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Spell NameRankStrainStrainDurationDescription
2
General Spells
3
Telekinesis

1 per attack or per 10 minutes The easiest and most basic spell, Telekinesis is usually the first spell learned by a unicorn. This spell allows a Unicorn to move (Potency * Versatility) objects. Base Tk cannot Finely manipulate an object. Fine manipulation is required to use a skill with the affected objects (such as picking a lock or firing a weapon). Telekinesis has a range of (5 * Potency/2 (Roundup)) yards; however, (Magic) skill roll is necessary to use Telekinesis to move objects outside of your line of sight or telekinetically grasp a target in combat.

The weight of an object is irrelevant for the purposes of Telekinesis -- while the object is under the effects of Telekinesis, the object is considered weightless. (In reality, any heavier object is reduced to about the weight of a baseball.) The caster may attempt to move or manipulate any object which fits into a cube of space equal to (Potency) feet on each side. A potency of 4 is required to lift an adult pony, 3 for an adult pony with the Small Frame trait, and 2 for a foal. Self-levitation, the act of effecting oneself with Telekinesis, is exceptionally hard, costing 15 Strain a turn merely lighten oneself, and requiring a Magic check at a -30 penalty each turn to maintain. If the caster has at least two ranks in Mighty Spell for Telekinesis, she may achieve telekinetic flight through self-levitation for the cost of 30 Strain a turn, equivalent to Flight Rank 1. Self-levitation can not be zen cast.

The caster’s effective Strength for attacks using Telekinesis (such as making a melee attack with a telekinetically wielded weapon) is equal to her (Potency +1). Her Potency for calculating effective Strength is not modified by any ranks of Mighty Spell; however, she gains a +1 bonus on opposed rolls for each rank. Opponents in possession of an item may make an opposed test against the caster’s effective Strength using their (Strength+2) to contest the caster’s attempt to manipulate the item. Targets may make an opposed test against the spell’s effective Strength using their Strength or Agility at a penalty equal to the degrees of success on the caster’s Magic roll (up to a maximum penalty of -3, this cannot reduce the target’s effective Strength or Agility below 1) to break out of a telekinetic grip. Targets who have a means of propulsion, such as wings or a nearby surface to kick off from, can use (Strength+2) with no penalty. A target may fire a projectile weapon as part of this opposed Strength check. This shot is unaimed, they lose AP in an amount equal to (weapon AP -5, minimum 10) on their next turn. If firing a projectile weapon to get out of a telekinetic sheath, use the weapon’s strength requirement (with no bonus) for the check. Heavy weapons and projectile-weapon battle saddles always kick a character out of a telekinetic field -- no roll required. Heavy weapons and battle saddles (not including those which fire magical energy), will kick themselves out of the caster’s telekinetic control with the first shot. This can be extremely hazardous to the caster if the weapon has a rate of fire beyond one
4
Light 2 per hour The caster’s horn becomes a dazzling beacon of light, brightly illuminating an area of (Potency) yards radius (with lesser effects beyond that). Creatures within (Potency / 2, round up) yards who look directly at the light source are dazzled and take -10% to all checks involving sight for 2 rounds. Creatures within one yard looking directly at the light source are blinded and take -30% to all checks involving sight for (Potency / 2, rounded up) minutes.