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<blockquote data-quote="SolidSnake" data-source="post: 1782008" data-attributes="member: 102"><p>IMO, the psion is supposed to have the advantage of being adaptable to nearly any situation with a limited number of "tricks" he has per day, whereas the wizard is has to plan what he will require to get through the day's events but has many more "tricks" to choose from. This, to me, sounds like the psion should be more flexible than the wizard with his powers on any given day. What I mean to say is that the psion should be able to do a lot with the few powers he knows (look at the energy powers for a frame of reference). This is why I don't understand why Telekinesis was fragmented for the psion.</p><p></p><p>Here is what I am talking about...</p><p></p><p><strong>Wizard Telekinesis</strong>:</p><p>Telekinesis</p><p>Transmutation</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Long (400 ft. + 40 ft./level)</p><p>Target or Targets: See text</p><p>Duration: Concentration (up to 1 round/ level) or instantaneous; see text</p><p>Saving Throw: Will negates (object) or None; see text</p><p>Spell Resistance: Yes (object); see text</p><p>You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.</p><p>Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.</p><p>This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.</p><p>An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.</p><p>Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.</p><p>Violent Thrust: 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. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).</p><p>You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).</p><p>Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).</p><p></p><p></p><p>The psion has to take 3 separate powers to do this...Telekinetic Thurst, Telekinetic Force, Telekinetic Maneuver.</p><p></p><p><strong>Psion Powers:</strong></p><p>Telekinetic Force</p><p>Psychokinesis [Force]</p><p>Level: Psion/wilder 3</p><p>Display: Visual</p><p>Manifesting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./ level)</p><p>Target: One object at a time</p><p>Duration: Concentration, up to 1 round/level</p><p>Saving Throw: Will negates (object); see text</p><p>Power Resistance: Yes (object)</p><p>Power Points: 5</p><p>You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.</p><p>You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.</p><p>If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier.</p><p>Augment: For every additional power point you spend, the weight limit of the target increases by 25 pounds.</p><p></p><p>Telekinetic Maneuver</p><p>Psychokinesis [Force]</p><p>Level: Psion/wilder 4</p><p>Display: Visual</p><p>Manifesting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./ level)</p><p>Target: One creature</p><p>Duration: Concentration, up to 1 round/level</p><p>Saving Throw: None</p><p>Power Resistance: Yes</p><p>Power Points: 7</p><p>You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your manifester level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.</p><p>Augment: For every 2 additional power points you spend, this power grants a +1 bonus on your checks involving bull rush, disarm, grapple, or trip attempts.</p><p></p><p>Telekinetic Thrust</p><p>Psychokinesis</p><p>Level: Psion/wilder 3</p><p>Display: Visual</p><p>Manifesting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./ level)</p><p>Target or Targets: One or more objects or creatures with a total weight of 250 lb. or less</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates or Will negates (object); see text</p><p>Power Resistance: Yes or Yes (object); see text</p><p>Power Points: 5</p><p>You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.</p><p>You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).</p><p>Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power.</p><p>If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).</p><p>Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.</p><p></p><p></p><p>The fact that the wizard has no limit to the number of spells he knows and the psion does, to me this seems like a bit harsh. However, I will conceed that the psion does get these nice little trinkets much earlier than the wizard (notice that they are level 3 and 4 powers). I propose the following however:</p><p></p><p>Beginning at level 3, the psion can take the power Telekinesis. He/She then has to choose either Thrust or Force. Upon gaining the ability to cast 4th level powers, the psions telekinetic control increases and he/she can add the opposing power to his/her repitoire (i.e. if they chose Thrust at 3rd, then they get Force at 4th and vice versa). Upon reaching a level to cast 5th level powers, the psion gains the "maneuver" option. This to me seems fair, as the psion doesn't have to spend precious power slots to learn what should be a single power and as he/she grows in strength, so too does his/her mastery of the power itself. What do you guys think?</p></blockquote><p></p>
[QUOTE="SolidSnake, post: 1782008, member: 102"] IMO, the psion is supposed to have the advantage of being adaptable to nearly any situation with a limited number of "tricks" he has per day, whereas the wizard is has to plan what he will require to get through the day's events but has many more "tricks" to choose from. This, to me, sounds like the psion should be more flexible than the wizard with his powers on any given day. What I mean to say is that the psion should be able to do a lot with the few powers he knows (look at the energy powers for a frame of reference). This is why I don't understand why Telekinesis was fragmented for the psion. Here is what I am talking about... [B]Wizard Telekinesis[/B]: Telekinesis Transmutation Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target or Targets: See text Duration: Concentration (up to 1 round/ level) or instantaneous; see text Saving Throw: Will negates (object) or None; see text Spell Resistance: Yes (object); see text You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks. Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. Violent Thrust: 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. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level). You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). The psion has to take 3 separate powers to do this...Telekinetic Thurst, Telekinetic Force, Telekinetic Maneuver. [B]Psion Powers:[/B] Telekinetic Force Psychokinesis [Force] Level: Psion/wilder 3 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One object at a time Duration: Concentration, up to 1 round/level Saving Throw: Will negates (object); see text Power Resistance: Yes (object) Power Points: 5 You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops. You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand. If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier. Augment: For every additional power point you spend, the weight limit of the target increases by 25 pounds. Telekinetic Maneuver Psychokinesis [Force] Level: Psion/wilder 4 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature Duration: Concentration, up to 1 round/level Saving Throw: None Power Resistance: Yes Power Points: 7 You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your manifester level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally. Augment: For every 2 additional power points you spend, this power grants a +1 bonus on your checks involving bull rush, disarm, grapple, or trip attempts. Telekinetic Thrust Psychokinesis Level: Psion/wilder 3 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target or Targets: One or more objects or creatures with a total weight of 250 lb. or less Duration: Instantaneous Saving Throw: Will negates or Will negates (object); see text Power Resistance: Yes or Yes (object); see text Power Points: 5 You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level. You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder). Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds. The fact that the wizard has no limit to the number of spells he knows and the psion does, to me this seems like a bit harsh. However, I will conceed that the psion does get these nice little trinkets much earlier than the wizard (notice that they are level 3 and 4 powers). I propose the following however: Beginning at level 3, the psion can take the power Telekinesis. He/She then has to choose either Thrust or Force. Upon gaining the ability to cast 4th level powers, the psions telekinetic control increases and he/she can add the opposing power to his/her repitoire (i.e. if they chose Thrust at 3rd, then they get Force at 4th and vice versa). Upon reaching a level to cast 5th level powers, the psion gains the "maneuver" option. This to me seems fair, as the psion doesn't have to spend precious power slots to learn what should be a single power and as he/she grows in strength, so too does his/her mastery of the power itself. What do you guys think? [/QUOTE]
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