Telekinesis
Telekinesis is the art of directly manipulating the physical world with the soul. Telekinesis is very common among self-taught mages, and prolific magic users can be seen utilizing it regularly. Like Evocation, Telekinesis is taught extensively as part of the training for battlemages due to its high utility - it allows the caster to move obstacles, hurl or disarm enemies, control the wind, and even generate protective shields.
All usage of Telekinesis is limited to a range in meters equal to double your Soulpower.
Utility
The utility of Telekinesis is self evident: it allows for the remote moving of objects. Without Drain, the extent of this force is about 20 lb/rank for a single burst, 10 lb/rank for sustained force, and 1 lb/rank for intricate control. These approximate numbers can be doubled at the cost of Drain.
Telekinesis can also generate wind. Wind capable of moving objects of non-negligible weight causes Drain.
Combat
Throw
Thrown Weapon Attack
2 AP
Hurl loose objects at an opponent. Select an object within range (approx. 5 lb/rank maximum, 3 ranks required for most two-handed weapons) and hurl it at a target within 10 meters of the object. Make a single attack roll with Soulpower/Soul Casting. Roll for damage with Soulpower/Telekinesis/Base weapon damage difficulty 5. This attack causes 1 Drain.
Shove
Soul Attack
2 AP
Directly shove an opponent. Make an attack roll with Soulpower/Soul Casting. The target may defend with Soulpower/Resolve. On a hit, roll Soulpower/Telkinesis difficulty 6 and move the opponent up to a number of spaces equal to the number rolled. You may move the target in any direction and you may rotate the target. This movement does not trigger reactive attacks. The target will stop at obstacles like walls and creatures without taking damage. This attack causes 2 Drain.
This attack can target items held by an opponent. The opponent may defend with Soulpower/Resolve, Athletics/Melee Weapons (or Ranged Weapons), or Athletics/Conditioning. The difficulty of the defender's roll is decreased by 1 if the item is held in both hands. On a hit, the item is pulled from the opponent's grip and lands in an adjacent space.
Crush
Soul Attack
3 AP
Apply force to a living target's internal organs, usually the lungs or brain. Make an attack roll with Soulpower/Soul Casting. The target may defend with Soulpower/Resolve. On a hit, the opponent takes damage equal to your Soulpower plus your Telekinesis. The opponent may roll Endurance/Resolve to reduce the damage taken by an amount equal to the amount rolled. This attack causes 5 Drain'.
Barrier
2 AP
Harden the air in an area, making an invisible shield against physical attacks. A target within range gains +1 defense until either your next turn or the target moves out of your range. If the target is struck by an attack that was opposed by the target's defense, you may reduce the damage by an amount up to your Telekinesis. This causes Drain equal to the damage prevented. Creating the barrier causes 2 Drain.