Allows the spellcaster to move objects and creatures around. This can be telekinetic movement, animating spirits, mobile elements or whatever. Movement as understood by this schtick is generally slow and deliberate; for fast, wild movement use Air.
Movement effects normally have a difficulty equal to the target's Body, representing the difficulty of overcoming inertia. Mind versus Matter. An unwilling target can substitute his Dodge.
The Backlash is to be violently hurled a number of meters equal to the Difficulty of the check in a random direction. Take damage equal to the distance you are hurled, modified by what you land on and soaked with Agility. You also lose three shots regaining your bearings.
Moving
All movement effects must be started up as an action. As a part of this action, you can make a normal move, as defined by the effect. On later actions you can make either double or normal moves, just as you ordinarily can run or walk.
Calculating movement in three dimensions is somewhat different from normal. Downward movement if free. Movement upwards counts normal, but lateral and vertical movement is calculated separately and added together to figure effective distance. So if you move to a point five meters away and three meters up, you have effectively moved eight meters.
Movement Effects
Animate Object
You can cause an object to move on its own, making ropes tie themselves, boulders roll, and so on. Such objects have a sum of Body and Reflexes not exceeding to your Sorcery Action Value. Light objects thus become quick and nimble, while heavy objects lumber about. Reflexes can never be higher than your Magic, and there is no such thing as negative Body. Animated Objects only take actions under your direct supervision. A more combat oriented variant is Animate.
Deflection
You can deflect incoming attacks, using your Sorcery as an Active Defense with a +5 bonus. You can even parry attacks against others as a 1-shot action, but suffer range penalties if they are not close to you. This takes no separate action to activate; the magic is part of the Active Defense.
Flight
Tou can fly for a scene at the cost of a Magic point. Similar to the Air effect Flight. You fly like a bird at a Move equal to your Action Value. You are not a very agile flyer, basically moving in a straight line between two points each move. You must move at least half your Move each action, or stall. You can swoop. Taking off is a separate action which only allows a single move; after that you can take double moves (with a turn inbetween) or a move and an action as usual.
You do not have all the variants and options with flight tat you have with Hover, below.
Hover
You can move through the air at your usual Move rate. It costs a Magic point to hover. You are very agile in the air, and can stand still, move straight up or down, and otherwise move just as if you were walking.
Float
A limited form of hover. You can fly no more than one meter off the ground, but it does not cost a Magic point. It is impressive, and it allows you to traverse water, slippery floors or carpets of snakes a lot easier.
Levitate
A limited form of hover. You can only fly vertically, straight up or down, but it does not cost a Magic point.
Hovering Circle
You can bring others along while flying by using a carpet, sand dune, moonbeam, radiant pentagram or other mystic conveyance. A number of people equal to your Magic attribute can fly or along with you. They must all be within a diameter equal to your Magic in meters. All their actions count as continuous actions, just as if they were sitting in a vehicle. This costs a Magic point for each scene, beyond the cost of flight itself.
Breakfall
You can safely break a fall as a defensive action. The target still falls, but takes no damage from landing. Doing this for yourself is a one-shot action, but if somebody else is involved, it requires three shots. Snap-shot and multi-target stunts are possible.
Telekinesis
You can move objects by the power of Sorcery. Such movement is generally slow and does not allow fine control. The target slowly hovers in the direction you decide upon.
The object has a Move equal to the Outcome. This movement can be sustained with a continuous action as long as the target does not struggle. An unwilling target forces you to make a new roll for the stunt in each action. If you direct an action solely to moving an unresisting object, it can travel twice as far, according to the normal running rules. The maximum Move possible with this effect is your Magic attribute.
You can spend Magic Points to increase the mass you can move by a factor of ten. Each magic point spent reduces the effective Body of the object by five. You cannot reduce a target's Dodge in this way, so this trick works best against an unresisting or inanimate object.
Stunts
A myriad stunts are possible using the Telekinesis effect. Some of these require some more attention.
Rolling, rolling, rolling: Sometimes it is possible to move larger objects by applying just enough force to get them rolling under their own steam. For example, a sorcerer might want to move a tractor trailer parked on the side of a hill. After using Remote Manipulation to take care of the parking brake, Strength 10 or so of pressure in the right place would get the truck rolling down the hill.
Remote Manipulation
You can manipulate objects without touching them. The object can be manipulated using any skills or attributes you have, as long as the Remote Manipulation spell is maintained as a continuous action. The maximum Reflexes and Strength of this effect is your Magic attribute.
Snatch
You can try to snatch or pilfer an object from another character. Performed subtly, this can be a great way to steal. The difficulty is his Perception or Deceit. A target in combat defends using Dodge, as usual, but will not notice the attempt unless you fail against the normal difficulty. It takes an Outcome equal to the distance between you and him to bring the object over to you; otherwise it merely lands on the ground. Any object held or fastened, as well as any signature item, give you a -5 to your action.
Wield Weapon
You attack with a Melee Weapon you wield telekinetically, using the Martial Arts skill. Use your Magic instead of Strength. You strike at a range up to your Sorcery in meters by having the weapon fly about.