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[✗] [Magic Lore] [Misc] Telekinesis


The King Of The Moon
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Telekinesis,

Or,

A Scoundrel's Guide to Cheating in Darts, Snooker and Archery Tournaments
Wheel of Fortune - Crime, Cutups


Origin

Spoiler

From Aspectist archers to Easterner knife jugglers, Velian pilum-throwers to the cannon-blasting buccaneers of Freeport, across countless trades and sports from entertainment to war, there have always arisen virtuosos - masters in the arts of accuracy. They were all cheating, of course... But that’s not important.


Since the Arcasian Voidal Event wherein a great many wizards lost their once potent powers in the manipulation of force there has persisted another kind of Telekinetic. Oft whimsical and curious, these knife-jugglers and rangers of every variety, have developed a complex understanding of motion and the Resonant Anomaly through a combination of study, skill and a reckless affinity for tricking their competition. 

 

Thanks to a tradition of backstabbing and tomfoolery, the exact progenitor of this new art remains unknown due to an endless line of cheats, big-game-poachers and tournament-tricksters claiming to have invented it themselves, with outlandish tales ranging from unfortunate encounters with apple trees to feats of extreme halfling juggling.

 

Explanation

Spoiler

The Resonant Anomaly


Unlike the voidal practices of yore, the modern Telekinetic relies upon the Resonant Anomaly (the very same more efficiently wielded by Oscillit) native to the material plane so as to tamper with transient, pre-existing forces within the veil. This greatly limits their spellcasting, leaving them subject to the three metaphysical laws of motion. 

 

Entropic Manipulation


As a result, Telekinesis is not an art nearly as potent as that of the great wizards ages past; Telekinetics can no longer lift, launch, crush and bend objects in herculean displays of arcane. Without the Void to fuel their spells, today’s Telekinetics don’t have nearly enough raw energy to carry out the feats of yore. They instead rely on manipulating the transient kinetic fields of objects via resonance, obeying the law of ‘Entropic Manipulation’. 

 

This law dictates that all Telekinetic casting is met with inertia that - unlike the old voidal telekinetic methods - cannot be overcome with the creation of new force not pre-existing on an object or entity. For instance, a Telekinetic could not fire an arrow that was unmoving prior. With a bow, however, a Telekinetic could create enough force on the arrow to tamper with it further once fired, for instance pulling momentum away from it to slow the projectile down or changing the source point of its momentum to alter the projectile’s trajectory. 

 

This energy lost is always sapped by the overarching resonant forces of the physical plane, which is why all objects without the application of resonance (in the form of alchemic or blood magic manifestations of the material alphabet, voidal augmentation, aengudaemonic meddling, simple mana or other exceptional wills) are attracted to the ground above all else. 

 

Kinetic Fields


Casting in this specialised manner relies upon the second metaphysical law: Kinetic Fields. All objects and entities in motion are subject to some form of kinetic field, as a result of the Resonant Anomaly (and in turn stationary objects lack them, and can scarcely be manipulated without extending one’s own kinetic field, where a Telekinetic can transmit their usual bodily forces over a short distance). This is perhaps most famously known in relation to the Oscillit, who first discovered how to manipulate their own fields and became capable of transcending past the usual limits of physics upon their bodies via the art of Kani. 

 

Telekinetics without Oscillit training are far less specialised in manipulating their own field,  though through immense study and concentration they have rather discovered how to at the very least extend their own whilst also warping the kinetic fields of other objects or entities by pulling or pushing resonant force into the vicinity of objects already packed with kinetic energy. 

 

The stability of kinetic fields are jeopardised by the disruption of resonance. It is for this reason modern Telekinetics cannot manipulate objects under the influence of Kani’s aggressive resonant abilities, whilst they are for the most part incapable of extending their own kinetic field past their bodies whilst in the volatile throes of combat, by which extent even expert Telekinetics can only do so in the form of a clumsy ‘push’. 

 

It is also the intermingling of a Telekinetic’s resonance in the ‘activation’ of a kinetic field that causes them to become visible during spellcasting.

 

Paths of Least Resistance


The final law of Telekinesis comes as a result of this inconsistency between kinetic fields. Objects that have had their motion augmented by Telekinesis will almost always obey the path of least resistance without immense force output by an external force. This chiefly means objects will seldom collide with one-another, unless absolutely forced to by a non-telekinetic influence (such as projectiles fired from a bow) or the explosive releases of force found in examples like the Summon Self and Kinetic Blast spells. 

 

Instead of constantly bumping into walls, people, and each other, the majority of kinetic fields will roll over or bounce apart from one another, lest they be subject to the bursting of their field losing the resonance that kept it from falling to the ground. This is best demonstrated in the Orbit spell, wherein objects balanced on the edge of a Telekinetic’s own kinetic field will refrain from shielding the Telekinetic from oncoming forces or striking into the Telekinetic’s surroundings at all costs, as well as the Summon Object spell wherein objects pulled into a Telekinetic’s extended field will always correct their path to avoid collision with other objects or entities, unless said external meddlers intentionally try to catch or block it.

 

Abilities

Spoiler

Telekinesis (Non Combat)


The mage outstretches their hand towards a surface, inciting resonance to cause an unseen replica of its kinetic force to be evoked at the target whilst the weight and texture of the surface pushes back in turn and is felt by the Telekinetic’s own hand. 

 

This allows the telekinetic to manipulate surfaces up to with the same levels of strength and dexterity as if it were in their physical hand. Strangely, this telekinetic force is also restricted by the range of motion of the Telekinetic’s hand, meaning they need to be alternated (with new kinetic ‘hands’ created and dismissed) to move an object past an arm’s reach. This has brought about a trick made famous by various magely mimes, who are known to pretend to be tugging an invisible length of rope when pulling distant objects towards themselves. 

 

-Cannot be performed on non-solid objects or during combat (though can be used outside of combat scenarios to indirectly inflict injuries that would be constituted as a ‘minor nuisance’, such as giving someone a papercut or placing an object in someone’s path to trip them up. Contact the ST in any scenario where there is uncertainty regarding this that cannot be agreed upon between the players involved).
-Requires two emotes: the Telekinetic’s focus followed by the movement of their hand. The exertion of this spell is felt as the physical exertion placed on their hands and arms whilst casting it, which will tire the same as if they were performing the telekinetic actions in person.
-Surfaces manipulated by the force of telekinesis must be partially visible to the Telekinetic - such as the outline of an object under fabric or in low light levels - and cannot be more than 10 blocks away horizontally or 15 blocks away vertically. Furthemore telekinesis cannot be cast through objects a telekinetic could not physically move their hand, such as a closed window, a buttoned pocket or the bars of a cell.
-The Telekinetic must move their physical hand in accordance with the desired telekinesis. For example a hand grabbing the top of an object to lift it up must be grabbing downwards before being in some way raised. This can be done with some subtlety.
-Cannot exceed the strength, speed or dexterity capabilities of their actual physical hand, meaning objects lifted are capped at what the telekinetic themself could reasonably lift
-The Telekinetic’s hand will feel the same sensations as if it were interacting with the surface their telekinesis is being performed on, with the exception of heat. This means telekinetics will feel their fingers ache from writing, their wrists spasm from repetitive motion and their arms tire from lifting objects. Interestingly because of this, whilst interacting with sharp objects far out of their physical proxemics a telekinetic could even run the risk of cutting themselves.
-Any force put on or attempted to be exerted by this telekinetic ‘hand’ that would cause damage beyond skin level cuts and bruises or attempt to surpass the lifting capabilities of their physical hand would cause it to immediately demanifest. For instance a sword swung at an object being lifted with Telekinesis would cut the telekinetic’s hand open, though would not break their hand nor sever any digits.
-Only two ‘hands’ can be used at a time, even in creatures that have more than two arms. Furthermore, only one ‘hand’ can be used up to Tier 3.
-Objects manipulated with Telekinesis can only be moved the same distance as a Telekinetic could with their physical arm; any further movement requires the spell to be recast in a new location and the object passed to the new grip, a slow and often comical process. In this regard it would be far simpler for a telekinetic to use the ‘Summon Object’ ability if they were intending to bring an out of reach object to themselves.
-Telekinesis is a Tier One spell.

 

Orbit (Combative)


A Telekinetic can briefly augment their own resonant force or that of another, temporarily linking that surface’s resonance to be more attracted to another’s than the ground’s resonance and consequently cause them to float, freely orbiting (or remaining locked in the space surrounding) the Telekinetic.

 

This allows the Telekinetic to ‘carry’ an array of objects on an orbit through the immediate space surrounding them, still being encumbered by its weight though free from the restrictions that come with having to use their hands, pockets, pouches or otherwise to bring the objects along. 

 

Furthermore, Orbit can be used for a passive bubble of ‘minor avoidance’, allowing a Telekinetic to keep shielded from rainfall, dust, sand, being muddied, being bloodied or otherwise projected from contact one might consider to be a nuisance, either having said nuisances miss around the Telekinetic in the path of least avoidance or idly orbiting around them in droplets or particles. 

 

-Cannot be performed on non-solid materials with the exception of minor avoidance.
-Minor avoidance is explicitly defined as allowing the telekinetic to avoid ‘nuisances’ headed towards them. It has no bearing on combat, and will not affect incoming strikes, splashed liquids, powders or projectiles during nor can it allow the telekinetic to orbit droplets or particles significant enough to hide or obscure themselves within. Minor avoidance immediately reaches its limit and collapses in when droplets or particles sufficient to ‘submerge’ any part of the telekinetic are orbited, meaning a telekinetic could not for instance stick their head underwater and keep it dry. 
-Requires two emotes per object: the Telekinetic’s focus connection followed by physically touching the object to ‘place’ it in orbit. An additional emote of touching the person is required when objects are placed in someone else’s orbit. The exertion of this spell is felt as the physical exertion placed on their hands and arms whilst casting it, which will tire the same as if they were performing the telekinetic actions in person. 
-Objects in orbit cannot collectively weigh more than 25kg and cannot travel more than 3x3x3 . The weight of objects placed in an individual’s orbit will be felt by them, as if they were carrying the objects normally. 
-Objects will orbit the Telekinetic of their own accord indefinitely, passively feeding off of their resonance alone following the spellcast. When placed in the orbit of another, however, they will only last for 10 emotes before the spell must be cast again. 
-An object can be pulled from a person’s orbit is also cancelled whenever it is exposed to another person’s resonance in them trying to pull it away, only requiring double the force necessary to lift the object normally. Furthermore, inciting resonance on the objects or the person the objects are orbiting via Kani will instantly cause them to fall to the floor.
-Objects in this spell’s telekinetic grasp will always move in a path of least resistance, shifting out of the way of incoming projectiles, walls and people. In this regard Orbited objects cannot be used to shield people from incoming attacks or moved around to strike nearby individuals and will actively shift out of the way when attempted to be used as such.
-Attempting to apply Orbit on the resonance of a surface too heavy for the Telekinetic in question to lift will cause the spell to backfire, sticking the Telekinetic to it as if it were the ground for three emotes. This cannot be used to fly or escape a fall.
-Orbit is a Tier Two spell.

 

Altered Momentum (Combative)


A Telekinetic with less preparation than Altered Trajectory can lessen the speed of a moving object by sapping it’s resonant energy; causing it to be lost entropically and in turn slowing the projectile’s momentum.

 

In theory this forced entropy can eventually be channelled to the point of stopping an object in motion, though the practical time required to do such makes it a useless tactic against any projectile in flight, as the spell is typically reserved for use in emergencies. 

 

-Objects must have been launched pre-emptively by another force for their momentum to be altered. Objects that are not in motion or are in physical contact with a person cannot be manipulated. Furthermore, Altered Momentum can only slow objects, not speed them up.
-Requires two+ emotes: the Telekinetic’s focus followed by the object in motion losing ⅓ of its movement speed which must come immediately in response to the desired object’s launch emote. If they are given the time for a third emote before the projectile collides with anything, the Telekinetic can further slow it to ½ of its initial movement speed, followed by a complete stop on not kept in motion by gravity (wherein it could only be slowed by ⅔) after a fourth emote. The exertion to felt by this spell is equal to that which would be felt if they had launched the projectile themselves (meaning a Telekinetic firing a bow then slowing the speed of their arrow will be twice as tired than if they’d fired normally).
-With lost momentum comes a proportional loss of force, damage and penetration behind projectiles that meet their mark: respectively ⅓, ½ or ⅔ of what was initially intended.
-Surfaces manipulated by the force of altered momentum must be fully visible to the Telekinetic at the time of the momentum change and cannot be more than 10 blocks away horizontally or 15 blocks away vertically. 
-The same amount of emotes or narrative time is required for slowing any object. In this regard it is no easier to slow a falling apple than a fired arrow. 
-Altered Momentum is a Tier Two spell. Only one object can be manipulated at a time up to Tier Four, where two can be manipulated. 

 

Summon Object (Combative)


Arguably the most versatile spell in their arsenal, ‘Summon Object’ allows Telekinetics to lock on and yank surfaces that they’d otherwise be able to carry with their full strength towards themselves at considerable speed.

 

Whilst it certainly has its uses in conflict, this spell is more often put to use in more peaceful scenarios as a hasty means of grabbing items they’re too lazy to fetch. 

The spell is made considerably easier in said scenarios, taking far less time and effort to perform when its resonance and that of the Telekinetic is not in flux. 

On the inverse, the presence of an Oscillit inciting aggressive resonance makes the spell far harder; nigh impossible on objects in their immediate vicinity. 

 

-Cannot be performed on non-solid materials.
-In combat this spell requires three emotes: the Telekinetic’s focus followed by their attention shifting to the object and it beginning to shudder. The (third) emote would entail the object flying towards the Telekinetic.  The exertion felt by this spell is equal to that which would be felt if they had physically gone to retrieve the object themselves. Out of combat the spell only requires two emotes: the Telekinetic’s focus, followed by the object flying into their direction.
-In the instance where objects are being pulled from another’s grip, they can attempt to yank back on the object to disrupt the spell. A roll of 10+ from the resisting party will not only cause this to fail, but also allow the individual in question to ‘steal’ the momentum meant for the object and be pulled ⅓ the distance the object was meant to travel, to close in on the Telekinetic (if the person was already in motion then this would be briefly added atop their usual movement speed). 
-Objects in this spell’s telekinetic grasp will always move in a path of least resistance, shifting out of the way of incoming projectiles, walls and people. In this regard summoned objects cannot be used to shield people from incoming attacks or moved around to strike nearby individuals and will actively shift out of the way when attempted to be used as such. That said, an individual already in an object’s path can still try to ****** it mid-flight by successfully rolling against the Telekinetic, which would disrupt the spell.
-Objects summoned will move as quickly as if they had been thrown to the Telekinetic. Thanks to the rule of least resistance, though, they would not carry momentum and cannot be used to cause damage until they are in the Telekinetic’s physical grasp.
-Objects cannot be pulled from a 3x3x3 range of Kani users that’re inciting aggressive resonance. 
-Summon Object is a Tier Two spell.


Altered Trajectory (Combative)


A Telekinetic with the right preparation can tamper with the resonant energy built upon a moving object, causing its propelling path to be shifted and in turn altering its aim from whatever force initially launched it. It is believed this spell was invented by one wily conman, who utilised his art to cheat his way through various games of darts, pool and archery contests.

 

This allows Telekinetics to manipulate any object in motion and free it from the physical grasp of another being up to a quarter turn. This could be used to veer projectiles off course or to correct their flight path as the Telekinetic sees fit. In the former example, a Telekinetic could even alter the trajectory of flung elemental evocations to make them miss their desired target. 

 

-Objects must have been launched pre-emptively by another force for their trajectory to be altered. Objects that are not in motion or are in physical contact with a person cannot be manipulated.
-Requires three+ emotes: the Telekinetic’s focus followed by their attention shifting to the object(s). The (third+) emote in which trajectory is altered following this preparation must then come immediately in response to the desired object’s launch emote. When done to alter the trajectory of their own projectiles, an extra emote must be added to the emote count of the object they are using to launch (IE 5 emotes for a crank crossbow instead of the usual 4). The exertion to felt by this spell is equal to that which would be felt if they had launched the projectile themselves (meaning a Telekinetic firing a bow then adjusting the path of their arrow will be twice as tired than if they’d fired normally).
-Surfaces manipulated by the force of altered trajectory must be fully visible to the Telekinetic at the time of the trajectory change and cannot be more than 10 blocks away horizontally or 15 blocks away vertically. 
-The trajectory of a launched object can only be altered up to 90 degrees overall. Incoming objects cannot be ‘deflected back’ in this regard. 
-Objects heavier than what the Telekinetic could reasonably lift cannot have their trajectory altered, nor can they affect more than a 3x3x3 area of a cluster of miniscule projectiles (like a handful of sand).
-Objects conjured via elemental evocations can only be defensively veered off course. Thanks to their fluctuating resonance they cannot have their trajectory altered to better their chance of hitting someone. Furthermore, Altered Trajectory will not work on projectiles conjured by other magics apart from the elemental evocations (this does not account for material objects ‘launched’ indirectly by the likes of magical explosions or other forms of kinetic manipulation).
-Altered Trajectory is a Tier Three spell. Only one projectile can be manipulated at a time up to Tier Four, where two can be manipulated then Tier Five where 3 can be manipulated. These objects will also always have their trajectory changed in the same direction unless they are flying on opposite paths (which would require the 90 degree cap to be violated).

 

Summon Self (Combative)


From hasty dashes on the battlefield to slowed descents from above, the ‘Summon Self’ spell is the practice by which Telekinetics manipulate their own momentum in one of two ways.

 

The first being the charged acceleration of one’s own momentum, to dash forth in any given horizontal direction (a perversion of ‘Summon Object’) at speeds greater than they could usually move themselves.

 

The second being the channelled deceleration of one’s own momentum against gravity, to slowfall and negate harm from high drops or reduce the impact of being shoved.

 

-Summon Self cannot be performed on objects or entities other than the Telekinetic and objects equipped by them. In this sense Summon Self could not be used by a Telekinetic on another person.
-Summon Self cannot be used to ‘dash’ upward or downward. A charged dash can only move the Telekinetic horizontally. 
-Summon Self must be channeled when used to slowfall, taking the Telekinetic’s full focus and preventing them from taking any other actions during the fall besides speech and re-orienting themselves (IE a Telekinetic could not slowfall from a roof and begin shooting people as they drift through the air).
-Channeling or charging Summon Self will cause a visible kinetic field to appear over the Telekinetic until their dash or descent is complete.
-Requires two+ emotes: the Telekinetic’s focus and the appearance of their kinetic field followed by posing as if they were about to leap in their chosen direction, before being lunged forth up to double their usual movement speed in a chosen horizontal direction OR beginning a gradual descent if channeled during a fall upon a third emote. Casting will continue during a slowfall for however many emotes it takes to hit the ground, descending at a rate of 6 blocks per emote. The exertion of this spell is felt as the physical exertion placed on their legs whilst casting it, which will tire the same as if they were performing the dash or slowfall as a literal sprint or descent of a ladder.
-Summon Self cannot be used to make movements that cannot otherwise be achieved mechanically (IE a Telekinetic could not emote ‘gliding’ with slowfall and then block glitch up to a ledge they couldn’t move to normally).
-Summon Self will only decrease gravitational momentum when slowfalling, and will not outright remove it. In this sense Summon Self cannot be used to permanently levitate nor fly. 
-Summon Self is a Tier Three spell.

 

Rapid Fire (Combative)

 

A channeled ability meant to hasten the launching of projectiles, Rapid Fire is the practice of accelerating the movement behind of a projectile's launch, so as to send them into motion equal to their usual release of force for considerably less time and effort. For instance, channeling rapid fire would allow a telekinetic to fire a bow at ⅔ the usual speed, whilst retaining the same level of accuracy and force as a regular archer. 

 

-Rapid Fire permits the launching of projectiles at speeds 1 emote faster than the standard rules for said projectile or weapon. For instance a crossbow that usually requires 4 emotes to operate could instead be operated in 3. 
-Rapid Fire can only be used on objects due to be set in motion and launched out of the Telekinetic’s physical grasp, such as the firing of a bow or the throwing of a knife. It’s effects furthermore are only applied to the launched object and that which is catapulting it (IE an arrow and bowstring) and cannot be utilised for any other form of rapid movement (such as swinging a sword faster or running a distance). 
-Channelling Rapid Fire will cause a visible kinetic field to appear over the object(s) to be launched throughout the spellcast.
-Rapid Fire is a Tier Four spell.

 

Kinetic Blast (Combative)


The most aggressive spell in a Telekinetic’s arsenal, the Kinetic Blast is a short-ranged bolt of concussive force often utilised by masterful practitioners to shatter doors and windows, as well as a last ditch attempt to keep foes at bay.

 

When at peace and without risk of disruption to their resonance the ability can be used nigh instantaneously by expert Telekinetics with a flick of the wrist against inanimate objects. The ability requires both more time and focus against creatures with active resonant fields, as the Telekinetic is challenged with overcoming the usual rule of least resistance. 

 

-Kinetic Blast has a range of five blocks, moving in a one block wide space.
-Kinetic Blast cannot have its course altered once launched.
-Kinetic Blast when successfully impacting a target can bear no more force than an Uruk’s fist.
-In combat this spell requires three emotes: the Telekinetic’s focus and the appearance of a kinetic field upon their hand or foot, followed by a drawn out pose as if about to punch or kick in their chosen direction. The third emote would entail the swinging of their hand or foot and the release of the blast towards their intended target. The exertion to felt by this spell is triple that which would be felt if they had physically swung the blow themselves. Out of combat the spell can be cast instantaneously on inanimate objects or spaces.
-In combat, resistance (akin to the non-combative ‘Telekinesis’ spell listed above) is felt against the Telekinetic’s thrown fist or foot at half the force of if they had physically punched or kicked their target with their bare hands, meaning use on sharp surfaces or repeat use on hard surfaces will result in eventual injury. Furthermore, Kinetic Blast cannot be performed in combat with hands or feet that are armoured past the hardness of leather.
-When used in attempts to break locks and windows, standard rolling rules apply; Kinetic Blast offers no advantage to the chances of breaking in or out of a building in this regard.
-Kinetic Blast is a Tier Five spell.


General Redlines

Spoiler

-There is no way to ‘launch; or ‘fire’ objects with the exception of the ‘Telekinesis’ spell, which can only be used out of combat and will only ‘throw’ objects with the same accuracy and speed as if the Telekinetic had thrown it with their own hand.
-When any spell is disrupted and needs to be re-cast, the Telekinetic must go through the full emote count minus one (assuming they’re still maintaining their focus).

-With the exception of Orbit (a passive spell) no two Telekinetic abilities can be cast at the same time. In this regard one could not fire a projectile faster using Rapid Fire whilst also firing more accurately with Altered Trajectory.
-Telekinesis cannot be used on objects already under the influence of Aggressive Resonance via Kani. Higher or Lower levels of resonance will have no impact on the speed or strain of spellcasting, though resonance pulled from their grasp will disrupt casts. This usually comes in the form of Kani’s Aggressive Resonance spells practiced within a 3x3x3 range of the Telekinetic.
-This should go without saying, but Telekinesis is incapable of performing any actions not expanded upon under the ‘Abilities’ section of this lore. 
-Telekinesis is listed as a miscellaneous magic that requires a unique MA for a character to practice and a TA after four months of practice for a character to teach. Furthermore Telekinesis consume a single magic slot.
-Spells listed to have a visible Kinetic Field (as well as a Kinetic Field optionally willed into appearance on themselves) can appear in whatever ‘aesthetic’ the Telekinetic chooses, so long as they are both translucent enough that they cannot obscure another’s vision, they appear within no more than 1 block of the Telekinetic or the object they are casting on, and are easily visible and discernible as ‘magical’ to onlookers with said field in their line of sight.
-With the exception of objects already placed by Orbit, objects and entities must be in the Telekinetic’s line of sight for spells to be cast (or released, where charged) on them.

-With the exception of the 'Summon Self' and 'Kinetic Blast' spells, no Telekinetic ability can be used on the physical form of any living, undead or constructed creature.

 

Purpose

Spoiler

The purpose of this lore is to revamp the concept of a ‘Telekinetic’ on LoTC, whilst straying far enough from its roots so as to abandon a long history of easily abusable and often game breaking combat magic in the dust and opening new aesthetic avenues for the likes of archers, javelin-tossers, knife throwers and so on, a key focus being put on allowing each user to put their own unique spin on the magic whilst still keeping them bound by the same restrictions, so that no ‘meta’ could arise from what ought to be flavourful preferences. 

 

The choice was made to overhaul not only the spells a Telekinetic can perform and the extents by which they can be used but also the origin of a Telekinetic’s ‘power’ so as to tie in the much neglected concept of Resonance - first introduced in Kani lore - as an explanation for why exactly it is Telekinetics are unable to simply ‘pick up’, ‘launch’ or ‘crush’ objects or entities as they had in the past, and are instead forced to find other means of creating force that Telekinesis can now compliment without replacing as it had in the past. 

 

The choice of expanding upon the Resonant Anomaly furthermore contributes to a new style of character that - whilst said archetypes are still compatible with this lore if someone so chooses - doesn’t HAVE to be a weak, robe wearing wizard, and can fall into a number of other aesthetics and circles of RP that this lore can add to rather than detract from. 

 

References

Kani... Just Kani, really.

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Does this mean I can force choke someone?

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3 minutes ago, SimpinForTelanir said:

Does this mean I can force choke someone?


no.
 

9 minutes ago, The King Of The Moon said:

-With the exception of the 'Summon Self' and 'Kinetic Blast' spells, no Telekinetic ability can be used on the physical form of any living, undead or constructed creature.

 

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MMMMMMMMMMMMMMOOOOOOOOOOORRRRRRRRRRRRRRRDDDDDDDDDUUUUUUUUUUUUUUUUUU



MMMMMMMMMMAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGIIIIIIIIIICCCCCCCCCCCCKKKKKKKKKKKKK

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Telekinesis | Connect Four | Know Your Meme

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Do I get me MA for it back w/ this mr. magic lore writer 

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Now someone bring back arcanism or arcane evocation / arcane shielding 

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15 minutes ago, James said:

Now someone bring back arcanism or arcane evocation / arcane shielding 


Were desperate for magic but not THAT desperate 

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My main questions are as follows;

 

1. Can it still be self-taught?

 

2. What's the tier progression?

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cant wait till i ******* kill you 

unrelated.

 

super cool lore tho keep it up mordu

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