Move Object
KineticUniversal- Cost
- 1 FP
- Activation
- Action
- Range
- (Proficiency Bonus + Wisdom modifier) × 5 ft
- Recommended Lv
- Lv 1+
Effect
As an Action, you reach out with the Force and seize a creature or object within your telekinetic reach of (Proficiency Bonus + Wisdom modifier) × 5 ft. Choose one mode each time you cast it: • Push — drive the target straight away from you. • Pull — draw it toward you. • Lift & Move — raise and guide the target up to 30 ft in any direction (open a blast door, wrench a lever, hoist a foe off its feet). Sustaining a lift across rounds requires concentration. • Hurl — throw a held object at a creature as a ranged Force attack for bludgeoning damage scaled by the object's size (see the Improvised, Thrown and Falling Objects rule). A creature resists with a Strength saving throw against your Force DC and is affected only if it fails. Moving an unattended object instead calls for a Use the Force check against the DC for its size (see the Telekinesis rule). No character level caps what you can lift — a harder pull on the Force, paid in extra Force Points, heaves heavier loads. The GM has the final say on cases these rules don't cleanly cover: unusual materials, anchored or held loads, and the situation at hand. Force Blast, Wave, Whirlwind, Choke, and Crush are specialized expressions of this same telekinesis.
Force Surge
Spend extra Force Points at cast time to amplify this power. See the Force Surge rule for the general mechanic. Cannot be combined with class-trait FP-burn enhancements on the same cast.
- +1 FPAdd your Wisdom modifier to the Use the Force check to lift a larger object, and extend your reach and any push or pull distance by Wisdom modifier × 5 ft.
- +2 FPAdd twice your Wisdom modifier to the check and extend reach further; a creature target makes its Strength saving throw with disadvantage.
- +3 FPAs +2 FP, plus a rider: convert a Push into a 15 ft cone that catches every creature in it, OR Hurl debris at up to three targets within reach.
Thrown-object damage scales for free — a higher check lifts a larger object, which deals more dice on a Hurl per the Improvised, Thrown and Falling Objects table. Cannot be combined with class-trait FP-burn enhancements on the same cast.
At the Table
Cornered on a catwalk, a Padawan rips a loose maintenance crate off the gantry (a Medium object — DC 15) and Hurls it into the battle droids closing in: 2d6 bludgeoning on a hit, and the survivors are scattered long enough for the party to break for the lift. A round later, facing a sealed blast door, she spends +1 Force Point to add her Wisdom to the Use the Force check and wrenches it open by hand. One power, two very different problems.
In the Lore
Telekinesis is the most iconic Force ability in Star Wars. Luke calls his lightsaber to his hand in the wampa's cave; Vader hurls consoles and debris at him over the second Death Star; Yoda raises a whole X-wing from the swamps of Dagobah with a serene "Size matters not." Kylo Ren freezes a blaster bolt in mid-air and holds Poe Dameron pinned beside it. The Legends sourcebooks once catalogued these as separate powers — Move Object, Force Throw, Force Whirlwind — but they were always the same discipline: the will reaching out to move what the hand cannot.