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Telekinetic Sphere

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A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. 

The creatures or objects caught inside the globe created by the spell are made nearly weightless. Anything contained within a telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

You can move the sphere, along with the objects and creatures it contains 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. You can resume concentrating on your next turn or any later turn during the spell's duration.

telekinetic sphere be negated by dispel magicA resilient sphere can be damaged by spells as normal, except for disintegrate, which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a telekinetic sphere has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a telekinetic sphere.

Breath weapons and spells cannot pass through a resilient sphere in either direction, although dimension doorteleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a telekinetic sphere.

A subject inside the sphere can breathe normally. The sphere cannot be physically moved either by people outside it or by the struggles of those within. 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.

Telekinetic sphere can be made permanent with a permanency spell.


Casting Time
1 standard action
V, S, M (a crystal sphere and a pair of small magnets)
1 min./level (D)
1-ft.-diameter/level sphere, centered around creatures or objects
Sorcerer/wizard 8
Close (25 ft. + 5 ft./2 levels)
Saving Throw
Reflex negates (object)
Evocation [force]
Spell Resistance
Yes (Object)
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