Though Telekinesis is more commonly thought of among non-mage folk to be more of
a mental power than a physical spell, it is controlled more by the manipulation
of wind than anything else. Telekinesis involves moving an object or set of
objects from one place to another using wind. The
wind can come from two sources: either
the caster’s own wind
cár'áll or the
air around the caster
that is manipulated by the caster’s cár'áll.
There are different advantages and disadvantages in both methods. When the caster is using the wind portion of his own cár'áll, he/she tends to have better control over the object(s), but he can only move small things or things that do not require a lot of energy to move. Most students who begin studying the spell will use this method of Telekinesis. When the caster uses his/her cár'áll to control the air around him/her, he/she can create more powerful, more chaotic wind that can help in moving heavier or more cumbersome objects. However, this form makes it hard to control the object being moved, and tends to be more difficult to get a good handle on.
Casting Procedure. It helps if the caster is relaxed, as full concentration is vital to the success of the spell. Often it helps learning students if they hold the feather of some bird. The type of feather doesn’t really matter, and can even come from a flightless bird. It is the light qualities of the feather that help. The caster should be able to see and identify the object they wish to move. Some students make the mistake of closing their eyes to try to maximize concentrative power, but it tends to be easier if the caster can see their target.
The caster feels his/her cár'áll and pulls out the wind part of it to levitate or help levitate the object either by slowly increasing a jet of wind under the object or pushing wind under the object to cause it to rise and move. When students try this for the first time, their professors will often encourage them to hold the object before they try to move it so that they can know its weight and understand how much effort they will have to put in to move the object. Hand movements also tend to be helpful in moving an object from one place to another.
When the caster wished to set the object down, students have been known to make the mistake of suddenly cutting of the flow of cár'áll that had sustained the object’s levitation, causing it to come crashing to the ground. The key is to slowly let the cár'áll recede from the object, causing the object to carefully lower to the ground.
For things such as hurling or pushing an object, less concentration is needed. Hurling an object always involves lifting or levitating it to some degree, but when enough space can be created between the ground and the object, a great force of wind can be released to the object to move it in the desired direction. Often getting the direction right can take some time. As for pushing an item, the cár'áll can simply be used to direct the object in a desired direction. Though pushing can seem easier, it may, depending on the shape of the object, actually be harder, given the air provides less friction.
Magical Formula. Dalaiá er avásh, (Styrásh: Dalaiá er avásh), translated: "Rise by Wind."
Target. Any object/person/thing can be levitated, including the caster themselves. However, larger things tend to be more difficult to levitate than smaller things. Large things such as houses or buildings can usually only be levitated by a team of wizards.
Reagents. Feathers (optional).
Magical School. Elemental Magic, Wind School.
Spell Class. Motion.
Range. The caster has to be able to see the object. Usually it helps to be close to the object, though.
Casting Time. The casting time takes as long as the duration.
Duration. The amount of time the spell lasts depends on the distance the caster wishes to move the object, but also on the level of the caster. Working up a strong cár'áll is vital to make this spell effective.
Levels 3 to 4 - Can lift a simple object weighing 3 or 4 odds for a maximum of 1 minute
Levels 4 to 5 - Can lift objects with simple abnormalities weighing no more than a hafeb for about 3 minutes
Levels 5 to 6 - Can lift objects with many abnormalities weighing 1 or 1½ hebs for about 10 minutes
Levels 7 to 8 - Can lift abnormal objects weighing 2 or 3 hebs for about 30 minutes.
Levels 9 to 10 - Can lift very complex objects weighing half a pygge for an hour.
Counter Measures/Enhancing Measures. If a caster tries to levitate a person, the person may be able to counter the spell by tapping into their own wind magic or in their strength and dispelling the other cár'áll using ones own cár'áll to push it back. Often times the other cár'áll will be forced to retreat.
Information provided by Rayne Avalotus