Psychokinesis

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Level Name Effect
0 Mage Hand You point your finger at an object and can lift it and move it at will from a distance. The object can not way more than 5 pounds and has to be unattended. The range on this spell 20ft and lasts a number of rounds equal to 1/2 your caster level rounded up.
1 Power Punch You gain a unarmed strike that deals 1d4+1 damage which counts as a force attack and will bypass damage reduction. This attack is a standard action. You do not provoke an attack of opportunity when using this attack against armed opponents. This lasts a number of rounds equal to 1/2 of your caster level rounded up.
2 Jump You gain an enhancement bonus to your jump check equal to 5 times 1/2 your caster level rounded up. This lasts a number of rounds equal to 1/2 your caster level.
3 Telekinesis You move objects or creatures by concentrating on them. The spell can provide a gentle, sustained force or perform a variety of combat maneuvers. A sustained force moves an object weighing no more than 20 pounds per caster level up to 20 feet per round. 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. An object can be telekineticly 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 charisma checks. 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 1/2 your caster level rounded up in place of your base attack bonus (for disarm and grapple), you use your Charisma modifier in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target. No save is allowed against these attempts, but spell resistance applies normally. This lasts a number of rounds equal to 1/2 your caster level.
4 Magic Missile You gain a ranged touch attack that deal an amount damage equal to your charisma modifier. Using this attack is considered a move action. This counts as a force attack which will bypass damage reduction. This lasts for a number of rounds equal to 1/2 your caster level rounded up. This spell has a range of 5ft per caster level.
5 Wall of Force You can generate a Force Field it covers 25 square feet but can be any shape. It is entirely indestructible, invisible and impenetrable. It lasts a number of minutes equal to 1/2 your caster level rounded up.
6 Force Push You cause a burst force from your hand. It starts at your hand and emanates out at as a line. This deals an amount of damage equal to your charisma modifier and counts as a force attack which will bypass damage reduction. A creature can make a reflex saving throw to take 1/2 damage. This spell has a range of 5ft per caster level.
7 Mage Blade You can generate a force blade that is roughly the same size and shape as a long sword. It deals 1d8 damage and gains a bonus to hit equal to your charisma modifier. Its crit range is 18-20/x4 and can fight on its own as long as it is in range. As long as it is in an adjacent square you are considered armed and do not provoke attacks of opportunities for casting spells. This sword can attack through your wall of force and controlling it is a swift action. It lasts a number of minutes equal to 1/2 your caster level rounded up.
8 Force Burst You causes a burst of force power to explode at a location of your choosing that is in line of site. This deals an amount of damage equal to your charisma modifier and counts as a force attack which will bypass damage reduction. The spell has a range of 5ft per caster level. The diameter explosion is 20 feet and any creature in the explosion can make a reflex save to take 1/2 damage.
9 Focus Power For a number of rounds equal to your Charisma modifier all of the duration and damage from evocation spells are doubled.

Psychokinesis

Théophagie saethone AshleyMcdniel