So I've figured out I can start making actual skillbooks that require points in non-combat abilities. I've started with telekinesis because ideas are easier to come up with than pickpocket/lockpick stuff for now. You can buy the skillbooks at an air vendor like Cylia the Enchantress. What do people think of these skills? Keep in mind that telekinesis bonuses will no longer appear on items, so you'll have to invest 15 points to get all the abilities.
In general, how strong do people think telekinesis is without additional skills? I've heard its abusable for making walls of items to block enemies and dragging out tons of barrels into a fight, but do people think that's true? I think I could tone down the distance you can throw stuff with telekinesis if it's strong enough even without the skills, though it should obviously still be useful for throwing stuff around. Is the ability mostly OP because you can so easily get a lot of bonuses off of items, and requiring investment would make it a lot worse?
Here are the skills. I'm sort of framing it as a "physical" magic tree that will be especially useful to melee characters, though it will be useful to everyone (and will also synergize with air magic in a way). Not entirely sure about the order of the skills you should gain.
Telekinesis 1: Throw Weapon - damage characters or items in a small cone in front of you. (Note that the visual cone won't correspond to the actual area of effect. Haven't been able to fix that, unfortunately. Aim it by looking at the circles that appear on character or items.) 4 AP, 4 turn cooldown.
Telekinesis 2: Feather Fall - teleport an object or character 10m without harming them. 5 AP, 5 turn cooldown.
Telekinesis 3: Telekinetic Rush - throw yourself forward for a battering ram-like effect. More damage than battering ram but no knockdown. 5 AP, 5 turn cooldown.
Telekinesis 4: Effortless Push – For zero AP, move an object a huge distance. 3 turn cooldown.
Telekinesis 5: Wind Walker – Telekinetically dodge out of the way whenever an enemy strikes you with a melee attack (same ability as Dietmar, the guy with the Staff of Pergamon). 4 AP, 2 turn duration, 5 turn cooldown.
Chance to find legendary boots that grant Nether Swap, requirement of 5 telekinesis. Also can find legendary gloves that grant air magic teleport, telekinesis requirement 3. Not sure if that's pushing it over the edge, though I do like the idea of a synergy with air magic.