A Ring of TK to throw one's weight around. [Archive] - Wizards Community

Post/Author/DateTimePost
Iver Gearsham

09-15-06, 02:08 PM
The Fly spell gives you 60 ft. of movement But you can't double move so if you have a Ring of TK you could move action 60 ft. and standard action Violent Thrust yourself 90 more feet with a basic TK ring from the DMG.

From the SRD Telekinesis: This ring allows the caster to use the spell telekinesis on command.

Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price 75,000 gp. And the spell it's self from the SRD Spells

Telekinesis
Transmutation

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./level)

Target or Targets: See text

Duration: Concentration (up to 1 round/ level) or instantaneous; see text

Saving Throw: Will negates (object) or None; see text

Spell Resistance: Yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
I think this would work a be an interesting Boost to a mages movement and with practice with your party be able to pull comrades out of harms way or into combat position without inflicting much if any damage to them. I see it using Jump and Tumble skills:cool: .

What do you think?
Damionte

09-15-06, 03:58 PM
Except you and your party would take damage from TK every time you threw each other. You could lift each other slowly so as not to take damage, but if you hurl each other around at 60 a round you'll take damage.
savant_warlord13

09-15-06, 04:08 PM
Except you and your party would take damage from TK every time you threw each other. You could life each other slowly so as not to take damage, but if you hurl each other around at 60 a round you'll take damage.
Only if they crash into something, which they could easily avoid.
Iver Gearsham

09-15-06, 05:21 PM
Damionte Except you and your party would take damage from TK every time you threw each other. You could life each other slowly so as not to take damage, but if you hurl each other around at 60(should be 90ft.) a round you'll take damage.

If you read the bolded section the Damage your worried about is 1d6 as if you fell only ten feet. With a DC 10 Jump or Tumble check you can avoid the damage or turn it to subdual IRC.
it takes damage as if it had fallen 10 feet (1d6 points
Baron Rod

09-15-06, 06:03 PM
The Fly spell gives you 60 ft. of movement But you can't double move so if you have a Ring of TK you could move action 60 ft. and standard action Violent Thrust yourself 90 more feet with a basic TK ring from the DMG.

From the SRD And the spell it's self from the SRD Spells


I think this would work a be an interesting Boost to a mages movement and with practice with your party be able to pull comrades out of harms way or into combat position without inflicting much if any damage to them. I see it using Jump and Tumble skills:cool: .

What do you think?
What do you mean that with Fly you can't double move? Fly gives you a movement mode of 60. If you spend your entire round moving that is a double move(60+60=120 ft of move). Fly says you can't run but can charge. Charge is also a double move. Also under TK it says you can move an object upto 20 feet in a round. Where did you get 90 feet more? Voilent Thrust says you can move objects toward one another to, for no better word for it, Crash into one another. So how do you expect to Fly forward 90 feet? Read the spell before you post.

Baron Rod
Iver Gearsham

09-16-06, 02:15 PM
1:What do you mean that with Fly you can't double move? Fly gives you a movement mode of 60. If you spend your entire round moving that is a double move(60+60=120 ft of move). Fly says you can't run but can charge. Charge is also a double move. 2:Also under TK it says you can move an object upto 20 feet in a round. Where did you get 90 feet more? 3:4:Voilent Thrust says you can move objects toward one another to, for no better word for it, Crash into one another. So how do you expect to Fly forward 90 feet? Read the spell before you post.

Baron Rod

Indeed lets. From Baron Rod Voilent Thrust says you can move objects toward one another to, for no better word for it, Crash into one another. So how do you expect to Fly forward 90 feet? Read the spell before you post. You have sorely misinterpreted the text.

Here is the Relevant section of the TK spell from the SRD Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

1: Perhaps I should have said less effective use of actions as your losing 30 ft. of movment.

2: All Objects or Creatures to be VThed must be within ten feet per caster level of each other then you can throw them in any direction with in range of the spell up too 10 ft. per level from the point you picked them or it up.

3: You assumed that the target one aims the Violent Thrust affected person at has to be an object or other person just because that is the most common use of it and that is what the writers addressed in the text. Rather IMO it can be a point in space that you VTh too.

4: As the caster is almost always within 10 ft. per level of herself that just leaves how far can you go on the 9th lvl caster TK spell the ring provides or 90ft..

I proposed using the Fly spells 60 ft. of movement as the casters move action then using the casters Standard action to Violent Thrust themselves with a ring of TK a further 90 ft. for a total of 150 ft..
When distance traveled is vital to ones survival wouldn't you like to be 30 ft. farther along?

As the caster is Flying, getting tripped up on the ground when at the end of the movement is unlikely.
The Amazing Dancing Bear

09-16-06, 04:58 PM
1d6/toss? By the time you have a ring of TK, 1d6 is nothing.
Iver Gearsham

09-16-06, 05:50 PM
1d6/toss? By the time you have a ring of TK, 1d6 is nothing.
Indeed it is very little, It could be conjectured that they intended for it to be 1d6 for every ten moved and/or would have move before hitting an object.

If not you would just have to be satisfied with throwing them off buildings, cliffs, Ships, into blast furnaces, volcano's, fast icy cold rivers, Sarlacc's, spiked walls/pits, one way portals, and the loving arms of amorous hill giants.

But you shouldn't be doing that to your party without failing a Will save;) !

As a damage output weapon TK rings are akin to a machine gun for launching spears, javelins, Huge size heavy crossbow bolts (For weapon enhancement spells like Flame Arrow, Magic Weapon/Greater) and one of my favorites Harpoons.