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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Spells / Telekinesis

Telekinesis

Spells · Transmutation

Complexity 3
Strain 5
Casting Invocation, 2 AP
Duration 5 rounds
Save Charisma
  • Control
  • Movement

For the duration you have telekinetic control out to double your standard reach.

  • Strength: use your Intellect in place of Might for the Bulk you can lift, push, drag or hold (your Telekinesis Bulk limit is your normal limit as if Might equalled Intellect).
  • Control limit: you can control separate objects up to 1 + half your Mysticism ranks (round down), with a combined Bulk no higher than your Telekinesis limit.
  • Unwilling creatures: a creature you target makes a Charisma save opposed by your Channeling result and can't be affected by this casting on a success. If you affect it, it repeats the save at the start of each of its turns and is released on a success.
  • Actions: spend 1 AP to manipulate something you control: lift it, move it up to your standard range, push or pull it, open a door, tip a table, reposition a creature you hold (GM adjudicates). Creatures you drop take falling damage normally.
  • Tools: you can use tools and weapons telekinetically by spending their normal actions and using their normal skill; the GM may apply penalties for awkward angles or poor leverage.

Optional Modifiers

  • Focused Control (+1): Control 2 more separate objects at once.
  • Greater Reach (+1): Increase the reach one step (double standard → triple standard).
  • Power (+3): Treat your Intellect as 2 higher for the Bulk limit (4 on your critical success). Objects of 12 Bulk or more deal Heavy damage when used as weapons.
  • Mind Hulk (+4): For your Bulk limit, treat yourself as one size category larger (two on your critical success).

Critical Success

Treat your Intellect as 2 higher for your Telekinesis Bulk limit.