Telekinesis

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Telekinesis

Dmg: 1d4 per 5' of velocity SP: 20 Level
Sgd: None Cost: 200 PE +5' Velocity
Odg: Max weight 20 lbs Save: STR DC 10 +20' range (max. 100')
Rg: 20', Velocity +5' per round Cast: 10 +2 DC (20) +3
Rd: None +25 max lbs
Dur: Charge -50 PE (min. 50)

Using this power, a Psychic is able to pick up a certain amount of weight and throw or control it a distance in any direction specified. The object thrown reaches it maximum speed within one second. Velocity determines how far the object will travel in 1 round (in feet). At level 1, the caster can lift a maximum of 20 pounds and move it at a rate of 5' per round. Damage from objects is based off of the velocity. For every 5' of velocity, the item does 1d4 points of damage. If the object is moved outside of the caster's spell range, the telekinesis ends. The save is for any target trying to grab and break the telekinesis on the item. The caster can sustain the item in telekinesis as long as he wishes but he cannot use another spell or ability while this is active and the caster must remain LoS of the item being lifted else the spell ends.

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