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Deal ranged damage with melee weapons.


Telekinesis is a late game Technick in Final Fantasy XII that allows a party member to inflict random physical damage at range with a melee weapon, useful for dealing with flying enemies, though the target does not need to be a flying type. Telekinesis's license costs 80 License Points.

In the original PlayStation 2 version using Telekinesis is the only way for melee weapon users to hit flying targets with their equipped weapon. In the Zodiac versions spears, poles, rods, and staves hit fliers.


Both the license and the Technick are obtained late. The job classes that can use Telekinesis are Knight, Black Mage, and Shikari. The license is found next to Ribbon on the Shikari's board, and the Knight and Black Mage must first obtain the Esper Ultima. Thus only one of them can use it, unless the Knight has one of the second jobs that get Battle Lore 12 (Monk or Uhlan, or Foebreaker with Adrammelech).

Telekinesis in Cerobi Steppe from FFXII The Zodiac Age.png

In the original version Telekinesis is bought from the Baknamy Merchant in the Necrohol of Nabudis after the events in the Great Crystal for 7,100 gil. In the Zodiac versions, Telekinesis is found in a treasure in Cerobi Steppe's Old Elanise Road, right in front of the player's path when they enter from Tchita Uplands. The treasure should always spawn, but some players report that it does not appear.

Vossler has Telekinesis as a guest. Larsa and Reddas have it in the original version, but they can attack flying targets normally in the Zodiac versions.


Using Telekinesis with ranged weapons will miss. With melee weapons, it has 80% accuracy in the Zodiac versions and slightly less in the original PlayStation 2 version. Telekinesis cannot deal combo hits, and has a longer Charge Time than the basic Attack command, though the Charge Time was lowered for the Zodiac versions. Damage inflicted is randomized, similar to axes and hammers. Its damage is a factor of randomness, weapon Attack and the target's level; the user's level and stats do not matter.

The formula for Telekinesis damage is:


If the Telekinesis-user has the Inquisitor license, they will gain MP when they damage the enemy. Telekinesis awakes sleeping targets.


As Telekinesis disregards the equipped weapon's damage formula, its best damage output comes from the highest-ATK weapons. Axes and hammers share Telekinesis's drawback of damage randomness, but typically have higher Attack than other weapon types. Telekinesis is non-elemental regardless of the weapon wielded, so it can attack foes with powerful elemental weapons that they would normally absorb or be immune to, such as the Excalibur. Since its damage scales with the target's level, Telekinesis offers a Gravity-like reward for use against high level creatures. Since its damage is unaffected by the user's level, it is more useful in a New Game Minus run.

In The Zodiac Age each character can unlock a second job, meaning it is likely the party has various means to attack fliers without Telekinesis. The Technick's primary purpose is thus to allow shield use, or to not have to switch out characters.

Telekinesis does not need to be used against fliers, and thus during the fight with the hidden Esper Chaos, Telekinesis can be used when the Attack command is disabled.


Psychokinesis or telekinesis is an alleged psychic ability allowing a person to influence a physical system without physical interaction. Psychokinesis and telekinesis are sometimes abbreviated as PK and TK respectively.