Transmutation
Casting Time: 1 standard action
Range: Medium
Target: See text
Duration: Concentration (up to 1 round/Power point) or instantaneous;
see text
Saving Throw: Will negates (object) or None; see text
Spell Resistance: Yes (object); see text
Minimum Power Points: 1
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 Power point expended 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 Power point expended, 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 Manoevre: 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 spellcasting Ability modifier 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 Power point expended, 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 Power point expended that are
within range and all within 10 feet of each other toward any target within 10
feet per Power point of all the objects. You can hurl up to a total weight of
25 pounds per Power point.
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 Charisma modifier.
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 of damage per 25 pounds (for less dangerous
objects) to 4 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 4 points of damage as if
it had fallen 10 feet.
Diminished: For 0 Power points, you can move an object weighing
no more than 5 pounds up to 10 feet for one round.