Telekinesis

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Crashtestdummy.svg This rule simply needs to be tested. It may be almost perfect, or it may need a bit of work. We think it's pretty good, but it hasn't been really tested. Leave any feedback on the Talk page, please!
This spell has a mutative essence
This is a water spell
This is a air spell
This is a dark spell
This is a metal spell
This is a earth spell
Rarity 2
AP 4
Target Creature/Object
Distance Medium
Lasts 1 round per rank
SaveResilience

The mage can interact with creatures and objects from a distance. For the duration of this spell, the mage has an unbreakable hold on the target, and can move it, as though they were pulling, pushing, or lifting it themselves. A creature under the effects of this spell gains the immobilized condition. The mage can interact with and move any target within the spell's range. The mage can only move the target as fast as their own speed. The mage must keep the spell active by keeping one hand empty for its duration.

A mage can cast this spell using any of the listed elements, but must buy magic element ranks in each. Air mages can use this spell on any target that remains surrounded by air; great for lifting anything to the sky. Water mages can use this spell on any target that remains surrounded by water; great for pulling stuff from the deep. Dark mages can use this spell on any target that remains surrounded by pitch darkness; great for making things go bump in the night. Metal mages can use this spell on any target that is made of or covered in metal. Earth mages can use this spell on any target that is made of or covered in an earth-like material (e.g. brick, glass, ceramic, crystalline).

Intensity Effects

The Size of the creature or object shoved around by Telekinesis depends on the Intensity.

  1. A creature or object of Size −2 and below
  2. A creature or object of Size 0 and below
  3. A creature or object of Size 2 and below
  4. A creature or object of Size 4 and below
  5. A creature or object of Size 6 and below