The next one on the guidelines list is what's commonly referred to as Psychics. These guys are a rarity, and you have to be born one. Their minds are so built differently then ours, and each one varies and no two psychics are 100% alike. Depending on the ability, their personalities are also different. For instance, the more emotionless a psychic is, the more likely that psychics ability is to read and control minds, a Telepath. If their power is a little less than that, then they are known as Illusionists, for they can create entire scenario's within your mind, but their power goes no further than that. Telekinetics, the most emotionally attached and least apparent types of psychics can move objects or create concussive blastwaves using psychic energy, but can never learn to read a mind or master an illusion. In addition, they can trade off at will between movement of objects and concussive blasts for enhanced to near super-human levels of strength, agility, speed, and durability. I've seen guys with this power jump from thirty story towers and land clean on their feet without an issue. Now don't get scared about having to fight one of these guys, because there are defensives and ways to get around these abilities, and we sure as shit have them. Another important note to know about a psychic is they cannot use magick, at all, in any way. For some reason, and research has yet to show a clear and defined reason why, a psychic cannot bend mana to their will, and a magick user cannot channel his psychic energy into power, so basically it's one or the other. Thankfully, because gods only know how much trouble we'd be in if one of those with both psychic -and- magic power was walking around.
Telepaths - Capable of reading minds and retireving information from the deepest memories, as well as memory wipes. Can also lash out with a "Psychic Scream", causing immense pain in multiple victims at once. However their phsyical abilities are usually lower than an average mortal, and are severely emotionally detached.
Illusionist - Can delve into the front part of a mortal's brain to create false images and scenarios, making illusions and causing great confusion in enemy forces. Can also cause a Psychic Scream, but only to one mind at a time. Mildly mentally detached.
Telekinetics - Can manipulate the very fabric of space around objects and people to lift and throw them, or crush them, all depending on the range of control capabilities of the user. Can also create a "push" effect to knock or blast away opponents or enemy forces. A telekinetic can also switch this ability around, instead of manipulating others to manipulate themselves, greatly enhancing their phsyical attributes such as strength, speed, agility, stamina, and durability for a period of time. The enhancement is a direct reflection of their own phsyical prowess, so the stronger you were before using this, the stronger you will be once it's activated. Barely emotionally detached.
Shared Facts On Psychics - All psychics rely on a strong mind, and as such if they over use their powers, it can cause sever mental strain and possibly kill them.
All psychics also have a built in biological shut down switch to prevent such a scenario, but sometimes a psychic can override their own fail safe, and continue pushing onward. In a fail safe is triggered, the psychic loses conciousness and passes out completely until their body is fully repaired.
On the reparing part, it has been report that when a psychic is severely harmed or drugged, they fall into a form of coma, and their powers begin to automatically heal them at a much higher rate. It is important to know not to try and move or touch them while in this state, because their powers will also lash out at whoever goes near them.
Another shared ability of all psychics is procognition. Some have predict events ranging from thirty seconds into the future, to years down the road. Some have it to a point where it's only a state of heightened instincts, and some can only predict randomly via a dream or sudden vision. Point is, it happens, and all psychics have it.
The final thing they all share is that a psychic's mental abilities can be blocked. To enter a mind, a psychic has to break down a mental wall, and rush their power into their opponents head. To counter act this to some degree, which varies on your own mental strength, which is of course affected by one's current condition (wounded, poisoned, or perfectly fine) one has to put up a mental block of their own, imagine a wall, or a poem replaying over and over again in their head. Depending on the strength of the psychic, the defendant will either be able to think strongly on the subject and fight, or be crippled and spend all his/her physical strength just to keep the psychic out of their head. To counteract a telekinetic actual physical strength is needed, for a telekinetic grip is only two to five times stronger then their own natural strength.