Telekinesis
Level 5 · Transmutation
- Concentration
- Save
- Control
Telekinesis occupies the transmutation school at level 5, available to sorcerer and wizard. Cast time: Action. Range 60 feet, components V/S, duration up to 10 minutes. Marked concentration. Effect: You gain the ability to move or manipulate creatures or objects by thought.
Stat Block
- Level
- 5
- School
- Transmutation
- Casting Time
- Action
- Range / Area
- 60 feet
- Components
- V, S
- Duration
- up to 10 minutes
- Ritual
- No
- Concentration
- Yes
- Classes
- Sorcerer, Wizard
- Material
- —
Description
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.
You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range. If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Transmutation is the school that breaks parts of D&D's combat math on purpose. The system trusts that a Transmuter understands what they have done to a creature when they Polymorph it. The school tag on Telekinesis is earned by the spell rewrites a property of a body, an object, or terrain. Mid-tier casters can usually cast Telekinesis once or twice per long rest.
Class Fit
- Sorcerer: At tier 1 a Sorcerer's known-spell budget is brutal. Telekinesis earns its slot only if the build cannot win the next ten sessions without it. As a concentration spell, Telekinesis occupies the caster's single concentration slot.
- Wizard: Tier 3 and tier 4 Wizards add 5th-9th level spells to the book — Telekinesis interacts with those upper-tier picks as part of a full prep loadout. Concentration on Telekinesis forces the caster to choose between this spell and the next big concentration play.
Related Spells
Frequently Asked Questions about Telekinesis
- What level spell is Telekinesis?
- The spell Telekinesis is a level 5 spell in the Transmutation school. Sorcerer, Wizard all have access to it.
- What is the range of Telekinesis?
- Telekinesis has a range of 60 feet from the caster.
- Is Telekinesis a concentration spell?
- Yes — Telekinesis requires concentration, lasting up to 10 minutes. Casting another concentration spell ends this one; damage taken triggers a Constitution save (DC 10 or half the damage, whichever is higher) to maintain it.
- What components and casting time does Telekinesis need?
- To cast Telekinesis: the cast needs V, S with a standard Action.