Telekinesis was an arcane transmutation spell that allowed a caster to telekinetically move, manipulate, or forcefully hurl objects or creatures.[3]


The spell gave the caster the power of telekinesis, allowing them to move an object or creature in a variety of possible ways, as they wished. According to the power of the caster, it worked up to a distance of hundreds of feet, could move an object weighing up to 375 pounds (170 kilograms), thrust a number of creatures or objects, and last for a brief time so long as the caster concentrated.[3]

The first application exerted a sustained force on an object, rotating it or moving it in any direction at a speed of up to 3.3 feet (1 meter) per second. A creature had to resist the spell in order to hold back or hold onto the object. This application allowed a degree of fine manipulation, such as pulling a rope or level, turning a key, or even untying a simple knot, if such tasks could be performed with one hand.[3]

The second application exerted a short force on a creature. This wasn't directly harmful, but could be used shove a creature, disarm them of a weapon or item, trip them over, or even grapple with them.[3]

Finally, the third application expended all the spell's energy in a single, violent thrust. It hurled another of objects or creatures close to one another through the air in a certain direction or at a certain target. Hurled objects caused damage or injury, while creatures could be hurled into hard surfaces and suffer injury as a result.[3]


Telekinesis required the usual verbal and somatic components.[3]


The spell was attributed to Netherese arcanist Oberon in -954 DR and was originally called Oberon's telekinesis.[1]

Notable usesEdit

In the Year of the Prince, 1357 DR, Parwyyd Hanifar used telekinesis and Kyriani Agrivar used a ring of telekinesis to together slam shut the Great Door on the trunk of the one who waits, slaying it.[7]

In Waterdeep that year, Khelben Arunsun used telekinesis to hurl the ancient villains Aviss and Fellandar back into the extra-dimensional prison from whence they came.[8]



  1. 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 24,27. ISBN 0-7869-0437-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 209–211,280. ISBN 978-0-7869-6560-1.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 292. ISBN 0-7869-2886-7.
  4. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 171–172. ISBN 0-88038-716-5.
  5. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
  6. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 122–123. ISBN 0-7869-0437-2.
  7. Dan Mishkin (May 1990). “Day of the Darkening”. Advanced Dungeons & Dragons #18 (DC Comics), pp. 22–23.
  8. Dan Mishkin (September 1991). “Summer in the City”. Advanced Dungeons & Dragons #33 (DC Comics), p. 22.

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