Mind · utility / offensive

Telekinesis

Telekinesis allows one item to be moved within limited range and weight. It offers room for inventive interaction with the surroundings: moving something can matter as much as a direct attack. However, the caster must concentrate and cannot simultaneously control an unlimited number of items or turn creatures themselves into helpless objects.

Before casting, choose a specific item and a purpose. If the caster throws it at a creature, one prescribed magical attack is made and the spell ends. A single use does not allow repeated throws every round. Practical movement and attacking therefore represent different choices worth considering according to the situation.

Exact effect: Moves an item in any direction. If it is thrown at a creature, make one MATK attack with a +1 bonus; Telekinesis then ends. Bonus: +1 to MATK when attacking. Target: an item up to 10 kg within 10 m. Duration: concentration, at most 3 rounds. Restrictions: at most 1 item; an attack ends the spell. Using it requires at least Intelligence 7, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Telekinesis
Spell illustration • MindTelekinesis
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Mind
Type
utility / offensive
Min. Intelligence
7
Min. Level
—
Bonus
+1 to MATK when attacking
Target
an item up to 10 kg within 10 m
Duration
concentration, at most 3 rounds
Restrictions
at most 1 item; an attack ends the spell
Exact effect
Moves an item in any direction. If it is thrown at a creature, make one MATK attack with a +1 bonus; Telekinesis then ends.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.