Alloy Telekinesis (Dual Sphere)
Prerequisites: Telekinesis sphere, Nature sphere ((metal) package).
Benefit: Whenever you use the (metal) geomancing Recover Ore ability, you may use telekinesis to Bludgeon another target creature or object with the metal ore recovered in this way, all as part of the same action. If you increase the casting time by 1 step (usually from a standard to full-round action), you may utilize your caster level instead of your base attack bonus for the first attack roll, and add your casting ability modifier to damage.
Beam Propulsion (Dual Sphere)
Prerequisites: Light sphere, Telekinesis sphere.
Benefit: By amplifying and focusing the tiny pressure exerted by light with your powers of telekinesis, you can move a target with the force of light alone. When you cause a target to glow, you may increase the casting time by one step to also lift it with your telekinesis as part of the same action. If using Area Glow, you can lift multiple objects if you also possess Divided Mind. You may concentrate to maintain the bright light of this glow and your telekinesis with a single action.
Enhancing Telekinesis (Dual Sphere)
Prerequisites: Enhancement sphere, Telekinesis sphere.
Benefit: When you lift an object with your telekinesis, as part of the same action you may enhance it with one enhancement you possess. You may concentrate on lifting and enhancing the item with a single action. Only a single object can benefit from this combination, even if you can enhance or lift more than one at a time.
Extradimensional Assembly
Prerequisites: Telekinesis sphere (Whirlwind Assembly), Warp sphere (Extradimensional Storage (space)).
Benefit: When you use your Whirlwind Assembly talent you may access and swap items in and out of your extradimensional storage freely, without the need to use a second action or spend a spell point.
Floating Panoply
Prerequisites: Enhancement sphere (Mass Enhancement), Telekinesis sphere (Divided Mind), Enhancing Telekinesis, caster level 7th.
Benefit: When you use the Enhancing Telekinesis feat, you may spend a spell point to enhance every item you lift with Divided Mind, following the restrictions of Mass Enhancement.
Forceful Creation (Dual Sphere)
Prerequisites: Creation sphere, Telekinesis sphere.
Benefit: When you create an object, you may initiate and maintain the Sustained Force or Bludgeon telekinesis abilities as part of creating the object, so long as the object is within the normal limitations of those abilities. Additionally, if you spend a spell point to maintain the object without concentration, you may choose to maintain a Sustained Force on the object for the same duration without spending an additional spell point.
Forceful Hand (Dual Sphere)
Prerequisites: Protection sphere, Telekinesis sphere.
Benefit: You gain a (succor) talent that lets you sacrifice an aegis to use a telekinetic effect to defend the creature that bore the aegis. You may make a telekinetic Catch on an attack made on the creature, or, if you possess the Telekinetic Push talent, you may perform a push on an enemy that is adjacent to the creature.
Kinetic Creation (Dual Sphere)
Prerequisites: Creation sphere, Telekinesis sphere, caster level 7th.
Benefit: You can create items out of telekinetic force instead of matter. Objects made this way cannot incorporate any other materials and must be simple in construction, lacking intricate details or complex moving parts. This ‘material’ has hardness 10 and 3 hit points per inch, has no weight and cannot be moved, save by you through telekinesis. At the end of each round its hit points are fully replenished. Unlike other created objects, objects of telekinetic force are magical and can be dispelled, which also destroys them.
Special: Telekinetic force made with the Create Materials advanced talent reforms itself over the course of an hour if destroyed, but not if dispelled.
Mind Against Body
Prerequisites: Telekinesis sphere (Telekinetic Maneuver).
Benefit: Rather than using your body to fight off more capable opponents, you employ your mind, fighting back with your full telekinetic power. You may substitute 10 + your Telekinesis sphere caster level + your casting ability modifier for your CMD when you are defending against a combat maneuver.
Piecemeal Animation (Dual Sphere)
Prerequisites: Death sphere, Telekinesis sphere (Divided Mind).
Benefit: When you reanimate a dead body, it does not need to be intact. So long as at least half the body remains you can animate it as if it was intact, stitching its broken form together with telekinetic forces that keep it upright and stable. You may even work with worse material than this, merging smaller pieces of different bodies and animating them as single whole so long as you have enough material and all pieces come from the same kind of creature.
Poltergeist’s Malice (Dual Sphere)
Every mistake your foes make brings them closer to your service.
Prerequisites: Death sphere (Poltergeist (ghost strike)), Telekinesis sphere (Telekinetic Maneuver).
Benefit: You gain a bonus on CMB checks equal to your Poltergeist penalty when making Telekinetic Maneuver attempts against creatures suffering from your Poltergeist effect.
Propulsive Creation (Dual Sphere)
Source: Spheres Apocrypha: Battlefield Manipulation Talents
Prerequisites: Creation sphere, Telekinesis sphere (Gravity Ward/Well).
Benefit: You may spend a spell point to cause an object, gas, or liquid you alter or create to either possess a powerful attractive force or to violently repel nearby objects. This acts as a gravity ward or gravity well centered on the altered or created entity. The gravity ward or gravity well lasts only as long as you concentrate unless you spend an additional spell point to maintain it (in which case it lasts as long as a normal gravity ward/well created by you would).
Push/Pull Mastery (Drawback)
Prerequisites: Telekinesis sphere (Directional Control drawback).
You may use telekinesis to move objects both directly towards you and directly away from you. If you push or pull an object that does not move (for example, a building or the ground/ an object pushed into the ground) you may instead apply the movement to yourself, using the stalled momentum of your telekinesis to push or pull yourself in the opposite direction. This means that, as a standard action, you can move yourself at a speed equal to double your telekinesis speed but only towards or away from a stationary object that you can affect with telekinesis (if you end in the air, you do not fall until the end of your next turn). You may grant yourself this ability as a sustained force, gaining a fly speed equal to twice your telekinesis speed, but may only move in a single direction per move action that is toward or away from an appropriate object for telekinesis.
Skillful Force
Prerequisites: Telekinesis sphere (Finesse, Steal, or Telekinetic Tools).
Benefit: When using your telekinesis to perform skill checks as described in Finesse or Steal, you do not suffer the normal -5 skill check penalty. When using Telekinetic Tools, your mimicked tools are effectively masterwork and grant a +2 circumstance bonus on related checks.
Tactile Illusion (Dual Sphere)
Prerequisites: Illusion sphere (Illusionary Touch (sensory, touch) x2), Telekinesis sphere (Finesse).
Benefit: By weaving your illusions together with a hint of telekinetic force you can allow them to exert force more appropriate to their apparent nature. Your illusions can support weight or block movement of creatures or objects so long as all pressure and weight on it falls within the size limit of your telekinesis. However, anyone who disbelieves the illusion may choose to ignore the telekinetic effect, moving through the illusion as normal, as well as allowing them to throw or move items through it.
In addition, you may deal lethal damage with your illusions instead of nonlethal damage.
Archived: Ultimate version (before Polished)