You gain the ability to move or manipulate creatures or objects through pure psychokinetic energy. When you cast the spell, and as your action each round for the duration, you can exert your will on up to 7 creatures or objects that you can see within range, causing the appropriate effect below. You can affect the same targets round after round, or choose new ones at any time. If you switch targets, the prior targets are no longer affected by the spell. You can also use this spell on yourself for additional bonuses.
Creatures. You can try to move Huge or smaller creatures. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creatures up to 60 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creatures are restrained in your telekinetic grip. Creatures lifted upward are suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your psychokinetic grip on the creatures by repeating the contest.
Objects. You can move objects that weigh up to 8,000 pounds. If the objects aren't being worn or carried, you automatically move them up to 60 feet in any direction, but not beyond the range of this spell.
If the objects are worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object or objects away from that creature and can move it up to 60 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your psychokinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
You can create a psychokinetic shield that protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missle.
You can make the psychokinetic energy cover your body to grant you double movement speed and the ability to dash as a bonus action. This also gives you the ability to fly for a minute. After the minute is over your psychic energy allowing you to fly leaves your body and you must wait for 2 rounds for the ability to recharge.
You can slam your palm down on the ground to let out a psychokinetic wave in a 60 ft circle around you, the psychokinetic wave knocks back anything around the caster. If the wave hits an enemy the wave will knock them back and stun them for 1 turn.
Ranged attack. A bolt of psychokinetic energy streaks towards creatures within range. Make a ranged spell attack against the target or targets. On a hit, a target takes 1d10 psychic damage.
The spell creates more than one bolt when you reach higher levels: three bolts at 5th level, five bolts at 11th level, and seven bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt. (The color of the bolts can be chosen by the player using the spell)
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