Telekinetic A Telekinetic uses their mind powers to move objects in the world, even down to nearly atomic levels. Telekinetics can translate their abilities into unseen weapons, remove their foes equipment, and even repair their equipment without tools.

Level 1: mind dagger
Syntax: cast 'mind dagger' <victim> This powerful preemptive strike compresses mental energy and delivers a dagger-like attack into the enemy's back. Because the target cannot see the attack coming, it has a high chance to stun them. The amount of damage is equal to 3 normal spell attacks. Damage type: Mental. Main stat: Wisdom.
Level 3: mental submission
Syntax: cast 'mental submission' <target> By forcing the target to mentally submit, Telekinetics can make them remove all of their equipment. If this spell fails to remove all of the target's equipment, the target will attack the caster and cause a small amount of lag. This spell works 100% of the time when it has been mastered and there is no lag upon casting. Items which are flagged as noremove will not be removed.
Level 5: atom rearrangement
Syntax: cast 'atom rearrangement' <armor> By rearranging the atoms of a piece of armor, Telekinetics can repair damage caused by acid.
Level 7: move
Syntax: cast move <direction> <target> <direction> Powerful Telekinetics have the ability to pick up a target with their mind and move them to a new location, making this spell a powerful tool against assisting mobs. At 50% learned, it's possible to move a mob to a room where there are no more than 5 other mobs. This maximum increases to 10 mobs once the skill has been mastered. If the Telekinetic is moving another player, there is no maximum (both must be members of a PK house for this to be possible). This spell will fail if the (npc) target is more than 15 levels above the caster. It's not possible to move npcs outside of their current area. It is against the rules to use this spell to grief another player by purposefully moving an aggressive monster into the player's path.
Level 10: mind hand
Syntax: cast 'mind hand' <weapon> (to wear weapon) remove <weapon> Skilled Telekinetics are able to wield a third weapon with the power of their mind alone. This third weapon grants another round of melee in combat. Because it takes great concentration, mana is expended regularly when the weapon is in use. The amount of mana expended decreases as the spell proficiency increases. If the Telekinetic runs out of mana, the weapon will automatically be placed back into the inventory. To improve this ability, the Telekinetic must be wielding the third weapon in combat. The weapon's damage is reduced until the ability has been mastered.