Take Mindbender as soon as you can, and MotUH to 3rd as soon as possible. MotUH 4th is whenever. Mindbender notably gives us telepathy.
The 3rd level spell secret is annoying because there's virtually nothing useful to take at that level. I also toyed with enhancing mage hand or open/close. All the other spell secrets come when you can cast TK, so what else are you going to boost?
Wu Jen has a couple of advantages over wizard: (1) Spell Secret - for when you really want to tweak one spell. Note that every time she casts TK it is silent, stilled, and extended at no spell level modifier. (2) Better low level spells for this concept. Eg, magnetism (looks like TK for metal objects) and dancing blade are great TK like spells. I'll note that both of these are element metal (hence the specialty).
Thematic Spells of Note: 0: Mage Hand, Open/Close 1: Animate Water, Animate Wood (sort of TK-like?), Accuracy, Animate Rope, Charm Person, Comp Lang, Shield, Unseen Servant 2: Protection from Arrows, Warp Wood, Detect Thoughts, Hold Person, Knock 3: Terra Cotta Warrior (?), Magnetism, GMW (see tactics), Magic Circle C/E, suggestion 4: Dancing Blade, Charm Monster, Confusion, L Globe of Inv, Good Hope, 5: Terra Cotta Lion (?), Dominate Person, Hold Monster, Servant Horde, TK!!, Wall of Force 6: Move Earth, Repel Wood, GoI, Repulsion, Mass Suggestion 7: Theres nothing 'good' (for this concept) in this level - guess that means metamagic bait 8: Repel Metal or Stone, Mind Blank, PW:Stun (with a little interpretation), , Antipathy/Sympathy 9: (in epic) Dominate Monster
Tactics: Get as many objects attacking as you can. Note that chain TK lets you animate 21 weapons (at 20th), and make full attacks with all of them using MotUH3's feature. Blade Dance will put more swords in the air. The animate object type spells add more items to the fray. Oh, and GMW is to be used with reach spell of course, so you can chain reach GMW to make all 21 TK'ed weapons +4. Because its fun. Keen might see use for similar reasons =). Oh, and use magnetism to steal your opponents weapons, then TK or blade dance them for even more floating sharp pointedness. Mind-affecting spells make good follow-ups, as well as solutions to small encounters - though i mostly included them above for completeness - Jean Grey may be capable of such things, but she rarely ever uses her telepathy to do them.
In epic, you want to pick up repeat spell and MotUH5 so you can repeat TK to toss someone up in the air 2 rounds in a row. Eventually, Chain Repeated TK lets you toss 1+CL targets into the air 2 rounds in a row, which is too silly to pass up. (Ok, this is also accomplishable with metamagic rods - but i think we can agree those are broken).
That looks pretty slick. My Completes are out on loan, though, so I can't confirm mechanics.
Might want to look at Finding the Center and Aiming at the Target. These spells should really speed up your telekinesis, as once you use them you're effectively concentrating for free, if I recall correctly. I'm going by the OA names; I can't recall if these were renamed (I know they were reprinted).
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.
[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling) [TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme) [AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class) [RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme) [AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility) [TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC) [TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods) [TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability) [AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme) [AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage) [TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme) [AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme). [TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme) [RT] Face First: We should talk. (Psionic, social, mind-control, info-management) [SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum) [RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt) [AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder) [RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard) [RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster) [RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout) [AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum) [AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme) [DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x) [AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB)) [RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive) [AR] Uberflank: I got your back. (Melee, support, stunt, teamwork) [TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support) [DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility) [AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt) [RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical) [RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical) [TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist) [RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme) [AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity) [TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)
if you can push in (with flaws i think) spell mastery and signature spell you can then spontanusly cast TK for some more fun this way you could load up on more utility spells around it
other then that this looks great build
ass purely optimiseble point of view you should change the race to brave heart halfling so youll enjoy the benafits of the small size (as a mage its good)
Sounds great! I think good feat choices would be Guardian Spirit, Improved Initiative, Danger Sense, Insightful Reflexes, Extraordinary Concentration and Quick Reconnoiter. We all know how important Initiative is at high levels (especially in epic situations). Is there anything to get Int to Initiative?
ExaltedAbuse]Is it possible to make TK an "at-will" ability? That would own in this build. :P
Innate Spell, at epic levels. TK (5) + Chain Spell (3) + Innate Spell (8) = permanently burn a level 16 slot. With Improved Metamagic (x3) you could also make it quickened burning a level 1 wrote:
Is it possible to make TK an "at-will" ability? That would own in this build. :P[/quote] Innate Spell, at epic levels. TK (5) + Chain Spell (3) + Innate Spell (8) = permanently burn a level 16 slot. With Improved Metamagic (x3) you could also make it quickened burning a level 15 slot.