Telekinesis Focus (Cantrip) You learn one rank 0 Telekinesis spell and gain the Mental Force talent.
Mental Force When you make an attack with a weapon, you can expend a casting of a rank 0 Telekinesis spell you have learned. The triggering attack deals extra damage equal to your Will modifier.
Psychokinetic Attack (Sense Magic) You can use an action to cause an object to fly at a creature or object you choose within short range. You can choose any object within short range that you can see, isn’t worn or carried by another creature, and that you could hold and carry in two hands. Examples include discarded weapons, rocks, bricks, fallen branches, and the like. The object flies at one creature you can see within short range of you. The target must get a success on an Agility challenge roll or be struck by the object, taking 1d6 damage. You can use this talent a number of times equal to 1 + your Power score, regaining expended uses when you complete a rest.
Shielded Recovery (Spell Recovery or Improved Spell Recovery) You can use an action to heal damage equal to your healing rate. In addition, you construct an invisible barrier around your body that lasts for 1 minute or until its destroyed. The barrier has Health 5. Whenever you would take damage, the damage first applies to the barrier. Once the barrier has taken its maximum damage it disappears and any damage in excess of its Health applies to you. Once you use this talent, you must complete a rest before you can use it again.
Instinctive Casting (Counterspell) You can use a triggered action on your turn to cast a Telekinesis spell you have learned. Once you have used this talent, you must wait at least 1 minute before you can use it again. You can use this talent a number of times equal to 1 + your Power score, regaining expended uses when you complete a rest.
Improved Shielded Recovery (Spell Recovery or Improved Spell Recovery) You can use Shielded Recovery one additional time between rests.