Are we missing Telekinesis?


Pathfinder Second Edition General Discussion


I love the concept of telekinesis (as in ability to move things with your mind), i'd always want it on my arcane casters (or even on a primal, with the new traditions) and i'm a bit disappointed that we miss a high level telekinetic spell like Telekinesis from pf1.

I always loved mage hand and adored telekinetic projectile from the first moment (i'd take both, allowing even from a cinematic pov both slow/fine control and highspeed), so the cantrips satisfy me, but when talking about actual spells...

Atm we only 2:

Telekinetic Haul is quite situational and a bit boring, u can raise heavy thing but not creature, expecially not enemies, and it's slow, 5th lvl is a bit too much imo

Telekinetic manuvre i initially considered even worse, 2 actions and a 2lvl spell just to trip, disarm or move someone 5 feet? at the time i wasnt confident with the system and now i realise that a way to get someone prone or displaced with no incapicitation trait with a low lvl spell, at range, is not that bad at all (also, RAW i could consider it to just PUSH WAY as the shove action only says you can push, but i dont se it why couldnt pull or push aside someone, heck even with normal shoving i rule that you can push aside if it makes sense with the scene)

What i realy miss is a high level Telekinesis spell that let's you sustain it, that can affect creatures in a simlar way the pf1 one did

I get that what i'm asking is for an incredibly versatile spell, maybe difficult to balance, but we got up to 10th lvl spells in this edition, there must be some space for it

Any thoughts on any of my points? Do you think we are gonna get something similar i APG, maybe?

Sovereign Court

I've seen Telekinetic Maneuver used to bring flying creatures down to where melee characters could attack them. Definitely not a spell to write off.

CRB p. 621, "Prone" wrote:
If you would be knocked prone while you’re Climbing or Flying, you fall (see pages 463–464 for the rules on falling). You can’t be knocked prone when Swimming.

I wouldn't mind seeing more telekinetic magic, but better explained than 1E telekinesis which I always found rather difficult to interpret.


I like that the monolithic idea of telekinesis is no longer piled into a single spell.

This enables a variety of telekinetic effects to be defined in more robust ways, and to have varying resource cost to making them happen.

From mage hand and telekinetic projectile as cantrips, to the two leveled spells mention by the OP - and into the theoretical space of devising other telekinesis spells with well-defined uses and limitations.


I'd like to see some massively scaled telekinetic effect later on available to players. Like lifting a small fortress and hurl it crashing down anywhere you want nearby in range (or just move it nice and precise to a strategically better location).


Personally i still do prefer a single sustained kind of high lvl telekinesis, but i could even be ok with different spells, as long as the spectrum of things you could do with the old one is covered, expecially if we can have something like lucas yew said

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