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.
- Requirements:Min. INT 7 · Min. Level —
- Rules:Exact spell parameters

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.
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.