The mage can telekinetically lift and/or use an object remotely.
The mage must declare before casting whether successes apply to the force’s Strength (its lifting ability) or Dexterity (its fine manipulation ability). The lesser Attribute has a default score of 1 dot. The caster can also raise either Attribute by choosing to suffer a –1 dice penalty on the spellcasting roll per dot to be raised. She could, for example, choose to put a lot of Strength and very little Dexterity into a spell intended to lift an extremely heavy object straight up (see Lifting and Moving Objects), or she could grant very little Strength and a lot of Dexterity to a spell cast to use a set of lock picks from a distance (roll the Telekinesis Dexterity + caster’s Larceny Skill).
The object cannot be moved beyond the mage’s sight (unless he uses Space ●● to scry it). The mage can move the item at a Speed per turn equal to his Gnosis + Forces. The mage must concentrate for each turn (see Concentration). With Forces ●●●●, he can cast the spell with a default Duration of one scene (in which case, when he is not actively manipulating the object, it stays where he left it, even levitating in the air).
Silver Ladder Rote: Hand of the Mind
A leader must resort to underhanded means on occasion. A document may need to be filched or a lock picked. Likewise, displays of brute force are sometimes useful, such as when battering down a door. Silver Ladder mages use this rote for those times.
Adamantine Arrow Rote:
Adamantine Arrow willworkers use their version of the rote for almost purely martial purposes, such as to toss things at their enemies.