Josiasson's Book Of Hidden Forces

The 19th century saw great advances in Industry and Academia. It is at this time that the study of theoretical physics took off. One young and upcoming learner fervently studying physics in one of East Coast America's universities belonged to an emigrant line of sorcerers. Henry Josiasson dedicated his life to the laws of physics and how to break them using sorcerous know-how. He wrote numerous, well detailed reports on a subject both above and below the occultism line. Henry's death has never been recorded, and knowing sorcerors it is safe to assume he is probably still kicking.

Henry's manuscripts are written in plain English, though it can be hard to understand as it was written in the 19th century for the audience of its time.

Basic Physics Spells

Assisted Aim - 2cp
You are able to guide the projectiles you fire with your mind as well as your hand. You gain a +2 enhancement to marksmanship.
Assisted Aim: Basic Ritual; Grants the augmentation of Assisted Aim.

Assisted Muscle - 2cp
The actions you take using muscular function in your limbs are supported by telekinetic waves making their loads easier and hence working harder. You gain a +2 enhancement to strength.
Assisted Muscle: Basic Ritual; Grants the augmentation of Assisted Muscle.

Bullet Magnet - 2cp
You can project a subtle magnetic field that dissuades incoming projectiles from finding their mark quite so accurately. Both you, and any being standing adjacent to you are at +1 to defense against all ranged attacks, even those not made from steel or even anything substantial. Anything caught in melee range of you has any hard drives, floppy discs, credit cards and the like utterly ruined.
Bullet Magnet: Basic Ritual; Grants the augmentation of Bullet Magnet.

Gravity Neutral - 2cp
You may become functionally weightless. You don't simply float away, but can stand on and move around on any object without breaking or collapsing it. Even a thin piece of paper stretched out horizontally can hold you. Any weight added to them adds to their weight as normal, save for reasonably light clothing and equipment (no heavy weapons or armor). While gravity neutral, the character takes no falling damage.
Gravity Neutral: Basic Ritual; Grants the augmentation of Gravity Neutral.

Grounding - 2cp
You gain Immunity: Electricity.
Grounding: Basic Ritual; Grants the augmentation of Grounding.

The First Law - 2cp
You become immune to telekinetic manipulation and interference (such as telekinesis and all the attacks on this page), as well as any attack relying on telekinesis (such as mind bullets and telekineticly flung weapons).
The First Law: Basic Ritual; Grants the augmentation of The First Law.

Vector Finger - 2cp
You may manipulate and direct a very small or light object subtly with the force of your will. You may manipulate objects of up to 10kg, or 5kg at long range. Actions you take using Vector Finger are at functional strength 1.
Vector finger: Basic Ritual; Grants the augmentation of Vector Finger.

Levitation Circle
The caster draws an intricate arcane circle in the ground and scatters powdered sea pepper about it. Any target you wish to levitate must be placed in the circle and remain in it for the duration of the spell, otherwise it will not work on that target. After fifteen minutes of casting, the caster begins a primary chant which keeps all targets moving upwards slowly. At any time, the caster may begin a secondary chant to keep all targets suspended level, and/or a final chant to cause them to descend slowly. These chants must be performed in that order. If at any time there is no chant, the spell ends and anything above ground level immediately becomes subject to gravity.

Intermediate Physics Spells

Insane Strength - 5cp
Every muscle in your body becomes saturated with physics-defying telekinetic waves making even the weediest wimp a match for a body-builder. You gain +5 strength.
Insane Strength: Basic Ritual; Grants the augmentation of Insane Strength.

Monopole Push - 5cp
Allows you to use a telekinetic push attack. Essentially, a cross between the Trip and Shove maneuvers at range. Roll your willpower vs toughness. If you win the opponent is pushed five meters, and falls prone. If they hit a wall or other sufficiently solid object with this push, they take 8 damage, half soak. If you roll ++++ for your willpower, something terrible, painful or humiliating (dictated by the GM) happens to the target. Monopole push can also be used to move or even hurl objects directly away from you with a functional strength of equal to your willpower.
Monopole Separation: Advanced Ritual; Grants the augmentation of Monopole push to one subject, and Monopole pull to another.

Monopole Pull - 5cp
Allows you to use a telekinetic pull attack. Essentially, a cross between the Trip and Shove maneuvers at range. Roll your willpower vs toughness. If you win the opponent is pulled five meters, and falls prone. You may choose to cause this ability to disarm the enemy or otherwise strip an object from their hands instead by rolling against their strength instead. If you roll ++++ for your willpower, something terrible, painful or humiliating (dictated by the GM) happens to the target. Monopole pull can also be used to move or even hurtle objects directly towards you with a functional strength equal to your willpower.
Monopole Separation: Advanced Ritual; Grants the augmentation of Monopole push to one subject, and Monopole pull to another.