D20:Telekinetic Sphere Spell
Telekinetic Sphere
Sor/Wiz 8
V, S, M
1 standard action
Close (25 ft. + 5 ft./2 levels)
1-ft.-diameter/level sphere, centered around creatures or objects
1 min./level (D)
Reflex negates (object)
Yes (object)
You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell?s duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell?s duration.
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.
You can move the sphere telekinetically even if you are in it.
Material Component: A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.
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This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 11:55 AM 0 Comments, 5,307 Views |
, 03-31-2007 at 09:55 PM
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