Enchantment nature: Telekinesis
Magical skill used: Air, Projection, Water; Projection magic is best.
Characteristic used: WP
Description: A telekinesis enchantment is one that allows the caster to grab hold of and move objects at a distance from his/her own body.
Power: The power of a telekinesis enchantment determines how much weight the caster can lift (i.e. the effective ST of his/her telekinetic enchantment), as follows:
|Power||Weight that can be lifted||Effective ST score|
The minimum Power of a telekinesis enchantment is 1.
Finesse: There are two elements to the finesse of a telekinesis enchantment. Firstly, how much fine control the caster has over objects (i.e. the effective CO of his/her telekinetic enchantment). Secondly, how many separate items can be picked up and manipulated at once.
|Finesse||Degree of fine control||Effective CO score|
|0||No fine control - crude pushing or grabbing objects only||-6|
|5||Good fine control and manipulation of objects||+4|
|Finesse||Number of objects manipulated|
|+0||Single object up to weight allowed by Power|
|+1||Two objects, whose weight totals less than that allowed by Power|
|+2||Three objects, whose weight totals less than that allowed by Power|
|+3||Five objects, whose weight totals less than that allowed by Power|
|+4||Any number of objects, provided their weight totals less than that allowed by Power|
Picking up a willing stationery target is normally automatic provided the caster can see the target. If a target is not willing to be picked up by telekinesis or is a moving target, the caster must make an attack dice roll with a basic value equal to the Finesse of the enchantment to pick up the target with the telekinesis enchantment.
Limitations: The magical skill used limits the effects of the telekinesis the caster can perform. The referee should apply discretion, but the following list may help.
|Air||Wind control. Caster controls the air to crudely push/grab items. Maximum finesse is 2. Only works on objects that are in the air.|
|Projection||Telekinesis. No restrictions. Can lift and manipulate objects using pure mental force.|
|Water||Water currents. Caster controls water currents to crudely push/grab items. Maximum finesse is 2. Only works on objects that are in the water.|
John has a Projection magic score of 6 with +1 specialism in telekinesis, and a WP of +3. He is locked in a prison cell, and the key to the prison door is hanging about three metres away. The key is heavy (weighing about 500 grammes). John wants to use his telekinetic powers to grab the key and use the key to unlock the door. He wants to achieve this without arousing the attention of the guard who is in the next room eating his supper. John, therefore, seeks to cast a Telekinesis enchantment with Power 2, Finesse 3 (Single object, normal manipulation), Range Close (i.e. 2), Concealment 6 (casting and continuous effects not obvious), Duration 1 Minute (i.e. 2), Area of effect Single target (i.e. 0), Investment 0 = Difficulty 15 in total. His basic value is 6 + 1 +3 = 10. He spends 10 minutes preparing the enchantment and uses hand gestures (but no words in case those attract attention) when casting to give a modifier of +4, giving a basic value of 14. He risks 12 points to get a dice roll of 4D+2, and rolls a 1, 3, 5 and 6 to get a dice roll result of 17, a complete success. He grabs the key telekinetically, and then moves the key across the room to the door lock and opens it. Free from his cell, all he has to do now is get past the guard.