Base Class: Wizard
Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects above and beyond the power’s standard display, such as moving, melting, transforming, or blasting a target.
Psionic Casting
At 2nd level, you gain the Psionic Casting feature. When manifesting a power (i.e. casting a spell), you ignore any verbal and somatic components, and any material components that are not both consumed by the spell and have a listed gold cost.
This allows you to ignore spellcasting limitations based on components, such as not having a hand free, having your hands bound or being gagged. However, this feature does not allow you to cast spells when you are explicitly prohibited from doing so, such as when wearing armor you are not proficient with or when you are Polymorphed.
However, unless you use any abilities to hide it (such as the Subtle Spell metamagic feature), manifesting a power (i.e. casting a spell) is still readily obvious to onlookers, as it is accompanied by a telltale auditory, material, mental, olfactory or visual display emanating from you. Auditory displays can be, for example, a strange hum or ringing; material displays could consist of a short appearance of ectoplasmic residue; mental displays, a flash of static or aura that onlookers notice around you; olfactory, the sudden appearance of a familiar scent, or a smell of burning; and visual displays often involve scintillating colours or your eyes lighting up with psionic energy.
Whatever the form, these displays are never significant enough to create immediate consequences for the psionic creatures, allies, or opponents during combat, but they do indicate the use of magic and its user.
Typically, the nature of a display depends on the kind of spell components are being ignored: Verbal components result in an auditory or mental display, somatic components result in a visual display, and material components result in a material or olfactory display.
Any feature or effect that would allow you to ignore spell components other than this ability, also allows you to conceal the corresponding displays.
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Psychokinesis
At 6th level, you add the telekinesis spell to your spellbook, if it is not there already. You can cast telekinesis without expending a spell slot; however, if you cast it in this way, you can only choose the "Object" option of the spell.
Once you cast telekinesis in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot of the appropriate level.
Kinetic Shield
Starting at 10th level, you can create a shield of psionic force around yourself. For 1 minute, you gain a + 2 to AC and a number of temporary hit points equal to 5 times your wizard level.
You can use this ability a number of times equal to your proficiency bonus. This number resets when you take a long rest.
Improved Psychokinesis
Beginning at 10th level, you become more adept at casting the telekinesis spell.
If you choose the "Creature" option of the spell, you can target either up to two Large or Huge creatures, or up to 4 smaller creatures, as long as no two targets are more than 30 ft apart.
If you choose the "Object" option of the spell, you double the weight limit of the object to be moved.
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