Telekinesis

A
Control

Telekinesis is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

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spell that yanks creatures or objects by thought, restraining foes and
shaping the battlefield

Telekinesis is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

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with a
save-or-suck

Telekinesis is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

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pull.

2024 Rules

Level & School
5th-level transmutation
Casting Time
Action
Range
60 feet
Components
V, S
Duration
Concentration, up to 10 minutes
Classes
Sorcerer, Wizard

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.

Object. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.

If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

2014 Rules

Level & School
5th-level transmutation
Casting Time
Action
Range
60 feet
Components
V, S
Duration
Concentration, 10 minutes
Classes
Sorcerer, Wizard

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Telekinesis 5.5e 2024 vs. 5e 2014 edition differences

Telekinesis now only works on Huge or smaller creatures or objects. Creature targets use a Strength save instead of a contested check, and on a failed save they’re moved, restrained until the end of your next turn, and can be held suspended. Unattended objects are now moved automatically. Worn/carried objects also use a Strength save.

Telekinesis popularity

How popular is Telekinesis? It is a seldom seen spell in the game, but is often chosen over other options when available. This spell could be a valuable addition for spellbooks.

Spells similar to Telekinesis