Telekinesis originates from a curiosity in motion and the way the phenomenon dubbed “gravity” causes various objects to behave. Over years of experimentation and voidal tappings, researchers found a way to safely manipulate the force of gravity on objects, causing them to behave in different manners. This splendorous and wonderful achievement provided mages all across the world to begin to start picking up this useful and widely used alteration magic.
Telekinesis much like the name implies, is the alteration of object kinetics through the mind. However this name is in some ways misleading. A more accurate name for this magic would be Kinetics Magic, or Motion Magic since it is not inherently through the mind that one moves these objects. Instead, telekinesis is performed through the mysteries of the void, with the guiding help of mana. The void allows the mage to manipulate the behaviour of gravity on an object, if only for a few moments, thus enabling a skilled magi to control the motion and behaviour of an object through space. Lifting and moving objects through air as they defy simple physics. This defining power is what gives the magic it’s namesake.
Telekinesis uses up  Magic Slot. It is not a feat.
Telekinesis requires a connection to the void as well as ample mana to cast.
Telekinesis of the subclass of Alteration Magics under the Voidal Magic class.
Telekinesis can be learned from those possessing a [TA].
Telekinesis users must have a valid [MA] to use the magic in-game.
The manifestation of telekinesis when using it as a magic is, like many magics relatively straightforward. Telekinetics can summon power from the void and use this creative energy to weave and manipulate the gravity upon various objects, and thus subsequently control these objects by manipulating the way it behaves on them. A mage must standardly connect to the void before casting, which is learned under the tutelage of a mentor and then focus on the object(s) being manipulated. Once this focus and connection is established, they will feel their mana and control over an object begin to arise through the manipulation of gravity, after which they may use any of the prescribed spells of Telekinesis. If the focus is interrupted in any way during a spell, the object being manipulated will fall to the ground and cease to feel the affected forces being applied through gravity.
The art of taking on Telekinesis is relatively more simple than other arcane magics. Where other magics such as Arcanism may have a student arduously learn of complex and intricate potential energies that do not even exist in the real world, telekinesis is more straightforward. A mage need only learn how to alter the gravity on an object using the void’s infiniteness, though new mages to this art must learn how to connect to the void as is standard. Those with unimpeded connections to the Void and access to mana will be able to learn this magic, with more ease than other supposedly harder magics. Telekinesis is learned under standard learning times.
Properties of Telekinesis
Objects can be manipulated within various ranges. Obviously a mage could not launch an entire city at someone, such would require a force of divine proportions, however telekinesis has some reasonable limitations that mages are able to manipulate. Like previously stated, telekinetics have the ability to manipulate the way gravity behaves on an object. This capacity to manipulate gravity provides magi with great potential and power over the behaviour of objects through space, though they may only manipulate certain factors of this behaviour.
Telekinesis is only able to manipulate inorganic solids such as rocks, and well defined objects. It cannot manipulate gases, liquids or fine particulate such as sand. This is because it would be too difficult to concentrate on these changing forms of matter. You may, however, lift a container holding a liquid or shifting solid assuming it does not exceed the mage’s lifting range.
A telekinetic is bestowed with the ability to manipulate the motion of objects using gravity, thus being able to lift these objects up and move them around as they see fit within the line of sight.
Telekinetics must consider the weight of the objects, size and number of objects they’re trying to manipulate. As they lift heavier objects, they will not be able to move them as fast. As they lift more objects, they will not be able to control them as finely.
Telekinetics can launch objects as fast moving projectiles if they are very skilled. Telekinetics however can’t suddenly stop objects flying at great speeds, only objects at low speeds (such as below the speed of a paper airplane) can be stopped altogether, as it makes it harder for the mage to focus on the moving object.
Telekinetics can move objects out of their path if they are travelling at high speeds, however they cannot by any means stop the object’s motion and launch them back where they came from.
Spells and Abilities
Telekinesis like many magics operate under spells. These spells are what telekinetics can essential do and what they essentially cannot do in a variety of different contexts. Generally speaking, when used in a utilitarian manner, telekinesis is less restricted since a mage is free to focus without distraction. While telekinesis has great utility, it is also widely applicable in combat. Using a dash of creativity, and strategic usage of their spells, a telekinetic can become a force of great strength on the battlefield.
Absolute Control [Non-Combat]
This spell allows the telekinetic to control a certain mass of objects according to their skills and move them around according to their degree of control. Control is essentially a non-combat, utilitarian way of using telekinesis. This spell is applicable to a mage simply washing dishes, cleaning the house, opening doors, or perhaps writing on paper. This spell can finely control objects, so as not as they’re being used for combat.
This spell enables the telekinetic to lift objects up with fair speeds, allowing the mage to use these lifted objects as they wish. They could possibly lift a large object and use it as a shield, or lift a number of medium sized objects and move them around to deter attackers. Mages cannot lift objects already being grasped such as swords and move objects at high velocities. Mages can move these lifted objects around with small and reasonable speed.
This spell enables the mage to exert a large gravitational force on an object, causing it to move backwards with a great deal of speed and force. This spell is best used to push back attackers wearing a large amount of armour, causing them to be sent away from the mage to provide them with time to possibly flee. They can also exert this force on a number of objects, causing rocks on the ground to move away from the mage as they cast it.
This spell enables the mage to exert a large gravitational force on an object, causing it to move instead of away from the mage but rather towards the mage. They can also exert this force on a number of objects, causing rocks on the ground to move towards the mage as they cast it. This spell can be used to draw enemies in if they are wearing a sizeable and heavy weight amount of clothing or armor.
Alter Velocity [Combat]
This spell allows the mage to deal with projectiles being launched at them. While the mage in question cannot stop a projectile entirely, they can set projectiles off course. This allows the mage to avoid the projectile in question, provided it is solid. A good example of usage of this spell is setting an arrow launched at a mage off course. Provided the mage has enough notice, they can use this spell to protect themselves from oncoming
The mage is able to launch an object in a given direction with a great deal of speed, or perhaps numerous objects if they are skilled enough. This spell allows the telekinetic to essentially create projectiles. At the very most, a reasonably skilled mage could launch a projectile with the speed of an arrow. This spell however can only be cast if the spell: Lift had already been previously cast.
A reasonably advanced technique gives the power to send vibrations through certain objects, causing them to resonate with energy. Once a stable solid, the mage can then shatter glass or fragile materials into small and reasonably sized pieces which act as shrapnel to those nearby the shattering zone.
This spell allows the telekinetic to potentially disarm an enemy from a reasonable distance. By focusing directly on the enemy’s weapon, if it meets the conditions of manipulation (a stable solid), the mage can send gravitationally induced vibrations through the objects, incurring a force that causes the target to drop the object and be disarmed. The mage can then either throw this object a reasonable distance away from the target or move the weapon towards their own body so they can take hold of the disarmed weapon.
Cannot manipulate anything other than inorganic, stable solids that have no particulate matter.
The size, weight, number of objects, and speed of objects must be considered carefully when using telekinesis.
Mages must always have the object(s) they want to manipulate within their Line of Sight at all times.
Cannot use telekinesis to gain a mechanical advantage in Minecraft. Ex: forming bridges or using floating platforms to fly around.
Cannot stop objects completely in motion unless they are moving at a slow pace (slower than a paper airplane). Doing otherwise is considered powergaming.
One must adhere to the emote count must emote fatigue must be put into play
All telekinetic spells must align in the Line of Sight, this is an active condition as well, if the mage turns their sight away from a manipulated object it will cease the force acting on it completely, causing the object to either fall or slow down rapidly.
Lifting someone by their clothing, weather it be armor or otherwise is not possible.
Can’t manipulate matter from the void.
Newtonian mechanics and associated math do not apply to the magic
The Project spell ONLY works on small items, no larger than a baseball.
Like many magics, Telekinesis operates under a varying level system of skill. This is the Tier system. It follows normal progression times. Each Tier has access to a different variety of spells and abilities, as well as different limitations on what can and cannot be lifted as well as how many objects can be lifted. For more information on each tier, consult the following information below this paragraph.
Tier 1: Novice
The Novice telekinetic has only just began their studies. They are slowing learning the magic, closely under their teacher. At first it is only recommended that they lift small mugs and feathers, anything beyond this will be extremely taxing for the new mage.
Tier 2: Student
The Student telekinetic is growing in progress and is learning their magic at a far more sophisticated rate. They are able to access more spells and methods as well as manipulate more objects at faster speeds.
Tier 3: Adept
The Adept telekinetic has come a far way in their magical journey. They are now able to lift more objects with more competence and draw on more telekinetic techniques. These mages are considered average level for telekinesis, and can do quite a bit with their powers.
Tier 4: Expert
The Expert telekinetic has learned all the techniques and spells that Telekinesis has to offer. They are of great skill and power, and are to be reckoned with in many cases. These telekinetics have learned a lot and are beginning to pass their own knowledge down to a new generation of mages if they do choose to do so.
Tier 5: Master
The Master telekinetic, while having learned all techniques in their Tier 4 times, are able to perform greater feats that transcend the Tier 4 mage. These masters are able to lift way heavier objects, and dedicate a lot of time to be able to control them very well. Masters are able to essentially dominate their foes in combat, provided they have objects to use in these situations and are the very apex of skill in magic.
Purpose (OOC) The purpose of writing a draft for Telekinesis is simply to ensure that the magic has a legible draft and rewrite for the LG. This draft provides a means for a potential approval so that telekinesis can be reintegrated into LOTC. Telekinesis, while a smaller magic than others, is very interesting so I took the mantle of writing this draft. Since telekinesis is one of the smaller magics, and I did not change much except one small addition, there is less detail in this draft than other drafts I have personally made. This is not a fault of this magic, I do assure you since telekinesis would not have the same amount of spells as, say other magics. It was a challenge coming up with a liturgy of spells that made sense for this magic since for me the only intuitive spell was “move” or “lift” which could let you move objects around. Change-log
Most of the credit goes to Zythus, since this is mainly his lore with the required changes, and a few tweaks.
I’d also like to thank @Sorcerio & @nepir, both helped greatly with this magic by providing very useful tips! Also thanks to @Devdog, @Slayy and @The Redneck for their support and useful tips!