The striking edge of a telekinetic sword works over a distance. That is, you swing your sword here and something over there gets cut. When activated, the live edge of a telekinetic sword shimmers slightly, as if it were coated in psychedelic foil, though this does not produce any light. Radiant arcs accompany the delivery of the telekinetic strike at the point of the target, along with noises somewhat like a buzzing whip-crack. Effective range at full power is equal to the wielder’s HD x 10 feet. Range at reduced power (half damage) is HD x 20 feet. So, a 4 HD character attacking with a telekinetic sword can hit targets up to 40 feet away for full damage, or 80 feet away for half damage.
Telekinetic swords are disorienting to use, as they don’t react to the wielder kinesthetically as is commonly expected. Becoming accustomed to the quirks of a given sword requires at least a week for familiarization (roll two dice and take the lowest result for attack rolls prior to the completion of this period; familiarization is assumed during downtime, so telekinetic swords can generally be used “next session”). The physical edge of a telekinetic sword is not actually sharp, and only does 1d3 damage if used unactivated as a mundane melee weapon (though they may be used as melee weapons when activated). Telekinetic swords are psychically resonant when active and their use can be sensed by any psychic creatures nearby. Further, as psychic antennas, they may also amplify certain psychic effects, which could be either positive or negative for the wielder depending on the situation.