darth Vader using the force.
 

And then you can try to aim it so the creature comes down on another enemy, dealing even more damage total!

At least you can't hurl 10,000 poisoned shuriken any more.
 

Sagrabah said:
If you're looking for some guidance on Telekinesis, the Master of the Unseen Hand in the Complete Warrior has a very short and fun progression with an ability like you're discussing.
Well, according to this PrC, Fling Skyward is its final ability at 5th level, which allows you to fling a creature or creatures upward without specifying a target. This leads me to believe that the original intent of Telekinesis would not allow you to do the same normally, or else this ability would be meaningless.

I suppose if you're in a tall cavern, you could fling someone into the ceiling or stalactites, have them take 1d6 damage (plus perhaps a little piercing damage if there are stalactites), and then let them take falling damage.
 

Pets & Sidekicks

Remove ads

Top