Quick Answer
Telekinesis is a 5th-level transmutation spell for Sorcerers and Wizards. For up to 10 minutes (concentration), you can use your action each round to move one creature or object you can see within 60 feet. A Huge or smaller creature moves up to 30 feet and is restrained until the end of your next turn if you win a contest: your spellcasting ability check against its Strength check. Unattended objects up to 1,000 pounds move automatically. In the 2024 rules the creature makes a Strength saving throw instead of a contest.
Overview
Telekinesis gives you 10 minutes of a strong, invisible hand. Each round you pick one target: a creature to shove around and pin, or an object to lift, carry, or snatch.
Against creatures it is single-target control. On a success you move the creature up to 30 feet in any direction, including upward, but not beyond the spell's 60-foot range. Until the end of your next turn it is restrained, and a creature lifted upward hangs in mid-air. Restrained means speed 0, advantage on attack rolls against it, disadvantage on its attacks, and disadvantage on its Dexterity saves.
The 2014 contest is the weak point. You roll a d20 plus your spellcasting modifier, with no proficiency bonus, against the creature's Strength check. Strong monsters win often. The 2024 version uses a Strength save against your spell save DC, which includes your proficiency bonus.
Stat Block
| Property | Value |
|---|
| Level | 5 |
| School | Transmutation |
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S |
| Material | None |
| Duration | Up to 10 minutes |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | Contest: spellcasting ability check vs Strength check (2014) |
| Classes | Sorcerer, Wizard |
When NOT to Use This
- •The target is Gargantuan. Only Huge or smaller creatures can be moved. A purple worm is out.
- •The target has a big Strength modifier (2014). You roll with no proficiency; a giant rolls with its full Strength.
- •You need to stop a group. It handles one creature per action.
- •You have no follow-up. Restrained lasts only until the end of your next turn. Without allies to exploit it, the grip may not be worth your action every round.
- •You are already concentrating on something stronger.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Good if the spell runs several rounds or solves an obstacle outside combat. |
| Action Economy | Weak. It takes your action every round to keep working, and the first cast already is an action. |
| Opportunity Cost | Concentration and your action each turn. Compare it with a 5th-level save-or-suck spell that lasts on its own. |
When worth the slot: Pinning a single dangerous flyer, holding an enemy away from the party, snatching a key item, or long exploration puzzles.
When NOT worth the slot: Big brutes with high Strength in 2014 play, or fights where you need area control.
Upcasting
Telekinesis has no "At Higher Levels" text in either edition. Higher slots add nothing.
Pro Tips
Tip #1: Pick weak, dangerous targets.
Why it works: Your contest roll (2014) or the target's Strength save (2024) decides everything. Spellcasters and archers often have low Strength. Lifting an enemy caster into the air and holding it there keeps it restrained and away from your allies' reach.
This avoids the mistake of: Trying to wrestle an ogre with your Intelligence.
Tip #2: Steal the item, not the creature.
Why it works: Against a creature holding something, you can pull the object away and move it 30 feet. Taking a cult leader's holy symbol or a mage's wand can matter more than moving them.
This avoids the mistake of: Ignoring the object option when the creature is too strong to move.
Tip #3: Move enemies without provoking opportunity attacks.
Why it works: Opportunity attacks trigger when a creature leaves your reach using its own movement. A creature moved by your spell doesn't provoke. The same is true for allies you move.
This avoids the mistake of: Thinking your telekinetic shove gives your fighter a free swing. It doesn't.
Tip #4: Use it as a 10-minute utility spell.
Why it works: Fine control lets you open doors, carry loot, pull a lever over a pit, or haul a treasure chest up a cliff. Unattended objects up to 1,000 pounds move automatically in 2014, with no roll.
This avoids the mistake of: Only thinking of Telekinesis as a combat spell.
Common Mistakes to Avoid
Adding your proficiency bonus to the 2014 contest
Why it's bad: It's an ability check with your spellcasting ability, not a spell attack or skill. Proficiency doesn't apply unless something else grants it.
Do this instead: Roll d20 plus your spellcasting modifier. Guidance or Enhance Ability can help.
Forgetting you need your action every round
Why it's bad: Concentration keeps the spell active, but each new effect takes your action. Without it, the target is free after the end of your next turn.
Do this instead: Plan for a few turns of Telekinesis, or don't cast it.
Assuming thrown objects deal damage
Why it's bad: The spell text gives no damage for hurling objects at creatures. Whether moving a heavy object into a creature deals damage is a DM ruling, not rules text.
Do this instead: Ask your DM before relying on it. Otherwise, use the spell for control.
Assuming a lifted creature falls in the 2014 rules
Why it's bad: The 2014 text says a lifted creature is suspended in mid-air while restrained, but doesn't say what happens when the restraint ends. Whether it falls is a DM ruling, not rules text. The 2024 text settles it: the creature falls at the end of your next turn unless you use the creature option on it again and it fails the save.
Do this instead: In 2014 games, ask your DM how they rule it before you build a plan around a drop.
Usage Tips
The examples use a 9th-level wizard with Intelligence 20: +5 on the 2014 contest, spell save DC 17 in 2024 (8 + 4 proficiency + 5 Intelligence).
- •Ogre (Strength 19, +4): 2014, you win the contest 52.5% of the time, tie 4.75% (nothing moves), and lose the rest. 2024, its Strength save fails on 12 or lower: 60%.
- •Hill giant (Strength 21, +5): 2014, you win 47.5%. 2024, it fails on 11 or lower: 55%.
- •Fire giant (Strength 25, +7, Athletics +11): 2014, you win 38% against a plain Strength check. If the DM lets it add Athletics, you win only about 23%. The spell says "Strength check," so whether Athletics applies is a DM ruling, not rules text. 2024, its Strength save (+7, not proficient) fails on 9 or lower: 45%.
- •Bandit captain (Strength 15, +2): 2014, you win about 62%. 2024, it is proficient in Strength saves (+4), so it fails on 12 or lower: 60%.
- •Lift-and-drop (2024): Lift a creature 30 feet on turn one. On turn two, use the option again; if it fails again, lift it 30 feet more, up to the edge of the 60-foot range. At the end of your next turn without another use, it falls 60 feet and takes 6d6 bludgeoning damage (average 21) and lands prone. Against the ogre, two failed saves in a row happen 0.6 × 0.6 = 36% of the time.
- •Enemies use it: The cloud giant can cast Telekinesis (3/day in 2014, 1/day in 2024 at DC 15). A party member with a +3 Strength save fails DC 15 on 11 or lower: 55%.
- •See the restrained condition, the prone condition, and the concentration rules. Browse the full spell guide index.
Rules Notes
- •Creature option: Huge or smaller. 2014 contest of your spellcasting ability check against its Strength check. On a win, move it up to 30 feet in any direction, including up, but not beyond range. Restrained until the end of your next turn.
- •On later rounds, use your action to repeat the contest and keep the grip.
- •Object option (2014): up to 1,000 pounds. Unattended objects move automatically up to 30 feet. Worn or carried objects need the contest against the holder's Strength check.
- •Switching targets ends the spell's effect on the previous one.
- •A tie in a contest leaves things as they were, so a tie means the creature doesn't move.
- •Whether you can target yourself isn't addressed by the text. That is a DM ruling, not rules text.
Synergies
- •Ranged allies: A restrained target gives every attacker advantage until the end of your next turn.
- •Fireball and other Dexterity-save spells: Restrained gives the target disadvantage on Dexterity saves.
- •Web: Pull an enemy into a web, then let it start its turn there.
Anti-Patterns
- •Rolling against a giant's Strength every round in a 2014 game.
- •Spending every action holding a target that no ally is attacking.
Tactical Modules
- •Pin the flyer: Grab a flying spellcaster, keep it restrained, and let your archers work.
- •Separate the bodyguard: Move the bodyguard 30 feet away from the person it protects.
- •Ally extraction: Pull an ally out of a monster's reach without provoking opportunity attacks. The text still calls for the contest or save, and whether a willing ally can choose to lose it is a DM ruling, not rules text.
Countermeasures
- •Threat: The target is too strong. Response: Take its weapon or focus instead. Fallback: Switch to a spell that targets a weaker save.
- •Threat: Your concentration breaks. Response: Stay out of reach. Fallback: Keep a cheaper control spell ready.
- •Threat: An enemy caster uses Telekinesis on you. Response: Break its concentration. Fallback: Guidance on a 2014 Strength check, or Bless on a 2024 Strength save.
Telekinesis in the 2024 Rules
The 2024 Player's Handbook keeps Telekinesis as a 5th-level transmutation for Sorcerers and Wizards with 60-foot range and concentration up to 10 minutes. The changes:
- •Action: After the initial casting, each use is a Magic action on your later turns.
- •Creature option: The target makes a Strength saving throw instead of a contest. On a failure, you move it up to 30 feet within range, and it has the Restrained condition until the end of your next turn.
- •Falling: A creature you lift is suspended in the air, and it falls at the end of your next turn unless you use the option on it again and it fails the save.
- •Object option: The limit is a Huge or smaller object instead of 1,000 pounds. For a worn or carried object, the creature makes a Strength saving throw instead of a contest.
The fine-control clause remains. The SRD 5.2.1 text lists manipulating a simple tool, then breaks off mid-sentence, so check the 2024 Player's Handbook for the full list of examples.
Frequently Asked Questions
What does Telekinesis do in 5e?
For up to 10 minutes, you can use your action each round to move one creature or object you can see within 60 feet. A Huge or smaller creature moves up to 30 feet and is restrained until the end of your next turn if you win the 2014 contest or it fails the 2024 Strength save.
How much weight can Telekinesis lift?
Up to 1,000 pounds in the 2014 rules. In 2024 it can move any Huge or smaller object.
Does Telekinesis use a saving throw?
In 2014, no. It uses a contest: your spellcasting ability check against the creature's Strength check. In 2024 the creature makes a Strength saving throw against your spell save DC.
Can Telekinesis drop a creature from a height?
In 2024, yes. A lifted creature falls at the end of your next turn unless you use the option on it again and it fails the save. In 2014 the text doesn't say, so it is a DM ruling, not rules text.
Does Telekinesis provoke opportunity attacks?
No. A creature moved by the spell isn't using its own movement, so it doesn't provoke.
Can you use Telekinesis on yourself to fly?
The text doesn't say whether you can target yourself. It's a DM ruling, not rules text.
Does Telekinesis deal damage?
No damage appears in the text. Falling damage after a drop in 2024 is the standard 1d6 per 10 feet. Any damage from hurling objects is a DM ruling.
Can Telekinesis take a weapon from an enemy?
Yes. For a carried object you need to win the 2014 contest, or the holder must fail a Strength save in 2024. On success you pull the object away and can move it 30 feet.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.