When I was initially looking at character builds, one of the build ideas I had in mind was a character who used Portal and falling damage as a "hail mary" tactic against super-tough bosses. I say a hail mary desperate play, because it's hard, tricky, and dangerous to try, but doable. I ultimately didn't go with it, but I looked into it quite a bit for awhile.
First of all, there's no pushing someone through the portal. The spell description only allows for grappling and then pulling
someone through. Not pushing. In fact, other than that one sentence, there are no rules in the entire book that let someone move an opponent, other than possibly a Player's Call. You can grapple them in place, or pull them in this one single instance, but no pushing, lifting, throwing, or anything else. At least not in the rules as written.
So that takes care of using TK to lift anything. It's not supported by the rules. If you wanted an in-game reason it wouldn't work, just say that living things are too "wiggly" to keep hold of, for this particular Kinesis power. They wriggle around and get loose, unlike an object. Even a willing ally will wiggle around some if they're doing anything to contribute to a fight. Maybe an unconscious ally could be carried, because they're not moving anymore. And that brings it back to being a utility effect, rather than for combat.
Anyway, back to Portal. You can create one end of the portal near a foe, and the other end 50m up, but since you can only pull
someone through, then the caster themselves has to also be 50m up. That means:
1. Having a Fly spell already up and running.
2. Having already flown up to the right height beforehand, in order to try this.
3. Not getting shot out of the air on your way up, and getting your flight concentration broken.
4. Casting a difficult Portal spell, with a -2 from being part of a multi-action, and also while maintaining the flight (so it's Diff 14 +4 = 18).
5. Landing an unarmed or melee Grapple as the other part of the multi-action, at a -2 difficulty, against a presumably tough boss who's hard to hit.
6. Letting the enemy go once you've got them in the air with you, and then hoping they didn't Hold an action in reserve in order to grab onto you to prevent themselves from falling, and also hoping that they don't subsequently win initiative on the next card flip, as another way to try to grab onto you before they start to fall.
As you can see, it'd be major damage if pulled off, but it's so difficult and dangerous that I'd only try it if the stakes were high, and if there was no other choice.
Or if I had a Martyr card. With that
, and the setup as described above, the scenario just rights itself.