Aspect Codex
Telekinesis
Telekinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Telekinesis defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Mage Hand
Manifest a small telekinetic hand or force grip within range. You can manipulate unattended objects, open containers, pull levers, carry up to 10 lb., or make a ranged power attack against one creature for 1d6 force damage.
Force Nudge
Push, pull, lift, tilt, or steady a creature or object within range. An unwilling creature must make a STR save or be moved 5 ft. horizontally, knocked off balance, or have disadvantage on its next object interaction before your next turn.
Telekinetic Grip
Seize one unattended object up to 50 lb. or one willing creature within range and move it up to 20 ft. on each of your turns. Against an unwilling creature, it must make a STR save or be pulled 10 ft. and restrained until the start of your next turn.
Force Shove
Slam one creature or loose object with invisible force. The target must make a STR save, taking 2d6 force damage and being pushed 10 ft. on a failed save, or half damage only on a success.
Floating Armory
One weapon, shield, tool, or small object you hold floats near you. Until the duration ends, you may draw or stow it without using your hands, and once per turn may add 1d4 force damage to a hit made with it.
Catch Projectile
When a ranged weapon attack, thrown object, or falling object passes within range, reduce its damage by 1d10 + your INT modifier. If this reduces the damage to 0, you may drop it harmlessly or redirect it at a creature within 30 ft. of its path.
Lift Object
Lift and move one unattended object up to 250 lb. within range. You may move it up to 30 ft. on each of your turns, hold it suspended, rotate it, brace it, or drop it. If dropped on a creature, the target makes a DEX save or takes 3d6 bludgeoning damage.
Telekinetic Strike
Hurl a blade of invisible force or a loose object at one creature within range. Make a ranged power attack. On a hit, the target takes 3d8 force or bludgeoning damage and is pushed 5 ft.
Force Guard
When a creature within range is hit by an attack, interpose telekinetic force. Reduce the triggering damage by 2d10 + your INT modifier. If the attack was a projectile or weapon strike, the attacker is pushed 5 ft.
Invisible Hand
Create a precise invisible grip. For the duration, you may perform fine manipulation at range, including picking up keys, turning knobs, writing, tying knots, reloading simple mechanisms, or making Sleight of Hand checks using your INT modifier.
Crushing Grip
Clamp invisible pressure around one creature. The target must make a STR save, taking 4d8 force damage and becoming restrained on a failed save, or half damage only on a success. A restrained target repeats the save at the end of each turn.
Object Barrage
Hurl up to three loose objects or force-bolts at targets within range. Make a ranged power attack for each. On a hit, a target takes 2d8 bludgeoning or force damage.
Telekinetic Step
Lift or fling yourself with invisible force. Move up to 30 ft. in any direction without provoking opportunity attacks. You must land on a surface or continue falling unless another power or feature keeps you aloft.
Disarm at Distance
Twist, yank, or pin one held object within range. Its bearer must make a STR or DEX save. On a failure, the object is pulled up to 30 ft., pinned to a surface, or knocked from the bearer’s hand.
Force Platform
Create one invisible platform, bridge, ramp, handhold, or brace up to 20 ft. long and 10 ft. wide within range. It supports up to 1,000 lb. and can move up to 20 ft. on your turn while carrying willing creatures or objects.
Hurl Creature
Choose one Large or smaller creature within range. It must make a STR save. On a failure, throw it up to 30 ft. in a direction you choose. If it hits a surface or creature, both take 5d8 bludgeoning damage and fall prone.
Telekinetic Wall
Raise an invisible wall of force up to 40 ft. long, 10 ft. high, and 1 ft. thick. The wall provides total cover against mundane projectiles and partial cover against creatures pressing through it. A creature can force through with a STR save.
Pin to the World
When a creature or object within range moves, teleportation excluded, anchor it with telekinetic force. The target must make a STR save or its speed becomes 0 and it cannot be pushed, pulled, lifted, or knocked prone until the start of your next turn.
Telekinesis
Control one creature or object within range with sustained force. Objects up to 1,000 lb. can be moved 30 ft. each turn. A creature must make a STR save or be restrained and moved up to 30 ft. on your turn; it repeats the save at the end of each turn.
Crushing Wave
Release a wave of invisible pressure. Creatures in the cone must make a STR save, taking 6d8 force damage and being pushed 20 ft. on a failed save, or half damage only on a success.
Mass Catch
When multiple projectiles, falling objects, or debris pieces pass within range, catch or slow them. Reduce damage from the triggering effect to chosen creatures by 5d10 + your INT modifier. Caught objects may be dropped harmlessly.
Siege Hand
Create a colossal invisible hand that can shove, crush, carry, or block. Each turn, choose one: make a melee power attack for 5d10 force damage, push a creature 30 ft., carry up to 2,000 lb., or provide three-quarters cover to one creature.
Telekinesis Dominion
Your Telekinesis powers ignore disadvantage from lack of leverage, awkward angles, or poor footing. Your telekinetic weight limits double, and you may use INT instead of STR for checks made to shove, grapple, disarm, lift, or break objects with telekinetic force.
Mass Levitation
Lift up to six willing creatures or unattended objects within range. Each target gains a 30-ft. fly speed, can hover, and must remain within range. An unwilling creature may be targeted if it fails a STR save, but repeats the save at the end of each turn.
Pressure Prison
Compress invisible force around one Huge or smaller creature. The target must make a STR save or become restrained, unable to fly, and unable to be moved except by you. While restrained this way, it takes 4d10 force damage at the start of each of its turns.
Storm of Objects
Whirl debris, weapons, stones, or raw force through a 20-ft. radius sphere within range. Creatures of your choice in the area must make a DEX save, taking 8d8 bludgeoning or force damage on a failed save, or half damage only on a success.
Worldweight Lift
Lift, hold, or move an unattended object, vehicle, gate, boulder, statue, or structure segment up to 20,000 lb. You may move it up to 30 ft. each turn. If used as a weapon, creatures in its path make a DEX save or take 10d10 bludgeoning damage.
Bonebreaker Pressure
Crush one creature with precise telekinetic pressure. The target must make a CON save, taking 10d10 force damage and becoming stunned until the start of your next turn on a failed save, or half damage only on a success.
Kinetic Sculptor
Shape your telekinetic effects with extraordinary control. For the duration, when you use a Telekinesis power with an area, you may exclude a number of creatures equal to your INT modifier and bend the area around cover that is not sealed.
Total Disarm
Choose up to six creatures within range. Each target must make a STR or DEX save. On a failure, it drops one held object of your choice, or a worn object that is not armor becomes pinned, twisted, or unusable until the start of your next turn.
Invisible Colossus
A colossal telekinetic body surrounds you. For the duration, your reach with Telekinesis powers becomes 300 ft., your weight limits multiply by 10, and once per turn you may deal extra force damage equal to 6d10 with a Telekinesis power.
Crush the Battlefield
Press down with battlefield-wide force. Hostile creatures in the emanation must make a STR save, taking 12d8 force damage, falling prone, and having speed 0 until the start of your next turn on a failed save, or half damage only on a success.
Mass Suspension
Suspend up to ten creatures or objects within range. Unwilling creatures make a STR save. On a failure, a target is lifted, restrained, and held in place. You may move all suspended targets up to 30 ft. on each of your turns.
Perfect Catch
When an attack, fall, explosion, collapsing structure, projectile storm, or moving object would damage creatures within range, reduce the damage to chosen creatures by 10d10 + your INT modifier. Objects stopped this way may be held suspended until your next turn.
Sovereign Telekinesis
Your telekinetic force can affect Gargantuan creatures, siege objects, vehicles, and enormous structures at the GM’s discretion. Effects below Tier 9 cannot move you, disarm you, or knock you prone unless you allow it or are incapacitated.
City-Lifting Hand
Lift or brace a massive object, vehicle, building section, bridge, gate, tower, or battlefield structure within range. You can hold it in place, move it slowly, prevent collapse, or drop it as a story-scale hazard. Direct combat use requires GM adjudication.
Telekinetic Cataclysm
Rip every loose object and crushing vector through a 60-ft. radius sphere within range. Creatures of your choice in the area must make a DEX save, taking 16d10 bludgeoning or force damage and being knocked prone on a failed save, or half damage only on a success.
Absolute Stillness
When creatures or objects within range move, fall, charge, fly, collapse, or are thrown, freeze their momentum. Chosen targets are held in place until the start of your next turn unless a Tier 9 or higher effect contests you.
Omniforce Avatar
Become a living engine of invisible force. For the duration, your Telekinesis range becomes 1 mile, your weight limits multiply by 100, you can hover, and once per turn one Telekinesis power deals or prevents an additional 8d10 force damage.
Hold the World Still
Choose a battlefield, collapsing structure, storm of debris, army charge, avalanche, or disaster in the emanation. For the duration, you may freeze, redirect, or slowly reposition its physical movement. Creatures may still think and act unless directly restrained by a separate power.
Invisible Hand of Ruin
Choose a fortress wall, bridge, war machine, colossal monster, ship, tower, or battlefield structure within range. It must withstand your power DC as a STR save or structural check. On failure, it is crushed, hurled, cracked open, or pinned in place as appropriate.
Worldgrip
Declare a mythic telekinetic act tied to a city, army, falling moon, colossal beast, fortress, disaster, relic, or impossible burden. Define its principle with the GM: the hand that holds up the sky, the grip that stops an army, the force that moves a mountain, or the pressure that crushes a god-machine. It can be opposed only by Tier 10 force mastery, divine intervention, artifact protection, or a story condition set when declared.
Characters With This Aspect
No character is linked to this aspect yet.