Ooh how do you rule telekinesis? I haven't actually had anyone use it in my campaigns yet and now I'm curious
I guess what I would describe as the difference is that I don’t call for as many checks as Matt has been recently when it’s used. It feels like Caleb has to roll a check to use it most times he tries, whereas normally I just look at the parameters of the amount of weight it can move and extrapolate its strength from that. It’s not as firm a mechanic as, say, “Bigby’s Hand,” which has a +8 to strength. (edit: And I will note that that +8 is a higher modifier than any character would be able to add on a casting skill check for “Telekinesis,” which tops out at +5, even though they’re both 5th level spells).
So there’s more DM interpretative wiggle room with “Telekinesis.” I would say that I tend to be pretty broad in my understanding of what it can accomplish, and go easy on allowing uses of it that I find particularly creative. Especially because it’s a 5th level spell, so I tend to want to allow it to do more than just “pick up object and move it.”
It could be that I’m missing a rule somewhere, I’m not sure. Or that Matt and I actually don’t diverge that much but Liam has just tried to use it in unexpectedly difficult ways recently and so that’s all we’ve been seeing, rather than his standard approach to it.













