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AD&D Players Handbook/Database/Spells/Magic-User/telekinesis
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# telekinesis {{AD&D Spell |class=Magic-User |level=5 |school=Alteration |reversible=No |range=I"/level |duration=2 rounds + I round/level |area=250 g.p. weight/level |components=V, S |casting_time=5 segments |saving_throw=None Level: 5 }} ## Description By means of this spell the magic-user is able to move objects by will force, by concentrating on moving them mentolly. The telekinesis spell causes the desired object to move vertically or horizontally. Movement is 2" the first round, 4" the second, 8 ' the third, 16" the fourth, and so on, doubling each round until a maximum telekinetic movement of 1,024" per round is reached. (Heavy objects travelling at high speed can be deadly weapons!) Note that telekinesis can be used to move opponents who fall within the weight capacity of the spell, but if they are able to employ as simple a counter-measure as an enlarge spell, for example (thus making the body weight go over the maximum spell limit), it is easily countered. Likewise, ambulation or some other form of motive power if the recipient of the spell is not able to ambulate, counters the effect of telekinesis, provided the velocity has not reached 16" per round. The various Bigby's . . . Hand spells will also counter this spell, as will many other magics. ## Source Supplied Players Handbook PDF, PDF page 83. Original printed page is approximately 81 for this portion of the scan. Source column: L. === OCR source record === <pre>Components: V, S Casting Time: 5 segments Saving Throw: None Level: 5 Range: I"/level Duration: 2 rounds + I round/level Area of Effect: 250 g.p. weight/level Explanation/Description: By means of this spell the magic-user is able to move objects by will force, by concentrating on moving them mentolly. The telekinesis spell causes the desired object to move vertically or horizontally. Movement is 2" the first round, 4" the second, 8 ' the third, 16" the fourth, and so on, doubling each round until a maximum telekinetic movement of 1,024" per round is reached. (Heavy objects travelling at high speed can be deadly weapons!) Note that telekinesis can be used to move opponents who fall within the weight capacity of the spell, but if they are able to employ as simple a counter-measure as an enlarge spell, for example (thus making the body weight go over the maximum spell limit), it is easily countered. Likewise, ambulation or some other form of motive power if the recipient of the spell is not able to ambulate, counters the effect of telekinesis, provided the velocity has not reached 16" per round. The various Bigby's . . . Hand spells will also counter this spell, as will many other magics.</pre> [[Category:AD&D Database]] [[Category:AD&D Spells]] [[Category:AD&D Magic-User Spells]] [[Category:AD&D Magic-User Level 5 Spells]]
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