Telekinesis
Effect
Manipulate physical matter with focused intent.
Move or restrain a creature (up to Huge size)
Lift, suspend, or hurl non-worn objects (up to ~2,500 lbs baseline)
Perform precise manipulation (e.g., keys, containers, weapon draws)
Side/Secondary Effects
Mental strain increases with object mass or duration
Prolonged use may cause disorientation, nosebleeds, or psychic fatigue
Momentary loss of control under emotional duress may lead to unintended force
Manifestation
A subtle pressure shift in the air
Gravity seems to "bend" slightly around the target
Sensitive individuals may feel a silent hum, like tension before a thunderclap
Source
Drawn directly from the ambient Weave. Stronger and more reliable near Leyline Nexuses.
Discovery
Early records of Telekinesis predate modern magic.
Refined into usable technique by early sorcerers during the First Accord Era as a means of non-destructive force projection. Taught as one of the Three Foundational Weave Disciplines.
Gestures & Ritual
Some practitioners extend their arm or maintain an open-palm stance
Others rely on steady breath and deep focus
These motions assist discipline, but are not necessary — clarity of thought is what matters.
Related Discipline
Weavecraft: Core Kinetics One of the three most commonly practiced control arts in Sorcery
Effect Duration
Up to 10 minutes with continuous effort (Releasing the grip ends the effect)
Effect Casting Time
1 action (instant mental focus) Prolonged actions can allow for finer control on subsequent rounds.
Range
90 feet
Applied Restriction
Requires open line of sight
Cannot pass through solid barriers or anti-Weave dampening zones
Extreme emotional disruption may destabilize grip or cause accidental impact