Spatial Manipulation & Force Direction.

Talent Levels

  • Novice: Gain all Sub-Talents of Novice Level. 
  • Intermediate: Gain all Sub-Talents of Intermediate Level. Gain focus Willpower (Telekinesis).
  • Expert: Gain all Sub-Talents of Expert Level. Gain a Favored Stunt when using Telekinesis.

Abilities

Concussive Burst

Requirements

Telekinesis (Novice)

Spell Type Attack
Casting Time

Major Action

MP Cost  
Test

 

Target Number 10

You manipulate the air to form a concussive burst. Maybe it's a Pistol Shrimp kind of thing, I'm not a scientist. 

The effect is 0.5m wide and 2m in range. You may increase the range, but must increase the TN by 1 for each additional 1m.

The target takes 1d6 + your Willpower in damage, ignoring any worn armor. If the damage die is a 6, the target is Dazed.

Force Gale

Requirements

Telekinesis (Novice)

Spell Type Attack
Casting Time

Major Action

MP Cost  
Test

Strength (Might) vs. Spellpower

Target Number 11

You direct a powerful burst of force capable of lifting people off their feet.

The effect is 6m long and 2m wide. You may extend the range, but must increase the TN by 1 for each additional 1m.

The default anchor is your body, but you may increase TN by 2 to choose an anchor.

Anyone caught inside it is moved to the end of the spell's range directly away from the Anchor. Unless they make a Strength (Might) test vs. your Spellpower, they are knocked prone. If you use Force Gale to make yourself fly, you are not knocked prone.

The Force Gale is relatively gentle and not capable of doing serious damage to someone on its own.

See Fantasy AGE Chapter 2: Basic Rules for Flight

TODO: Control Descent (see Falling damage under Environment)

Telekinesis

Requirements

Telekinesis (Intermediate)

Spell Type Utility
Casting Time

Major Action

MP Cost  
Test

 

Target Number 12

You may manipulate something within visual range without using your hands. Any such actions are limited to a level of Strength or Dexterity equal to your Willpower.

Within the range of your own hands the action can be small & articulate, such as picking a lock or assembling a watch. At a medium distance it is limited to the articulation of a human hand, like pickpocketing or dealing a deck of cards. At a long distance, it is limited to major forces, like pushing/pulling/lifting, etc.

Using telekinesis may afford you various bonuses depending on the task, which are up to GM discretion.

  • Ensnare target movement
  • Force choke?

Force Vortex

Requirements

Telekinesis (Intermediate)

Spell Type Attack
Casting Time

Major Action

MP Cost

8

Test

Dexterity (Acrobatics) vs. Spellpower

Target Number

13

You create a swirling vortex of chaotic force vectors in a targeted area. The forces are not enough to hurt anyone, but they push projectiles off course, unsteady people's aim, and throw off people's balance.

Target is a chosen spherical area within 20m of you, of a diameter equal to your Drama Die.

Any dexterity, fighting, or accuracy skills that target someone or are initiated by someone within the effected area are taken at a -4 penalty. Move speed is reduced to half.

Those within the area may make a Strength (Might) or Dexterity (Balance) save against your Spellpower to reduce the penalty to -2 and to move at full speed. If they fail this check, they are knocked over and rendered Prone.

Projectile

Requirements

Telekinesis (Master)

Spell Type

Attack

Casting Time Major MP Cost

 

Test   Target Number

12

You can project an object accurately with violent force.

Object Size TN Modifier Projectile Damage
Billiard Ball +0 1d3
Cinder Block +2 1d6
Human Being +4 1d6+1
Refrigerator +6 2d6+2
Car +9 4d6+4
Box Truck +12 6d6+6

Force Field

Requirements

Telekinesis (Master)

Spell Type Defense
Casting Time

Major Action

MP Cost  
Test

 

Target Number 12

You create a reactive membrane around you that deflects incoming attacks.

At the beginning of your turn, or whenever an attack is prevented from hitting you by the force field, you must reattempt the check as a free action, or the force field is taken down. Lasts until end of encounter or you are taken out

You gain +4 to your Defense vs. ranged attacks. Anyone adjacent to you (friend or foe) suffers a –2 penalty when making melee attacks, regardless of the target.