Level
9th
Casting Time
1 Action
Range/Area
Self (150 ft. )
Components
V, S
Duration
Concentration 1 Hour
School
Transmutation
Attack/Save
CON Save
Damage/Effect
Force

You delve into the deepest mysteries of the arcane, accessing the raw power of true telekinesis. The forces that bind the cosmos bend to your will, allowing you to manipulate matter and objects with unparalleled control. Your mind becomes a conduit for telekinetic might, and everything within your chosen area obeys your unyielding command.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature 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 creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 10,000 pounds. If the object isn't being worn or carried, you automatically move it up to 60 feet in any direction, but not beyond the range of this spell. If the object is 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 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 telekinetic 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. Any creature you attempt to strike with an object must make a Dexterity saving throw, taking half damage upon a successful save. Striking a creature with an object deals a maximum of 10d10 bludgeoning damage, depending on the size of the object. The damage dealt by the object is determined by the DM.

Telekinetic Shield. As part of the same action used to cast the spell, you can form a telekinetic barrier around yourself, granting you resistance to force and psychic damage. Additionally, while concentrating on the spell, you can use your reaction to give an ally that is within range of this spell resistance to any force or psychic damage.

Telekinetic Surge. Once during the spell's duration, as an action, you can unleash a powerful telekinetic surge against any number of creatures within the radius. Each target must make a Strength saving throw against your spell save DC. On a failed save, the target takes 10d12 force damage and is pushed up to 30 feet away from you and knocked prone. On a successful save, the target takes half damage and isn't pushed or knocked prone. Using this ability ends your concentration on the spell.

Telekinetic Slam. While concentrating on the spell, you can use an action to attempt to crush a creature with telekinetic force. A creature of your choice that you can see within range must make succeed on a Constitution saving throw or take 10d10 force damage on a failed save, or half as much on a successful save.

Spell Tags: Damage Control Movement

Available For: Wizard (Legacy)

reedo_67

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