Telekinesis
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Description
Throw a creature or object up to 18 m / 60 ft with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot.Heavier items deal more damage.
Properties
- Cost
- Action + Level 5 Spell Slot
- Details
- STR Save
- Range: 18 m / 60 ft
At higher levels
Casting this spell at a higher level grants no additional benefit.
Condition: Telekinesis
Duration: 10 turns
Spell save DC Strength saving throw
- Once per turn, the affected entity can telekinetically throw a creature or object again without expending a Spell Slot
How to learn
Classes:
- Class level 9: Sorcerer, Wizard, Knowledge Domain, and The Great Old One
Granted by items:
- Hr'a'cknir Bracers ( Recharge: Short rest)
- Tressym Collar ( Recharge: Long rest)
Other ways to learn:
- Wizards with Level 5 Spell Slots can scribe a Scroll of Telekinesis to their spellbooks.
Notes
- Bodies or objects that cannot be looted or picked up because they have landed in chasms can sometimes be retrieved using telekinesis.
- If the target succeeds their initial save, the caster does not get the condition and thus, cannot recast this spell.
- recast without spending another spell slot as long as is not broken. This condition is not directly tied to the casters' repertoire of known spells (i.e., their spellbook icon in the game). Therefore, if a granted spell (or, in this case, a granted condition) is used when multiclassing, subsequent re-uses (in this case, ) use the spellcasting modifier of the most recently acquired spellcasting class rather than the spellcasting modifier that was used for the initial casting of Telekenesis. In the case of this condition, it may result in an unexpectedly low spell save DC. is considered a "granted" condition not unlike that of a "granted" spell. Granted spells are issued to the caster after using the original, and can be
Visuals
External links edit
- Telekinesis on the Forgotten Realms Wiki