Telekinesis - Force Choke's in Here
Aug 12, 2018 13:21:30 GMT -6
Post by Traskus on Aug 12, 2018 13:21:30 GMT -6
New Keywords.
Telekinesis 1
Float
Telekinesis 1
FP Test- Telekinesis + charisma
TN 15
Action - half action
Keywords: Combo-ok, somatic, material component
Duration - one scene
Material needed: a feather
A single object you touch up to 3x3x3 meters (27m^3) floats in the air and becomes weightless.
Summon Charm
Telekinesis 1
FP Test- Telekinesis + charisma
TN 15
Action- half action
Keywords: combo-ok, somatic, verbal
Duration- instant
An item within (focus power roll) m up to 1kg plus 1kg per raise on the magic test floats to your hand unless someone is holding it or there is an impassible obstacle in the way.
Disarm
Telekinesis 1
FP Test- Telekinesis + charisma
TN 15
Action- full action
Keywords: combo-ok, focus, somatic, ranged touch, saving throw
Duration- instant
Forcibly make someone within 15m let go of whatever they are holding. The roll to resist is strength + arcana.
Twitch
Telekinesis 1
FP Test- Telekinesis + charisma
TN 15
Action- Half action
Keywords: attack, combo-ok, saving throw
Duration- instant
The caster makes its target itch, scratch, wince, or otherwise perform a movement that makes them lose focus. A single target within 25m loses any and all benefits of concentration if they fail to resist via Arcana + Composure roll. Such effects include the aim action, sustaining spells via concentration, performing multi-test actions, etc.
Telekinesis 1
FP Test- Telekinesis + charisma
TN 15
Action - half action
Keywords: Combo-ok, somatic, material component
Duration - one scene
Material needed: a feather
A single object you touch up to 3x3x3 meters (27m^3) floats in the air and becomes weightless.
Summon Charm
Telekinesis 1
FP Test- Telekinesis + charisma
TN 15
Action- half action
Keywords: combo-ok, somatic, verbal
Duration- instant
An item within (focus power roll) m up to 1kg plus 1kg per raise on the magic test floats to your hand unless someone is holding it or there is an impassible obstacle in the way.
Disarm
Telekinesis 1
FP Test- Telekinesis + charisma
TN 15
Action- full action
Keywords: combo-ok, focus, somatic, ranged touch, saving throw
Duration- instant
Forcibly make someone within 15m let go of whatever they are holding. The roll to resist is strength + arcana.
Twitch
Telekinesis 1
FP Test- Telekinesis + charisma
TN 15
Action- Half action
Keywords: attack, combo-ok, saving throw
Duration- instant
The caster makes its target itch, scratch, wince, or otherwise perform a movement that makes them lose focus. A single target within 25m loses any and all benefits of concentration if they fail to resist via Arcana + Composure roll. Such effects include the aim action, sustaining spells via concentration, performing multi-test actions, etc.
Telekinesis 2
Force Movement
Telekinesis 2
FP Test- Telekinesis + charisma
TN 20
Action- half action
Keywords: Attack, combo-ok, saving throw, somatic
Duration- instant
The caster pushes or pulls the target. The caster selects one target within 15m. This spell is resisted with Arcana + Willpower. If the target loses the opposed roll, they are pushed or pulled in a direction of the caster's choice. They travel 1m, plus 1m per check to resist. If they hit a wall, treat it as falling damage equal to the distance forcibly moved.
Fly
Telekinesis 2
FP Test- Telekinesis + charisma
TN 25
Action- full action
Keywords: combo-ok, somatic, touch
Duration- one scene
The target of the spell can fly their full speed. If you get two raises on the spell, they can fly double their speed. You may only affect one target with this spell at a time.
Invisible Hand
Telekinesis 2
FP Test- Telekinesis + charisma
TN 20
Action- half action
Keywords: somatic, combo-ok
Duration- concentration (free action)
You may move inanimate objects without touching them. You may use telekinesis to lift and move objects within 5m, but you may not perform complex manipulations (an attack, for example). Attended-to objects such as vehicles being piloted or equipped equipment is exempt from this spell. The "strength" and "dexterity" of this spell are your charisma and wisdom, in that order.
Activate
Telekinesis 2
FP Test- Telekinesis + charisma
TN 15
Action- half action
Keywords: subtle, material component
Duration- instant
Material needed: 2 D batteries
You may activate an item up to 20m away. Turn a key, pull a trigger, press a button, etc. It still needs a power source to work unless it doesn't.
Telekinetic Weapon
Telekinesis 2
FP Test- Telekinesis + charisma
TN 20
Action- half action
Keywords: attack, somatic
Duration- concentration (free action)
The caster creates a weapon out of pure force of will. It isn't strong, but it can go anywhere they do. The caster creates a weapon with the profile of a fencing sword that cannot be destroyed by a power field and has a PEN equal to the caster level. The caster is automatically proficient with this weapon, and it dissipates if it ever leaves their hands.
Telekinesis 2
FP Test- Telekinesis + charisma
TN 20
Action- half action
Keywords: Attack, combo-ok, saving throw, somatic
Duration- instant
The caster pushes or pulls the target. The caster selects one target within 15m. This spell is resisted with Arcana + Willpower. If the target loses the opposed roll, they are pushed or pulled in a direction of the caster's choice. They travel 1m, plus 1m per check to resist. If they hit a wall, treat it as falling damage equal to the distance forcibly moved.
Fly
Telekinesis 2
FP Test- Telekinesis + charisma
TN 25
Action- full action
Keywords: combo-ok, somatic, touch
Duration- one scene
The target of the spell can fly their full speed. If you get two raises on the spell, they can fly double their speed. You may only affect one target with this spell at a time.
Invisible Hand
Telekinesis 2
FP Test- Telekinesis + charisma
TN 20
Action- half action
Keywords: somatic, combo-ok
Duration- concentration (free action)
You may move inanimate objects without touching them. You may use telekinesis to lift and move objects within 5m, but you may not perform complex manipulations (an attack, for example). Attended-to objects such as vehicles being piloted or equipped equipment is exempt from this spell. The "strength" and "dexterity" of this spell are your charisma and wisdom, in that order.
Activate
Telekinesis 2
FP Test- Telekinesis + charisma
TN 15
Action- half action
Keywords: subtle, material component
Duration- instant
Material needed: 2 D batteries
You may activate an item up to 20m away. Turn a key, pull a trigger, press a button, etc. It still needs a power source to work unless it doesn't.
Telekinetic Weapon
Telekinesis 2
FP Test- Telekinesis + charisma
TN 20
Action- half action
Keywords: attack, somatic
Duration- concentration (free action)
The caster creates a weapon out of pure force of will. It isn't strong, but it can go anywhere they do. The caster creates a weapon with the profile of a fencing sword that cannot be destroyed by a power field and has a PEN equal to the caster level. The caster is automatically proficient with this weapon, and it dissipates if it ever leaves their hands.
Telekinesis 3
Telekinetic Barrier
Telekinesis 3
FP Test- Telekinesis + charisma
TN 20
Action- full action
Keywords: combo-ok, somatic, material component
Duration- concentration (reaction)
Material needed: a diamond
Form a barrier with a 2m radius that protects from mundane non-energy attacks. Nothing comes out, nothing goes in. The barrier has a resilience of 3+ number of raises and an HP of 3+ number of raises. If the barrier runs out of hp, it is destroyed and the attack that destroyed it continues while losing the damage it used to destroy the barrier.
Restrain
Telekinesis 3
FP Test- Telekinesis + charisma
TN 25
Action- half action
Keywords: Combo-ok, material component, ranged touch, saving throw, subtle
Duration- 1 minute
Material needed: a length of string
A living target within 30m is stunned. They can still talk, if you want. The saving throw is willpower + arcana, and the target may retry at the end of each of their turns until they succeed or the spell ends.
Throw
Telekinesis 3
FP Test- Telekinesis + charisma
TN 20
Action- half action
Keywords: attack, somatic, ranged touch
Duration- instant
Use your mind to throw things. Hurl an item you are holding (or levitating) at a target, dealing (item's size + charisma) k charisma damage. If the thrown item is a melee weapon, it adds +0k1 to its own damage profile instead and adding charisma to rolled damage dice. If you're using invisible hand or an equivalent ability to lift an object, you can use it for attacks with this spell.
Telekinesis 3
FP Test- Telekinesis + charisma
TN 20
Action- full action
Keywords: combo-ok, somatic, material component
Duration- concentration (reaction)
Material needed: a diamond
Form a barrier with a 2m radius that protects from mundane non-energy attacks. Nothing comes out, nothing goes in. The barrier has a resilience of 3+ number of raises and an HP of 3+ number of raises. If the barrier runs out of hp, it is destroyed and the attack that destroyed it continues while losing the damage it used to destroy the barrier.
Restrain
Telekinesis 3
FP Test- Telekinesis + charisma
TN 25
Action- half action
Keywords: Combo-ok, material component, ranged touch, saving throw, subtle
Duration- 1 minute
Material needed: a length of string
A living target within 30m is stunned. They can still talk, if you want. The saving throw is willpower + arcana, and the target may retry at the end of each of their turns until they succeed or the spell ends.
Throw
Telekinesis 3
FP Test- Telekinesis + charisma
TN 20
Action- half action
Keywords: attack, somatic, ranged touch
Duration- instant
Use your mind to throw things. Hurl an item you are holding (or levitating) at a target, dealing (item's size + charisma) k charisma damage. If the thrown item is a melee weapon, it adds +0k1 to its own damage profile instead and adding charisma to rolled damage dice. If you're using invisible hand or an equivalent ability to lift an object, you can use it for attacks with this spell.
Telekinesis 4
Crush
Telekinesis 4
FP Test- Telekinesis + charisma
TN 15
Action- full action
Keywords: attack, somatic
Duration- instant
An inanimate object within Telekinesis * 3 meters is compressed and crumpled with psychic pressure. Divide your focus power roll by 3. An inanimate object or Machine with resilience less than the divided total is destroyed. Vehicles count as exploding for this effect.
Defy Gravity
Telekinesis 4
FP Test- Telekinesis + charisma
TN 30
Action- full action
Keywords: saving throw, somatic, combo-ok
Duration- concentration (half action)
The caster reverses the power of gravity in an area with a 10*Telekinesis radius centered on themselves. Characters may resist this spell with an Arcana + Strength test. If they fail, they fall upwards. If they hit something like a ceiling on the way up, they suffer falling damage as though falling the same distance down. Characters that can hover or fly ignore this spell, but are dazzled until the spell ends.
Archmage's Hand
Telekinesis 4
FP Test- Telekinesis + charisma
TN 30
Action- full action
Keywords: somatic, combo-ok
Duration- concentration (reaction)
As invisible hand, but you may move one more item per two raises on the test to a maximum of 5, and complex manipulation is possible.
Mirror Coat
Telekinesis 4
FP Test- Telekinesis + charisma
TN 30
Action- reaction
Keywords: combo-ok, somatic
Duration- instant
An attack reflects back at the source with the same power whether or not it damaged you. Energy and magical attacks bypass this spell.
Shards
Telekinesis 4
FP Test- Telekinesis + charisma
TN 30
Action- half action
Keywords: attack
Duration- six rounds
The caster creates a bunch of shards of pure psychic/warp energy. They create a number of shards equal to their dots in willpower. Anyone in targeting the caster in melee suffers a check to their attack rolls as long as a shard exists. The caster may also fire these one or more shards at targets with a ranged touch attack, each shard dealing (Charisma)k1 R damage. If they use more than one in this way, the ranged touch is all-or-nothing. If the caster runs out of shards, the spell ends.
Telekinesis 4
FP Test- Telekinesis + charisma
TN 15
Action- full action
Keywords: attack, somatic
Duration- instant
An inanimate object within Telekinesis * 3 meters is compressed and crumpled with psychic pressure. Divide your focus power roll by 3. An inanimate object or Machine with resilience less than the divided total is destroyed. Vehicles count as exploding for this effect.
Defy Gravity
Telekinesis 4
FP Test- Telekinesis + charisma
TN 30
Action- full action
Keywords: saving throw, somatic, combo-ok
Duration- concentration (half action)
The caster reverses the power of gravity in an area with a 10*Telekinesis radius centered on themselves. Characters may resist this spell with an Arcana + Strength test. If they fail, they fall upwards. If they hit something like a ceiling on the way up, they suffer falling damage as though falling the same distance down. Characters that can hover or fly ignore this spell, but are dazzled until the spell ends.
Archmage's Hand
Telekinesis 4
FP Test- Telekinesis + charisma
TN 30
Action- full action
Keywords: somatic, combo-ok
Duration- concentration (reaction)
As invisible hand, but you may move one more item per two raises on the test to a maximum of 5, and complex manipulation is possible.
Mirror Coat
Telekinesis 4
FP Test- Telekinesis + charisma
TN 30
Action- reaction
Keywords: combo-ok, somatic
Duration- instant
An attack reflects back at the source with the same power whether or not it damaged you. Energy and magical attacks bypass this spell.
Shards
Telekinesis 4
FP Test- Telekinesis + charisma
TN 30
Action- half action
Keywords: attack
Duration- six rounds
The caster creates a bunch of shards of pure psychic/warp energy. They create a number of shards equal to their dots in willpower. Anyone in targeting the caster in melee suffers a check to their attack rolls as long as a shard exists. The caster may also fire these one or more shards at targets with a ranged touch attack, each shard dealing (Charisma)k1 R damage. If they use more than one in this way, the ranged touch is all-or-nothing. If the caster runs out of shards, the spell ends.
Telekinesis 5
Forcecage
Telekinesis 5
FP Test- Telekinesis + charisma
TN 35
Action- full action
Keywords: material, saving throw, somatic, verbal
Duration- 1 hour
Material: a pinch of ruby dust
You create an invisible cage (or mime box) of raw magic, trapping everything inside. Choose a point within 30m. A cube with 6m sides appears centered on it, either as a cage or box. If it's a cage, those inside can try to escape through the bars on their turn. If it's a box, matter and sound cannot penetrate the walls and the cage cannot be entered or escaped via nonmagical means. In either case, they must make an arcana + charisma saving throw during their escape attempt. If they fail, they must wait out the hour.
Sphere of Annihilation
Telekinesis 5
FP test - Telekinesis + charisma
TN 40
Action: Half Action
Keyword: Attack, Ranged Touch, Saving Throw, Somatic, Verbal
Duration: 5 rounds maximum; Concentration (half action)
You conjure a featureless black sphere of nothingness within 20m that disintegrates almost anything it touches and pulls in whatever it hasn't.
Telekinetic Kill
Telekinesis 5
FP Test- Telekinesis + charisma
TN 35
Action- half action
Keywords: attack, combo-ok, saving throw, somatic, subtle
Duration- concetration (half action)
You can kill people with your brain. This is what you wanted, right? Snap necks, crush windpipes, etc. Deal 1 critical impact damage to the head or body of the target, and does so each turn you sustain the spell. The target resists with arcana + willpower, and may resist at the end of each of their turns, ending the spell on a success.
Tempest
Telekinesis 5
FP Test- Telekinesis + charisma
TN 35
Action- half action
Keywords: attack, somatic
Duration- concentration (full action)
The caster creates a whirlwind that creates a miniature tornado in the area. An area with a 1d10m radius centered on the caster depending on space whips up wind, lifting whatever objects under 5 kg and reducing visibility to within the whirlwind. Ballistics and throwing suffer a -1k0 penalty in this area and everyone in it must pass a TN 15 strength roll or only be able to take a half action on their turn.
Telekinesis 5
FP Test- Telekinesis + charisma
TN 35
Action- full action
Keywords: material, saving throw, somatic, verbal
Duration- 1 hour
Material: a pinch of ruby dust
You create an invisible cage (or mime box) of raw magic, trapping everything inside. Choose a point within 30m. A cube with 6m sides appears centered on it, either as a cage or box. If it's a cage, those inside can try to escape through the bars on their turn. If it's a box, matter and sound cannot penetrate the walls and the cage cannot be entered or escaped via nonmagical means. In either case, they must make an arcana + charisma saving throw during their escape attempt. If they fail, they must wait out the hour.
Sphere of Annihilation
Telekinesis 5
FP test - Telekinesis + charisma
TN 40
Action: Half Action
Keyword: Attack, Ranged Touch, Saving Throw, Somatic, Verbal
Duration: 5 rounds maximum; Concentration (half action)
You conjure a featureless black sphere of nothingness within 20m that disintegrates almost anything it touches and pulls in whatever it hasn't.
- It flies up to 10m per round and attacks the creature or object you indicate. You must actively direct the sphere on your action to move it to a new target; this requires a move-equivalent action on your part. Each round on their turn, creatures within a 55m radius of the sphere (with the exception of one person of the caster's nomination), must make a TN 20 dexterity test or be pulled 10m towards the center of the gravity well and lose their actions. Creatures pulled in this fashion do not provoke attacks of opportunity. A successful save means the creature is only pulled 2m towards the center, but may take actions as normal, though if they remain in the radius, they must make another save on their next round.
- Any creature that is pulled to within 2m of the gravity wells center must make a TN 25 dexterity test to avoid being sucked into the center of the gravity well and suffering 5k5 damage. This damage ignores aura, armor, miscellaneous damage-reducing effects, and uses the base resilience to calculate. A successful save means the creature may move 3m away from this danger zone, and can otherwise preform actions as normal. Anything killed by this spell doesn't just die; they're gone. There is no body to recover.
- If the sphere is directed to strike an object or part of an object, it disintegrates the 2m-radius sphere it occupies. The sphere may destroy one creature, object, or sphere of matter per round, provided it is directed to a suitable target.
Telekinetic Kill
Telekinesis 5
FP Test- Telekinesis + charisma
TN 35
Action- half action
Keywords: attack, combo-ok, saving throw, somatic, subtle
Duration- concetration (half action)
You can kill people with your brain. This is what you wanted, right? Snap necks, crush windpipes, etc. Deal 1 critical impact damage to the head or body of the target, and does so each turn you sustain the spell. The target resists with arcana + willpower, and may resist at the end of each of their turns, ending the spell on a success.
Tempest
Telekinesis 5
FP Test- Telekinesis + charisma
TN 35
Action- half action
Keywords: attack, somatic
Duration- concentration (full action)
The caster creates a whirlwind that creates a miniature tornado in the area. An area with a 1d10m radius centered on the caster depending on space whips up wind, lifting whatever objects under 5 kg and reducing visibility to within the whirlwind. Ballistics and throwing suffer a -1k0 penalty in this area and everyone in it must pass a TN 15 strength roll or only be able to take a half action on their turn.