Telekinesis
Move objects with your mind alone: lift, throw, crush or hold anything you can focus on.
Also called Psychokinesis · TK · Mind Over Matter · Kinetic Control · Psychic Force
Move objects with your mind alone: lift, throw, crush or hold anything you can focus on.
Telekinesis
Move objects with your mind alone: lift, throw, crush or hold anything you can focus on.
Telekinesis is the power to move things without touching them. The small version slides a cup across a table or flicks a lock open. The big version flips vans, holds up collapsing buildings, or lets the user fly by pushing against the ground. Most stories show it through focus: a stare, a raised hand, a nosebleed when the load gets too heavy.
Writers love it because it is the most flexible power on the list. The same ability can be a weapon, a shield, a way to travel, a way to snoop and a quiet magic trick at the dinner table. That flexibility means you have to set limits on purpose, or the character can solve every problem by thinking hard at it.
The theme that keeps coming back is pressure. From Carrie to Stranger Things to Mob Psycho 100, telekinesis is tied to bottled-up feelings that finally break loose. Teenagers, abuse, anger and self-control show up again and again. If your character's power grows with their emotions, decide what they are holding back and what happens when they stop.
Object Throwing. Picking things up and hurling them, from chairs to cars. The surroundings become the arsenal, so the setting decides how dangerous the user is.
Telekinetic Shield. Pulling debris into a wall or holding a field of force in place to stop incoming attacks. Defensive, and great for protecting other characters.
Levitation and Flight. Lifting the user's own body, either floating in place or flying outright. A cheap way to give a psychic mobility without a second power.
Tactile Telekinesis. A field that only works on what the user touches, letting them lift a plane by holding one corner or take it apart from the inside. It can pass for super-strength.
Fine Control. Delicate work instead of brute force: picking locks, writing on a blackboard, stopping a heart, moving single molecules at the very top end.
Emotional Burst. Power that builds up with feelings the user keeps buried and then explodes out all at once. Hard to aim, and ideal for a turning point in the story.
Drawback = the price the Holder pays. Weakness = what stops it from outside.
Drawbacks
Heavy lifting takes a toll on the body, with nosebleeds and exhaustion after a big push.
Seen in Eleven (Stranger Things)
The power feeds on emotion, so control drops as feelings build up, and a breaking point can turn into a disaster.
Seen in Mob (Shigeo Kageyama) (Mob Psycho 100)
A power that grows faster than the user's stability can wreck their mind and even their body.
Seen in Tetsuo Shima (Akira)
Each use spends a limited energy reserve, so the user has to stop and recover between big moves.
Seen in Jesse Faden (Control)
Weaknesses
Breaking the user's concentration with noise, pain or distraction can drop whatever they are holding.
Some forms only work on what the user touches, so an enemy who stays out of reach is safe from it.
Seen in Superboy (Conner Kent) (Superman (DC Comics))
Technology designed against psychics can weaken or block the power.
Seen in Eleven (Stranger Things)
Empty spaces are a problem for a user who throws things: with nothing loose nearby, the main attack has no ammunition.
Seen in Jesse Faden (Control)
11 Holders across Game, Film, TV Series, Comics, Anime & Manga. The same character in another Work is listed separately, because the rules can change.
Showing 11 of 11 Holders · tap a Holder for details
Pick a question to see how different Works answer it.
Roughly ordered from smallest to largest reach.
In most fiction they mean the same thing: moving objects with the mind. Psychokinesis is sometimes used as the wider term, covering any mind-over-matter effect such as bending spoons or changing temperatures, while telekinesis means moving things specifically.
There is no official ranking. Fan debates usually come down to Mob from Mob Psycho 100, who has moved whole skyscrapers, and Tatsumaki from One-Punch Man, whose telekinesis outclasses every other esper in her world. Tetsuo from Akira is the classic pick for raw, uncontrolled power.
Yes. Her main power in Stranger Things is telekinesis, along with other extrasensory abilities. Heavy use gives her nosebleeds and wears her out, and she loses the power for a stretch before it comes back.
No. Researchers have tested claims of psychokinesis for decades without reliable results. The real-world tools that come closest are brain-computer interfaces, which let people move a cursor or a robotic arm using recorded brain signals and a machine.
Each Holder links to a page that confirms the Power in that Work. The descriptions, comparisons and writing tips are our own; we drafted them with AI assistance and checked every Holder by hand. Spotted a mistake? Tell us and we will fix it.