About this mod
Introducing telekinetic inspired spell pack that includes 3 new cantrips and 12 new spells for Bard, Druid, Warlock, Sorcerer, Cleric, Eldritch Knight, and Wizard classes. All with new VFX made by me.
- Requirements
- Permissions and credits
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Translations
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Cantrips
Telekinetic Shell
Abjuration Cantrip
Cover yourself in a sphere of telekinesis, gaining Resistance to Physical and Force damage. When a melee attacker hits you, the shell explodes, dealing 1-12 Force damage and knocks them back 6m. You can fly once per turn while spell is active.
🕒10 turns
🟢Action 🧠Concentration
Force Manipulation
Transmutation Cantrip
1-6 Damage
🎲1d6 Force
Push or pull a target up to 6m.
📏12m 🎯Attack Roll
🟢Action
Telekinetic Hurl
Transmutation Cantrip
1-10 Damage
🎲1d10 Force
Telekinetically throw a small to medium object, if the object is heavier than the target, it takes an extra 1-4 Force damage.
📏18m 🎯Attack Roll
🟢Action
Spells
LVL 1
Stone Snap
Level 1 Transmutation Spell
4-22 Damage
🎲3d6 Force + 1d4 Bludgeoning
Rip boulders from the ground and hurl them into a single target. Possibly becoming Maimed.
On Save: Targets still take half damage.
🕒2 turns
📏18m 🛡️DEX Save
🟢Action 🔹Level 1 Spell Slot
Rock Barrage
Level 1 Transmutation Spell
3-18 Damage
🎲3d6 Force
Tear a small boulder from the ground and split it into three stones, launching them at your targets. Each stone deals 1-6 Force damage and applies Dazed on hit.
🕒2 turns
📏18m 🎯Attack Roll
🟢Action 🔹Level 1 Spell Slot
LVL 2
Battering Ram
Level 2 Evocation Spell
2-12 Damage
🎲1d8 Force + 1d4 Bludgeoning
Release a powerful telekinetic wave, forcing creatures back 6m and knocks them Off Balance.
🕒1 turns
On Save: Targets still take half damage.
📏10m 🛡️CON Save
🟢Action 🔹Level 2 Spell Slot
Seismic Eruption
Level 2 Evocation Spell
5-20 Damage
🎲3d4 Force + 2d4 Bludgeoning
Pull a pillar of earth out of the ground, leaving behind a throwable boulder.
🕒10 turns
On Save: Targets still take half damage.
📏18m 🛡️DEX Save
🟢Action 🔹Level 2 Spell Slot
LVL 3
Implosion Sphere
Level 3 Evocation Spell
4-24 Damage
🎲4d6 Force
Launch a sphere of compressed force that can seek out your target, it implodes on impact, displacing creatures and leave them Prone.
🕒1 turns
On Save: Targets still take half damage.
📏14m 🛡️DEX Save
🟢Action 🔹Level 3 Spell Slot
Scatter Shot
Level 3 Evocation Spell
3-18 Damage
🎲1d6 Force + 2d6 Piercing
Pull a boulder from the ground and form it into stone spikes that fly out in front of you, creatures in the path suffer Gaping Wounds.
🕒3 turns
On Save: Targets still take half damage.
📏15m 🛡️CON Save
🟢Action 🔹Level 3 Spell Slot
LVL 4
Debris Storm
Level 4 Transmutation Spell
6-24 Damage
🎲2d4 Force + 4d4 Bludgeoning
Surround yourself in a telekinetic storm that throws around rocks and boulders, nearby enemies take 2-8 Force and 4-16 Bludgeoning damage per turn, and their movement speed is halved. You can also fly while the spell is active.
🕒10 turns
On Save: Targets still take half damage.
📏4m 🛡️CON Save 🧠Concentration
🟢Action 🔹Level 4 Spell Slot
Force Field
Level 4 Abjuration Spell
2-12 Damage
🎲2d6 Force
Create a sphere of telekinetic energy that encloses a 3m radius. You and allies become Resistant to Physical, Force, Lightning, Cold, Thunder and Fire when inside. Each round the force field releases a shockwave dealing 2-12 Force damage and pushes enemies out 6m.
🕒10 turns
On Save: Targets still take half damage.
📏18m 🛡️STR Save 🧠Concentration
🟢Action 🔹Level 4 Spell Slot
LVL 5
Cocoon
Level 5 Transmutation Spell
Suspend yourself or an ally into the air, encasing them in a telekinetic cocoon. While cocooned, the target is invulnerable and receives maximum healing from all sources. but cannot move, act, or take reactions.
🕒10 turns
📏18m 🧠Concentration
🟢Action 🔹Level 5 Spell Slot
Telekinetic Tethers
Level 5 Transmutation Spell
Attach beams of telekinesis to nearby allies, granting them and yourself flight, +3 AC, +5 to all saving throws, immunity to surface effects and immunity to opportunity attacks.
🕒10 turns
📏12m 🧠Concentration
🟢Action 🔹Level 5 Spell Slot
LVL 6
Focus Beam
Level 6 Abjuration Spell
12-72 Damage
🎲12d6 Force
Bind a creature with beams of concentrated force, you're also locked in place as you focus on your target. It takes 12-72 Force damage each turn and incoming attacks have Advantage. The creature can make a Strength Saving Throw on its turn to end the effect.
🕒10 turns
On Save: Targets still take half damage.
📏18m 🛡️STR Save 🧠Concentration
🟢Action 🔹Level 6 Spell Slot
Telekinetic Maelstrom
Level 6 Abjuration Spell
10-60 Damage
🎲10d6 Force
You unleash your will as a storm of pure force, your body locked in place as your mind tears apart reality. Those who fail to escape are slowly bound, crushed, and disintegrated.
🕒10 turns
On Save: Targets still take half damage.
📏7m 🛡️CON Save 🧠Concentration
🟢Action 🔹Level 6 Spell Slot
