TelekinesisLevel 5 Transmutation Spell Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage. 10 turns 18m STR Save Concentration |
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Action Level 5 Spell Slot |
Telekinesis is a Spell in Baldur's Gate 3. Telekinesis is a Lvl 5 Spell from the Transmutation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Telekinesis Information
- Description: Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot.
- Heavier items deal more damage.
- Level: Lvl 5 spell
- School: Transmutation School
- Casting Time: Action
- Range: 18m
- Requires Concentration: Yes
- Saving Throw: STR Save
How to Acquire Telekinesis
- Telekinesis can be acquired by the following classes:
- Telekinesis can be cast by using the following Items:
Telekinesis Tips & Notes
- A creature Thrown will always be knocked Prone, and if you hit the target they get knocked prone too.
- Notes & Tips go here
- Anonymous
Killed Balthazar with it by throwing him in the chasm, his corpse landed on something, then i just recast telekinesis to get the corpse with loot back lol
- Anonymous
It is a bit buggy and finicky but it is possible to yeet enemies into chasms for instant kills.
Insanity is like gravity, you know? It only takes a little push
- Anonymous
Exceptionally good spell, even competing for the concentration slot. Depositing people in front of your martials, hurling enemies back into difficult terrain, and yes, chucking people into chasms are all very useful.
Random furniture giving the "Cannot be Restrained" flag, heavy objects dealing about the same damage as light objects, and the travel arc of your targets affecting where you can send people are problems. It seems they just used the "throw" property for the spell, hence why they travel in the same arc you'd expect for throwing a potion bottle. A little lazy, but whatever. Good spell even with all the problems.
- Anonymous
- Anonymous
It is very important to spend the initial use that costs a spell slot on an item. That way you ensure the free cast for the subsequent turns.
- Anonymous
- Anonymous
"Heavier items deal more damage"
yet throwing a 600kg fatass at someone did 5 damage.
(same with other heavy objects all miniscule damage)
- Anonymous
This can be used to pull chests that are hard to get otherwise, such as the chest below the Open Hand Monastery located in the midst of a cloudkill area.
- Anonymous
Can you use this spell to throw explosive barrels and make they explode without using a fire spell to ignite them ?
- Anonymous
Can someone test if this is actually meant for throwing weapons with the "thrown" property?
- Anonymous
My wild magic sorcerer got this spell during a wild magic surge and I used it to fling a harpy to her death.
10/10 would wild magic again
- Anonymous
Crazy useful to pluck casters or even some bosses out of their minion formations, there is a very high chance they will be knocked prone most of the time after landing so your allies and just hammer them on the ground for free easy attacks.
- Anonymous
- Anonymous
Seems like throwing something heavy just adds 1d4 damage. I threw Thisobald Thorm's massive 600kg corpse at some of the other monsters in the area and it only did 2d4 bludgeoning damage.
I use it to reposition my Guardian of Faith spell as the battle shifts - just use telekinesis to chuck it into a better location. Alternately, you can yeet an enemy's Guardian of Faith right into a chasm. Top-notch.
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