Telekinetic Manipulation Spells Information

Telekinetic Manipulation Spells


This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a certain amount of flexibility, allowing solid objects such as statues to move as if they had joints. The caster can only move the whole object, not just one part of it, such as computer keys or vehicle weapons. Maximum movement rate is a number of meters per turn equal to the Magic x successes (up to a maximum equal to the spell’s Force). The gamemaster may reduce this rate at his discretion. Use the caster’s successes for Strength or Quickness if necessary.

Bind and Net

The target of the Bind spell is constricted by invisible bands of magical energy, which wrap around the target and impede the movement of his limbs. The target’s Quickness is used as the caster’s target numbe, and for the target’s Spell Resistance Test. Combat Pool dice may not be used. Targets bound in this manner cannot move normally; they may attempt to crawl, hop or dodge, but reduce their Quickness by the caster’s successes (to a maximum equal to Force) for purposes of determining movement rate or Combat Pool.

The target can attempt to break the bands by making a Strength (Force) Test. The target must achieve more successes than the caster achieved in the Sorcery Test to break free.

Both spells may be used against inanimate objects such as sentry guns or drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion.


The Catfall spell slows a subject’s fall and ensures that the subject always lands upright. Multiply the successes by the spell’s Force to determine the maximum distance in meters the subject may fall without danger of injury. If the subject falls a greater distance, subtract the maximum distance of the spell before calculating damage.


Clout creates a bolt of invisible psychokinetic force that does stun damage. It is targeted as a normal Ranged Attack, using the Sorcery Test in place of the Combat Skill Test. Impact armor protects against the damage.


The Deflect spell protects the subject by turning aside ranged combat attacks. Every 2 successes give the subject an additional Combat Pool die, up to a maximum number of bonus dice equal to the spell’s Force. These dice can be used only for Dodge and Damage Resistance Tests against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).


This spell psychokinetically hurls a single object of no more than (Magic Attribute) kilograms at a designated target with a Strength equal to the spell’s Force. The caster must touch the item to be thrown. Treat the Sorcery Test as a normal Ranged Combat Test for the purposes of the item hitting the target. Throwing weapons propelled by this spell use their normal range based on the spell’s effective Strength.

Gecko Crawl

The Gecko Crawl spell allows the subject to walk along vertical or overhead surfaces at a movement rate equal to Magic x successes (maximum equal to Force) in meters per turn. The subject is still affected by gravity and will fall if separated from the surface. The gamemaster may require Climbing Tests in order for the subject to climb especially slick surfaces.


Levitate allows the caster to telekinetically lift an object and move it around. The subject of the spell can be moved anywhere in the caster’s line of sight at a rate of speed equal to the caster’s Magic Attribute multiplied by the number of successes (up to a maximum equal to the spell’s Force) from the Sorcery Test in meters per turn.

The target number of the Sorcery Test is increased by +1 for every full 100 kilograms of mass of the object. Objects flung into other things are considered to hit with a Damage Code of (Movement Rate ÷ 10)M Stun. Especially sharp or dangerous objects may do physical damage at the gamemaster’s discretion.

If the caster is attempting to levitate an item held by a living being, the holder can make a Strength Test to resist the spell. The caster must have at least 1 net success to levitate the item away. If the caster is attempting to levitate a living being, the target may resist the spell using Strength or Willpower (whichever is higher). You can use this spell to levitate yourself, if desired.


This spell telekinetically holds any door, portal, closure, or other similar object closed with a Strength equal to the successes (up to twice the spell’s Force).

Magic Fingers

Magic Fingers creates a psychokinetic effect like “invisible hands” that can hold or manipulate items. The successes on the Sorcery Test become the spell’s effective Strength and Quickness, up to the Force of the spell. The caster can use skills remotely with Magic Fingers, but all target numbers receive a +2 modifier due to problems of fine control. Even simple actions like picking up a coin may require a Quickness Test, at the gamemaster’s discretion.

The caster can fight, pick a lock, or take any other action he desires using the magic fingers as if they were real hands. The spell can reach any point the caster can see, and Clairvoyance or remote-viewing technology can be used to get a close-up of the scene as long as it is within the caster’s normal line of sight. This spell comes in very handy for disarming bombs and handling other hazardous work from a safe distance.

Mana Bind and Mana Net

These mana versions of the Bind and Net spells only work against living or magical targets.


Poltergeist picks up all small objects within the spell’s area, up to a kilogram in mass, and whirls them around in random
patterns. This imposes a +2 Visibility Modifier on the area. The spell does a base Light Stun damage as well, whacking targets with flying debris. Targets within the area use their Quickness, not Body, for their Damage Resistance Test each turn, with a target number equal to the Force of the spell. Impact Armor protects against the damage. Poltergeist may do physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example).


This spell captures the energy of a melee attack (against the caster or anyone within line of sight) and redirects it as telekinetic force toward another target as a ranged combat attack. The caster of the spell must have delayed his action and must cast Redirect after the melee attack succeeds but before the target resists the damage. If the spell-casting successes do not exceed the melee attack successes, the attack hits as normal. (If the caster was being attacked, he may only resist with Body, not Combat Pool.) If the caster achieves more successes, the attack inertia is instantly redirected toward any target within line of sight. At least one net spellcasting success is necessary to succeed in the ranged attack. Extra successes (up to the spell’s Force) improve the attack per the standard rules. The redirected attack has a base damage equal to the melee attack’s damage. The target of the redirected attack may dodge and resist as normal. The Power of the redirected attack cannot exceed the spell’s Force.

Shape Earth

This spell moves and shapes a number of cubic meters of earth equal to the caster’s Magic. The material can be moved and reshaped in any way the caster desires, at a Movement Rate equal to 1 meter per success (up to a maximum equal to the spell’s Force) per Combat Turn. This allows the caster to rapidly dig or fill in holes or tunnels, dig trenches, or push over earthen barricades. The spell only works on soil and rock, not processed mineral materials such as glass, metal, or concrete, and the spell’s Force must at least equal the Barrier Rating of the material affected (1 for loose soil, 2 for packed earth, 4 for gravel or loose rock and 6 or more for stone). Material reshaped by the caster remains in its current form when the spell ends. If that form cannot be supported by the material, it will collapse.

Shape Water

This spell works in the same manner as Shape Earth, but it affects water

Use (Skill)

Use Skill is a limited form of the Magic Fingers spell , allowing the caster to use a single skill telekinetically. The successes determine the maximum rating at which the skill may be used (up to Force). The caster must know the skill. Separate spells exist for each skill. The gamemaster determines which skills may be used in this manner. Typical examples include Use Unarmed Combat, Use Electronics, Use Demolitions and so on. Only skills that require a physical action can be used with this spell.

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