Psychokinesis is an extremely rare ability possessed by sapient beings allowing them to bend the laws of physics in various ways. The ability manifests itself in a myriad of ways including sensory enhancement, the ability to manipulate the position or energies of objects, the reorganization of particles, or, direct manipulation of energy. Across space, Psychokinesis is known by many names such as Magic, Sorcery, Mysticism, Psychomancy, and Fragments of Creation.
Though Psychokinesis is practiced in many regions, much is still unknown about it. The exact nature and extent of psychokinetic abilities varies from person to person, but there are a few trends common to all practitioners. Various equations can describe the abilities of psychokinesis users with things such as output power, control, and mental fortitude all capable of being quantified to varying extents. The power of a user is defined by the variable "Ψ" (psi). A higher Ψ associated with an individual means more psychokinetic ability or prowess. This score can change throughout one's life as one gains experience. Ψ ranges from 0-100, with the progression of each sect increasing one's Ψ by 3.3. The average being has a score of 0.03. Users of psychokinesis who manage to master all of its classes are reserved to have a score of 100.
The individuals capable of using the ability on a macroscopic level are commonly referred to as "Magi", or, sometimes, "Psions." These individuals typically make up less than a billionth of the population of any given species, although some species seem to have more predisposition to the abilities than average.
Psychokinetic abilities increase with use, similar to any muscle. The more a psychokinetic uses their abilities, the greater those abilities become. As a result, any psychokinetic could theoretically unlock fantastical abilities with no limits to speak of, however, it is estimated that it would take millions of years to master these abilities. Millions of years that few individuals in the history of the universe have ever had access to.
For ease of use, "codes" are paired with using the ability. Like any language, each code signifies a different concept, analogous to the "spells" seen in fiction. These are by no means necessary, as understanding the concepts is all that is required to use psychokinesis. Occasionally, gestures are used in conjunction with the codes to facilitate understanding by the individual. The codes and gestures, to someone who has not learned them carry no meaning on their own and only serve to aid learning.
Due to how prevalent psychokinesis is in the local universe, several large intragalactic entities across the known space have held the abilities it provides as the cornerstone of their civilization and societies. The most notable of which include Sedrua, the Holy Legion of the Vibrant-Dawn, the Aldorian Nations, the Union and the Cosmic Commonwealth of the Magocracy. Most other nations have psychokinesis play a smaller part in their general processes.
The Aeterna Caligne is an alternate plane of space that influences psychokinesis and sapience. Every single sapient being, by virtue of their psychokinetic abilities, have manifested in the space as a separate 'soul'. Each soul of an individual may hold a different sort of 'weight' in the Aeterna Caligne, which may positively or negatively influence their ability to gain psychokinetic powers. Considering how souls and sapience have clouded up the Aeterna Caligne, It became a realm which represents the collective psychokinetic abilities of all individuals. As a location, it can be accessed by skilled practitioners of psychokinesis, though its chaotic properties may make it very difficult to traverse in any sense.
Psychokinesis is remarkably useful in a number of ways. Many use it as a substitute for warp drive technology, allowing for a Magi capable of gravity manipulation to move at remarkable speeds through space. The manipulation of atomic nuclei is incredibly useful for synthesizing transuranic elements that are otherwise not naturally occurring, protection from beta radiation, generating energy from fission or fusion, and the creation of antimatter. Not only this, but psychokinesis may help with the mitigation of crises, with the manipulation of matter being very useful for clearing debris and hazards.
One of the most common uses of psychokinesis is within armed soldiers. While many large ships can easily output more power than Magi, they are costly, take a long time to construct, and are very conspicuous. Many governments began drafting Magi to use as soldiers, most often training them in offensive skills such as electromagnetism and gravity manipulation. An infamous example for usage of Magi involves a race known as The Architects, an artificial species which was first constructed by Mother Sydiah in order to project her power and spread the nation of Sedrua.
A "Sect," in the case of Psychokinesis, is a certain class of related abilities. The known sects are as follows: Gravity, Nuclear, Electromagnetic, Kinetic, Psyche, and Entropy. Every psychokinetic ability will fit into these sects with little exception. Each one correlates to a certain force. There is one rule binding all of them which is the conservation of mass and energy. The rules of the universe are only ever merely bent, fully breaking them is impossible for any user of psychokinesis. The progression for each sect goes as follows: Novice, Ameteur, Journeyman, Proficient, and Master. as mentioned previously, each progression grants a wielder with 3.3 Ψ, though each progression is noticeably harder to learn.
Electromagnetic Manipulation allows individuals to manipulate light, electricity, magnetism, and chemical bonds. As one of the more powerful sects, Electromagnetism is disproportionally studied due to the myriad of obvious uses it has. Not only can manipulators convert energy directly into light, but they can create laser beams if experienced enough. The most powerful users can act as "catalysts" and speed up or slow down chemical reactions. The most powerful users can create Hardlight.
Kinetic Manipulation allows individuals to change the kinetic energies of objects. Users of this ability are remarkably useful in battle as they are essentially free-to-use railguns. They can move objects in any direction they desire, with more added velocity, of course, being more difficult. Some more advanced techniques allow for the manipulation of molecular kinetic energy, permitting the alteration of thermal energy. This energy must be transferred from object to object, usually from or to the psychokinetic practicing it.
Gravitational manipulation is one of the more common abilities among psychokinetics. As the weakest fundamental force, using it to any effect takes a great amount of skill. Many refer to the skill as "Continuum Manipulation" as a secondary use of the ability is to slow down or accelerate time in a certain area.
Nuclear Manipulation allows individuals to control Baryons, particles in the same class as protons. They manipulate these particles by minutely changing the forces holding the particles to each other. There are two subsects in this sect, the weak and strong force. Weak force manipulators are capable of causing atomic decay, while strong force manipulators can cause individual particles to decay (or to prevent materials from doing so). Nuclear manipulators can create Eidolite, a material made up of quarks.
Psychology, while not a force like the others, the nature of psychokinesis treats it as such. Psychology manipulation, more commonly called "telepathy," allows for mind-reading, emotional manipulation, and thought manipulation. Attempting to use Psychological manipulation on another psychokinetic can cause great damage to the telepath, psychokinetics typically have much more reinforced minds. As the single most difficult, and often illegal, sect of psychokinesis, the majority of individuals capable of using it do not.
Entropic manipulation strictly follows the second law of thermodynamics, total entropy will always increase in the universe. Entropy manipulation is causing the distribution of "new entropy" to be different from what it normally was. One can increase or decrease the entropy of a system by transferring that energy to or from somewhere else.