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Chapter 5: Magic Spells
Telekinesis Spells
Choke
Telekinesis
Telekinesis used to strangle a target.
Cost: 1 MP
Casting time: 1 standard action
Range: 50 feet
Target: 1 living creature
Duration: Immediate, plus secondary effects
Saving Throw: None vs. Damage. Willpower negates secondary effects.
Casting: Arm held out towards target.
Raw telekinetic energy can be difficult to work with. Over the centuries, certain formulas and techniques have been developed to focus Telekinesis into certain effects. Choke is one of those effects.
Choke has been designed to bypass mundane armour and squeeze the neck and lungs.
Physical armour provides no DR.
The protection spell Magical Shield does provide Damage Reduction.
Additionally, Extraordinary Hit Points still function as normal against this spell and are taken off before regular Hit Points.
Stage 1: Causes 2d4 damage. A Willpower Saving Throw DC 16 is required to avoid Secondary Effects.
Stage 2: Causes 2d6 damage. A Willpower Saving Throw DC 18 is required to avoid Secondary Effects.
Stage 3: Causes 2d8 damage. A Willpower Saving Throw DC 20 is required to avoid Secondary Effects.
Stage 4: Causes 2d10 damage. A Willpower Saving Throw DC 22 is required to avoid Secondary Effects.
Secondary Effects: If the character fails to make their Willpower save, they suffer the Choke Spell secondary effects, which reduces a character to one single action per round. They may make one attack with one weapon, or cast one spell, or take a move action (all the while, the character struggles to catch their breath). Each round on their turn, a character may make a new Willpower Saving throw. If 10 rounds go by without making a successful saving throw, the character passes out and the secondary effects expire.
A character with the Protection Spell Breathe active makes their Willpower Saving Throw automatically.
Choke Notes: There is no saving throw versus the choke damage. The Choke damage is applied once; only the secondary effects possibly continue. The secondary effects, once they take effect, are autonomous of the caster.
Leap
Telekinesis
A brief jolt of Telekinesis used to jump higher than normally possible.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Self only
Duration: 10 minutes (stage 1)
Saving Throw: None
Casting: The caster briefly stretches each leg.
This spell allows a caster to make incredible vertical jumps. It also allows for potentially successful horizontal jumps that would otherwise be out of range.
Stage 1: Allows a character to jump 10 feet vertically. Adds +5 to any jump tests, including horizontal jumps. Duration lasts 10 minutes.
Stage 2: Allows a character to jump 20 feet vertically. Adds +10 to any jump tests, including horizontal jumps. Duration lasts 30 minutes.
Stage 3: Allows a character to jump 30 feet vertically. Adds +15 to any jump tests, including horizontal jumps. Duration lasts 1 hour.
Stage 4: Allows a character to jump 40 feet vertically. Adds +20 to any jump tests, including horizontal jumps. Duration lasts 2 hours.
Leap Notes: All falling damage is halved while under the effect of this spell, but still poses a risk if the caster misses a jump. Most casters combine this spell with Levitate Self to prevent disasters.
Levitate Self
Telekinesis
Slow and steady movement into the air.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Self only
Duration: 10 minutes (stage 1)
Saving Throw: None
Casting: Slow rising of the arms.
This spell has two main purposes. One is to enable a caster to slowly reach places that the Leap spell would be impractical for. The other is to stop a fall before the caster hits the ground.
Stage 1: Allows a character to rise vertically into the air at a rate of 2 feet per round, or move horizontally in the air at a rate of 1 foot per round. (Vertical and horizontal movement may not be mixed in the same round.) Duration lasts 10 minutes.
Stage 2: Allows a character to rise vertically into the air at a rate of 5 feet per round, or move horizontally in the air at a rate of 2 feet per round. Duration lasts 30 minutes.
Stage 3: Allows a character to rise vertically into the air at a rate of 10 feet per round, or move horizontally in the air at a rate of 5 feet per round. Duration lasts 1 hour.
Stage 4: Allows a character to rise vertically into the air at a rate of 20 feet per round, or move horizontally in the air at a rate of 10 foot per round. Duration lasts 2 hours.
Levitate Self Notes: Using this spell, casters can stop themselves from a fall. Waiting until the last moment may require a reflex save. Stopping well in time, if possible, does not require a check - only an additional round or two to reach the ground. Controlled levitating descent is always at double speed.
Lift Object
Telekinesis
Objects lifted and moved without touching them.
Cost: 1 MP
Casting time: 1 standard action
Range: 40 feet (8 squares)
Target: 1 object
Duration: 10 minutes (stage 1)
Saving Throw: Willpower (see text)
Casting: Hand help up, rising.
This spell can be successfully cast on any 1 object within range and the spell’s weight limit. Once cast, the caster, as their move action, may move the object at a rate of about 10 feet per round, in any 1 direction. The object may not be moved past the range of the spell, although the caster can move, effectively extending the range. If the caster leaves the range, the object remains levitating in its location. The object cannot be affected by the caster if the caster is out of range, other than to withdraw the telekinetic energy.
Withdrawing energy is a standard action. (There is no range limit on withdrawing telekinetic energy). The Caster may then select another object to levitate, within the remaining spell duration.
An object begins to fall slightly then quickly as a spell expires.
Stage 1: The object may be up to 10 lbs in weight. Duration lasts 10 minutes.
Stage 2: The object may be up to 25 lbs in weight. Duration lasts 30 minutes.
Stage 3: The object may be up to 50 lbs in weight. Duration lasts 1 hour.
Stage 4: The object may be up to 100 lbs in weight. Duration lasts 2 hours.
Using the object as a weapon: The caster may fling an object, causing harm. The GM should use the following guide: under 10 lbs = 1d6 damage. Over 20 lbs = 1d10. Over 30 lbs = 2d8. Over 75lbs = 3d8 damage. The flung object requires a ranged attack roll. A caster only ever gets 1 attack with this spell per round.
Attempting to levitate people or snatch their belongings away can normally be easily defeated. The target gets a Willpower Saving Throw. Stage 1 DC: 10. Stage 2 DC: 12. Stage 3 DC: 14. Stage 4 DC: 18. Unattended objects get no Saving Throw. A resisting levitated person continues to receive a Saving Throw each round.
Grabbed objects can move faster than the normal 10 feet pre round by flinging them. Flung objects can only travel about 20 to 30 feet. A reflex save of 15 or higher is required to successfully catch a flung object.
Lift Object Notes: A caster can have multiple levitating objects using multiple spells. Only one object may be moved at a time however.
Multiple casters can be used to move objects that exceed any one caster’s weight limit, although object movement coordination can be tricky.
Levitating objects can sometime be forcibly moved a couple feet in a direction through extreme physical effort (or another lift object spell). A telekinetically held object has a strength attribute of about 24 (+7 bonus). If actively attended by the caster, she can push back on her turn.
Unlock
Telekinesis
Telekinesis used to quickly turn some locks, utilizing the character’s skill.
Cost: 1 MP
Casting time: 1 standard action
Range: 40 feet
Target: 1 Mundane Lock or Fusion Latch
Duration: Immediate
Saving Throw: None
Casting: A small hand movement.
This spell utilizes telekinetic energy to exploit the weakness in many lock designs.
The spell was first developed to simply turn a deadbolt on the other side of a door; soon after it included affecting the inner workings of a lock, mimicking a key. Attempting either technique requires some skill in how to normally pick a lock.
With too many break-ins being blamed on the infamous "unlock" spell, a new type of lock was developed that couldn’t be defeated through Telekinesis. The Chrono-timing lock proved to be effective against the unlock spell (but not specially designed lock picks, which can be made through the Shadow Tool spell). Because Chrono-timing locks are more expensive, plenty of mundane locks still exist, but are used to protect the valuables of richer citizens and their homes.
Fusion-latches are an Allterion introduction. They normally require special pass cards in order to unlock a door, and cannot be defeated using lock picks. They can however be defeated through the Unlock spell, developed several centuries ago. The Allterions have yet to recognize this flaw.
Stage 1: The caster can open a lock as a single standard action without needing to be next to the door, and without the use of any tools. The character is not penalized for lacking tools. The character gets a +5 bonus on their Locks and Traps check.
Stage 2: The character gets a +10 bonus on their Locks and Traps check.
Stage 3: The character gets a +15 bonus on their Locks and Traps check.
Stage 4: The character gets a +20 bonus on their Locks and Traps check.
Notes: There are more people who are formally taught Telekinesis Spells than Shadow Spells, which is one of the reasons to supposedly justify the hysteria and precautious traditionally surrounding the unlock spell.
Related: Locks (Equipment)
Up Next: Telepathy Spells




