History Main / PsychicPowers

21st Jan '17 6:21:07 PM nombretomado
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* In an interesting inversion, AnneRice dispenses with FunctionalMagic in ''Literature/TheVampireChronicles'' and ''Literature/LivesOfTheMayfairWitches'' series. All preternatural phenomena and beings such as [[OurVampiresAreDifferent vampires]], witches and spirits are explained in psychic, rather than magical, terms.

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* In an interesting inversion, AnneRice Creator/AnneRice dispenses with FunctionalMagic in ''Literature/TheVampireChronicles'' and ''Literature/LivesOfTheMayfairWitches'' series. All preternatural phenomena and beings such as [[OurVampiresAreDifferent vampires]], witches and spirits are explained in psychic, rather than magical, terms.
21st Jan '17 5:48:09 PM Mitis
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* There's a ''{{Pokemon}}'' type called Psychic. Moves with this type cover all the specific powers listed above, and many of them can be learned by Pokémon that aren't Psychic-types themselves. The typing, due to various reasons, was [[GameBreaker ridiculously overpowered]] in the first generation, but later generations of the franchise have balanced it out much more. Now, while Psychic-types are relatively common and useful in the game itself and in competitive play, they're not all the game-breaking powerhouses they were originally.
** A few characters are psychics too. [[TheStoic Sabrina]], [[VillainousHarlequin Will]], [[HalfIdenticalTwins Tate and Liza]], [[IllGirl Caitlin]], [[{{Seer}} Olympia]], and a trainer class. They're all treated in a positive light, too, and generally use fellow Psychic-type Pokemon in battle. (Sabrina's powers appear to be precognitive in nature. Every time you battle her, she makes claims of having predicted the battle, sometimes years ago.

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* There's a ''{{Pokemon}}'' type called ''{{Pokemon}}'': One of the types is Psychic. Moves with this type cover all the specific powers listed above, and many of them can be learned by Pokémon that aren't Psychic-types themselves. The typing, due to various reasons, was [[GameBreaker ridiculously overpowered]] in the first generation, but later generations of the franchise have balanced it out much more. Now, while Psychic-types are relatively common and useful in the game itself and in competitive play, they're not all the game-breaking powerhouses they were originally.
** A few Despite Psychics technically not being as powerful as they were at the start, they're still one of the most powerful types, if not ''the'' most. Two things to note in support of that:
*** Out of the franchise's forty-three Legendary Pokémon, seven are pure Psychic, another thirteen are half-Psychic, and one more is capable of becoming Psychic. Almost ''half'' of all Legendary Pokémon are Psychic.
*** Out of the franchise's forty-six Pokémon capable of undergoing Mega Evolution, the type that shows up most is Psychic, with nine Pokémon capable of evolving and Mewtwo having two separate evolutions.
** Almost all
characters who specialize in Psychic Pokémon are psychics too. psychic themselves. Kanto Gym Leader [[TheStoic Sabrina]], Johto Elite Four [[VillainousHarlequin Will]], Hoenn Gym Leaders [[HalfIdenticalTwins Tate and Liza]], Unova Elite Four [[IllGirl Caitlin]], Kalos Gym Leader [[{{Seer}} Olympia]], and a trainer class. countless NPC trainers. They're all treated in a positive light, too, and generally use fellow too.
*** The only
Psychic-type Pokemon in battle. (Sabrina's powers appear trainer who isn't confirmed to be precognitive in nature. Every time you battle her, she makes claims of having predicted psychic himself is the battle, sometimes years ago.strongest member of the Sinnoh Elite Four, [[BadassBookworm Lucian]]. But with the way his character is, nobody would be surprised if he was.
20th Jan '17 3:55:11 PM StFan
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* ''Series/ThatsSoRaven'' is about a precognitive teen who can't ''quite'' master the interpretation of her visions, so HilarityEnsues (though not a lot of it). In one episode she also meets a group of teens with other psychic powers.
** In "Leave it to Diva," she briefly becomes a telepath as well, when she goes through a strange illness dubbed as a "psychic cold."

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* ''Series/ThatsSoRaven'' is about a precognitive teen who can't ''quite'' master the interpretation of her visions, so HilarityEnsues (though not a lot of it). In one episode she also meets a group of teens with other psychic powers.
**
powers. In "Leave it to Diva," she briefly becomes a telepath as well, when she goes through a strange illness dubbed as a "psychic cold."



* There are many real psychics on ''Series/TheXFiles}''.

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* %%* There are many real psychics on ''Series/TheXFiles}''.''Series/TheXFiles''.
20th Jan '17 3:54:01 PM StFan
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** Variants of this include AuraVision -- varying in power from just visible to reading someone like a book; it can encompass a wide variety of other sensing powers, usually tied to PinealWeirdness and the ThirdEye. AstralProjection and [=BiLocation=] (the ability to [[MesACrowd create a double of oneself]], physical or [[ProjectedMan otherwise]], in another place and/or time). The latter may overlap with some forms of [[TeleportersAndTransporters teleportation]].

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** Variants of this include AuraVision -- varying in power from just visible to reading someone like a book; it can encompass a wide variety of other sensing powers, usually tied to PinealWeirdness and the ThirdEye. AstralProjection and [=BiLocation=] (the ability to [[MesACrowd create a double of oneself]], physical or [[ProjectedMan otherwise]], in another place and/or time). The latter may overlap with some forms of [[TeleportersAndTransporters teleportation]].{{teleportation}}.



* {{Teleport|ersAndTransporters}}ation, also known as Apportation -- the ability to transport objects or people from location A to B, including oneself. A bit like the transporter in ''Franchise/StarTrek''. Usually the psychic will either [[SummonMagic call things to them]] or has to touch them to send them away to someplace else. If they're really powerful, they can move objects from/to both target locations from afar remotely.

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* {{Teleport|ersAndTransporters}}ation, {{Teleportation}}, also known as Apportation -- the ability to transport objects or people from location A to B, including oneself. A bit like the transporter in ''Franchise/StarTrek''. Usually the psychic will either [[SummonMagic call things to them]] or has to touch them to send them away to someplace else. If they're really powerful, they can move objects from/to both target locations from afar remotely.



** [[MindOverMatter Telekinesis]] and {{teleport|ersAndTransporters}}ation can be done by all family members.

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** [[MindOverMatter Telekinesis]] and {{teleport|ersAndTransporters}}ation {{teleportation}} can be done by all family members.



* Psychic powers are a normal part of the AlternateHistory of ''Manga/ZettaiKarenChildren'', but the only ones who have it at a high enough level to be destructive/heroic are the eponymous heroes -- three ten-years-old girls. Kaoru has telekinesis, Aoi has [[TeleportersAndTransporters teleportation]] and Shiho has psychometry.
** [[spoiler: There's also the BigBad, who's so powerful that no antipsychic countermeasures are effective against him. He's also not limited to one type of ability]].

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* Psychic powers are a normal part of the AlternateHistory of ''Manga/ZettaiKarenChildren'', but the only ones who have it at a high enough level to be destructive/heroic are the eponymous heroes -- three ten-years-old girls. Kaoru has telekinesis, Aoi has [[TeleportersAndTransporters teleportation]] {{teleportation}} and Shiho has psychometry.
** [[spoiler: There's
psychometry. [[spoiler:There's also the BigBad, who's so powerful that no antipsychic countermeasures are effective against him. He's also not limited to one type of ability]].



* Ringo in ''Fanfic/WithStringsAttached'' is ''exceptionally'' psychic, with [[MySignificanceSenseIsTingling mindsight]] that lets him see everything from atoms to the surface of the sun, [[MindOverMatter telekinesis]] with which he can feel stuff at least 100 miles away and move it around, a latent [[TeleportersAndTransporters teleport escape clause]], and the ability to sense (and, unfortunately, be affected by) other things operating on the psychic plane. Luckily, as an ActualPacifist, he's a very peaceable soul; all he wants to do is lie around all day looking at things.

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* Ringo in ''Fanfic/WithStringsAttached'' is ''exceptionally'' psychic, with [[MySignificanceSenseIsTingling mindsight]] that lets him see everything from atoms to the surface of the sun, [[MindOverMatter telekinesis]] with which he can feel stuff at least 100 miles away and move it around, a latent [[TeleportersAndTransporters [[{{Teleportation}} teleport escape clause]], and the ability to sense (and, unfortunately, be affected by) other things operating on the psychic plane. Luckily, as an ActualPacifist, he's a very peaceable soul; all he wants to do is lie around all day looking at things.



* ''Anime/PokemonTheFirstMovie''. Mewtwo displays extremely potent psychic abilities of all kinds. Its [[MindOverMatter telekinesis]] can [[WeatherManipulation whip up a huge storm]], repel all forms of attack, and carry dozens of pokémon (some of which are quite heavy) at a time. It overpowers an Alakazam, which are known for their immense psychic power, in a psychic battle while at Giovanni's gym. It speaks to others {{telepath|y}}ically, and can [[MeatPuppet suppress people's minds to make them do its bidding and speak through them]]. It's also able to [[LaserGuidedAmnesia erase events from people's memories]] and [[TeleportersAndTransporters teleport them]] back to where they were before they arrived on the island. Mew displays great psychic power in its limited screen time, as well, when it fights evenly with Mewtwo.

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* ''Anime/PokemonTheFirstMovie''. Mewtwo displays extremely potent psychic abilities of all kinds. Its [[MindOverMatter telekinesis]] can [[WeatherManipulation whip up a huge storm]], repel all forms of attack, and carry dozens of pokémon (some of which are quite heavy) at a time. It overpowers an Alakazam, which are known for their immense psychic power, in a psychic battle while at Giovanni's gym. It speaks to others {{telepath|y}}ically, and can [[MeatPuppet suppress people's minds to make them do its bidding and speak through them]]. It's also able to [[LaserGuidedAmnesia erase events from people's memories]] and [[TeleportersAndTransporters [[{{Teleportation}} teleport them]] back to where they were before they arrived on the island. Mew displays great psychic power in its limited screen time, as well, when it fights evenly with Mewtwo.



*** [[TeleportersAndTransporters Tk-V]]: Also known as “Travelers” these Psy are true teleporters and can go from location to location in the blink of an eye. Travelers are extremely, extremely rare.

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*** [[TeleportersAndTransporters [[{{Teleportation}} Tk-V]]: Also known as “Travelers” these Psy are true teleporters and can go from location to location in the blink of an eye. Travelers are extremely, extremely rare.



* In the old-school ''WesternAnimation/MyLittlePonyAndFriends'' TV series, some of the unicorns (like Ribbons, Galaxy and Buttons) have [[MindOverMatter telekinesis]] and [[TeleportersAndTransporters teleportation]], with Galaxy also being TheEmpath. (The others had ElementalPowers instead).

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* In the old-school ''WesternAnimation/MyLittlePonyAndFriends'' TV series, some of the unicorns (like Ribbons, Galaxy and Buttons) have [[MindOverMatter telekinesis]] and [[TeleportersAndTransporters teleportation]], {{teleportation}}, with Galaxy also being TheEmpath. (The others had ElementalPowers instead).
20th Jan '17 3:40:02 PM StFan
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* Although more well known for it's use of KiAttacks, Manga/DragonBall has it's fair share of characters with Psychic powers:
** The first really notable example is General Blue. Goku's first WakeUpCallBoss and the first in a LONG line of [[SortingAlgorithmOfEvil increasingly powerful villains]], Blue did not yet have flight and energy blasts, but he could paralyze people by making eye contact with them, allowing him to get the better of Goku ''twice'' while the latter had him on the ropes. He at one point also used his powers to animate a bunch of ordinary ropes, giving them snake-like properties and turning them into restraints neither Goku, Krillin, or even Master Roshi (at that point the strongest main character) could break free from. Notably, Mercenary Tao proved immune to his paralytic stare.
** Master Roshi also displayed mind-reading abilities in the 21st world martial arts tournament, reading Nam's mind. He has not used them again anytime afterwards, even though they would be insanely useful.
** Also, Chaiotzu. Out of all the members of the main cast, Chaiotzu uses psychic powers as his area of expertise, with such abilities as telekenisis and, again, paralysis-inducement, although unlike Blue he actually needed to extend both his arms while doing it.

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* Although more well known for it's its use of KiAttacks, Manga/DragonBall has it's its fair share of characters with Psychic powers:
** The first really notable example is General Blue. Goku's first WakeUpCallBoss and the first in a LONG line of [[SortingAlgorithmOfEvil increasingly powerful villains]], Blue did does not yet have flight and energy blasts, but he could can paralyze people by making eye contact with them, allowing him to get the better of Goku ''twice'' while the latter had has him on the ropes. He at one point also used uses his powers to animate a bunch of ordinary ropes, giving them snake-like properties and turning them into restraints neither Goku, Krillin, or even Master Roshi (at that point the strongest main character) could can break free from. Notably, Mercenary Tao proved proves immune to his paralytic stare.
** Master Roshi also displayed displays mind-reading abilities in the 21st world martial arts tournament, reading Nam's mind. He has not used them again anytime afterwards, even though they would be insanely useful.
** Also, Chaiotzu. Out of all the members of the main cast, Chaiotzu uses psychic powers as his area of expertise, with such abilities as telekenisis and, again, paralysis-inducement, although unlike Blue he actually needed needs to extend both his arms while doing it.



** King Kai, as well as most other Kais, can see anything in the universe and contact anyone in the universe with telepathy. Supreme Kai has also used telekenisis to lift a block of Kaitchin (the most durable metal in the universe).

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** King Kai, as well as most other Kais, can see anything in the universe and contact anyone in the universe with telepathy. Supreme Kai has also used telekenisis telekinesis to lift a block of Kaitchin (the most durable metal in the universe).



* DespoilersOfTheGoldenEmpire:

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* DespoilersOfTheGoldenEmpire:''Literature/DespoilersOfTheGoldenEmpire'':



* Over the course of the series, the emphasis in the ''{{Discworld}}'' moves, inexorably, from magic to science and technology. It is interesting to observe how the established force of magic shifts from applied magic to dealing with concepts of science: the wizards of Unseen University shift their focus from dealing with things like the Dungeon Dimensions (who are never heard of again as a plausible threat after about the tenth book in the series). "Pure" magic and all this implies shifts to dealing with more scientific concepts as a "Steampunk" ethos takes over. Even the witches discover that the more mystic and psychic elements of their craft take a back seat to applied psychology, people-skills and concepts such as pharmacology and common-sense medicine. Technomancy means magic and the psychic take a back seat and a lower priority. #even the Elves, in the last book, ''Discworld/TheShepherdsCrown'', are defeated not by magic but by human strength supported by science and industry. (weapons and the use of industrial waste - iron shavings - as weaponry).

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* Over the course of the series, the emphasis in the ''{{Discworld}}'' ''Literature/{{Discworld}}'' moves, inexorably, from magic to science and technology. It is interesting to observe how the established force of magic shifts from applied magic to dealing with concepts of science: the wizards of Unseen University shift their focus from dealing with things like the Dungeon Dimensions (who are never heard of again as a plausible threat after about the tenth book in the series). "Pure" magic and all this implies shifts to dealing with more scientific concepts as a "Steampunk" ethos takes over. Even the witches discover that the more mystic and psychic elements of their craft take a back seat backseat to applied psychology, people-skills and concepts such as pharmacology and common-sense medicine. Technomancy means magic and the psychic take a back seat and a lower priority. #even Even the Elves, in the last book, ''Discworld/TheShepherdsCrown'', are defeated not by magic but by human strength supported by science and industry. industry (weapons and the use of industrial waste - -- iron shavings - -- as weaponry).



* In RobertAHeinlein's works:

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* In RobertAHeinlein's Creator/RobertAHeinlein's works:



* Literature/TrappedOnDraconica: Gothon has this [[spoiler: provided to him by 'garmen tech'.]]

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* Literature/TrappedOnDraconica: ''Literature/TrappedOnDraconica'': Gothon has this [[spoiler: provided to him by 'garmen tech'."garmen tech"fol.]]



* An episode of ''WesternAnimation/TheAdventuresOfJimmyNeutron'' has TheDitz Sheen develop vast Psychic Powers and declare AGodAmI when Jimmy boosts his brain to cheat on a test-- which is par for the course for Jimmy's experiments.
* Combustion Man seems to have a unique case of Psychic Powers in ''WesternAnimation/AvatarTheLastAirbender''. Unlike other firebenders, he doesn't produce actual flames from his limbs or mouth, but rather creates what seems to be a focused beam of intense heat coming from his forehead, that causes everything in its path to be incinerated in a massive explosion. The fact that he doesn't speak at all, has a bald head, and an eye-shaped tattoo on his forehead enforces the image of a pyrokineticist. His only weakness are blows to the head which makes it hard for him to focus his heat beam [[spoiler: which ultimately kills him]].
** ''WesternAnimation/TheLegendOfKorra'' reveals that these abilities were not unique to Combustion Man: [[ColdSniper P'Li]] of the [[BombThrowingAnarchists Red Lotus]] has the same power, though it differs from Combustion Man's in that she can [[{{Roboteching}}fire her explosive blasts in an arc, to curve around cover]], while Combustion Man could only fire them in a straight line. It also introduced psychic [[BlackMagic bloodbending]], an extremely rare ability which enabled the use of bloodbending without a full moon, and without the practitioner needing to move at all in order to use it. Users can [[PeoplePuppets control other people's bodies at will]].
* The ''WesternAnimation/BatmanBeyond'' episode "Mind Games" had the Brain Trust, a secret society of psychics that uses a fake school-for-the-gifted to recruit [[PsychicChildren suitably talented children]].
** Willie Watt from "Golem" and "Revenant" exhibited a variety of psychic abilities.

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* An episode of ''WesternAnimation/TheAdventuresOfJimmyNeutron'' ''WesternAnimation/TheAdventuresOfJimmyNeutronByGenius'' has TheDitz Sheen develop vast Psychic Powers and declare AGodAmI when Jimmy boosts his brain to cheat on a test-- test -- which is par for the course for Jimmy's experiments.
* ''Franchise//AvatarTheLastAirbender:
**
Combustion Man seems to have a unique case of Psychic Powers in ''WesternAnimation/AvatarTheLastAirbender''. Unlike other firebenders, he doesn't produce actual flames from his limbs or mouth, but rather creates what seems to be a focused beam of intense heat coming from his forehead, that causes everything in its path to be incinerated in a massive explosion. The fact that he doesn't speak at all, has a bald head, and an eye-shaped tattoo on his forehead enforces the image of a pyrokineticist. His only weakness are blows to the head which makes it hard for him to focus his heat beam [[spoiler: which beam, [[spoiler:which ultimately kills him]].
** ''WesternAnimation/TheLegendOfKorra'' reveals that these abilities were not unique to Combustion Man: [[ColdSniper P'Li]] of the [[BombThrowingAnarchists Red Lotus]] has the same power, though it differs from Combustion Man's in that she can [[{{Roboteching}}fire [[{{Roboteching}} fire her explosive blasts in an arc, to curve around cover]], while Combustion Man could only fire them in a straight line. It also introduced psychic [[BlackMagic bloodbending]], an extremely rare ability which enabled the use of bloodbending without a full moon, and without the practitioner needing to move at all in order to use it. Users can [[PeoplePuppets control other people's bodies at will]].
* ''WesternAnimation/BatmanBeyond'':
**
The ''WesternAnimation/BatmanBeyond'' episode "Mind Games" had has the Brain Trust, a secret society of psychics that uses a fake school-for-the-gifted to recruit [[PsychicChildren suitably talented children]].
** Willie Watt from "Golem" and "Revenant" exhibited exhibits a variety of psychic abilities.



* In ''WesternAnimation/MyLittlePonyFriendshipIsMagic'', all unicorns have [[MindOverMatter telekinesis]], and Twilight Sparkle has some limited [[{{Telepathy}} telepathic]] abilities such as altering the minds of Parasprites to not eat food and forcing her good memories onto her friends. She also demonstrated limited pyrokinetic powers on occasion and also has the ability to teleport.

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* In ''WesternAnimation/MyLittlePonyFriendshipIsMagic'', all ''WesternAnimation/MyLittlePonyFriendshipIsMagic'':
** All
unicorns have [[MindOverMatter telekinesis]], and Twilight Sparkle has some limited [[{{Telepathy}} telepathic]] abilities such as altering the minds of Parasprites to not eat food and forcing her good memories onto her friends. She also demonstrated limited pyrokinetic powers on occasion and also has the ability to teleport.



** {{Discussed|Trope}} in ''[[Recap/MyLittlePonyFriendshipIsMagicS4E24EquestriaGames Equestria Games]]''; Spike ''thinks'' he can set fires with these when the torch is seemingly lit on its own, until Twilight sets him straight.
** Of course, usually all those abilities (particularly those of unicorns) are simply considered straight-up "magic" in the first place, and it's not clear that the ponies even ''have'' a separate concept of "psychic" powers. (This hasn't kept some crossover fanfics with science fiction settings from using this explanation.)
** In the [[WesternAnimation/MyLittlePonyAndFriends the oldschool My Little Pony TV series]], some of the unicorns (like Ribbons, Galaxy and Buttons) had [[MindOverMatter telekinesis]] and [[TeleportersAndTransporters teleportation]], with Galaxy also being TheEmpath. (The others had ElementalPowers instead)

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** {{Discussed|Trope}} in ''[[Recap/MyLittlePonyFriendshipIsMagicS4E24EquestriaGames "[[Recap/MyLittlePonyFriendshipIsMagicS4E24EquestriaGames Equestria Games]]''; Games]]"; Spike ''thinks'' he can set fires with these when the torch is seemingly lit on its own, until Twilight sets him straight.
** Of course, usually all those abilities (particularly those of unicorns) are simply considered straight-up "magic" in the first place, and it's not clear that the ponies even ''have'' a separate concept of "psychic" powers. (This hasn't kept some crossover fanfics with science fiction science-fiction settings from using this explanation.)
** * In the [[WesternAnimation/MyLittlePonyAndFriends the oldschool My Little Pony old-school ''WesternAnimation/MyLittlePonyAndFriends'' TV series]], series, some of the unicorns (like Ribbons, Galaxy and Buttons) had have [[MindOverMatter telekinesis]] and [[TeleportersAndTransporters teleportation]], with Galaxy also being TheEmpath. (The others had ElementalPowers instead)instead).



* Dawn from ''TotalDrama Revenge of the Island'' is best known for her AuraVision, but she has several other psychic powers as well. She has hit or miss divination powers, correctly (if vaguely) predicting Dakota's downfall but explicitly failing to predict the chaos in the finale duel. Teleportation is [[OffscreenTeleportation strongly implied]], and the first episode subtly suggests that she enough levitation ability to cross rough terrain easily if not especially quickly.

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* Dawn from ''TotalDrama ''WesternAnimation/TotalDrama Revenge of the Island'' is best known for her AuraVision, but she has several other psychic powers as well. She has hit or miss divination powers, correctly (if vaguely) predicting Dakota's downfall but explicitly failing to predict the chaos in the finale duel. Teleportation is [[OffscreenTeleportation strongly implied]], and the first episode subtly suggests that she enough levitation ability to cross rough terrain easily if not especially quickly.



20th Jan '17 1:46:44 PM StFan
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* Literature/LoneWolf and the other Kai Lords are essentially Psychic {{warrior monk}}s, not unlike the Jedi. The various Kai skills are nearly all Psychic Powers, ranging from clairvoyance/danger sense, resistance to poison and hostile environment, psychic defense/attacks, animal empathy, and telekinesis.

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* Literature/LoneWolf ''Literature/LoneWolf'':
** Lone Wolf
and the other Kai Lords are essentially Psychic {{warrior monk}}s, not unlike the Jedi. The various Kai skills are nearly all Psychic Powers, ranging from clairvoyance/danger sense, resistance to poison and hostile environment, psychic defense/attacks, animal empathy, and telekinesis.telekinesis.
** Numerous other creatures in the setting have psychic powers, including a few non-Kai humans. They vary greatly, but the most common are some form of psychic attacks usable in combat, especially among the Darklords and their minions. Those are frequent enough that even some humans otherwise devoid of psychic powers learn to resist basic Mindblast through willpower, like the knight order of the White Mountain.
6th Jan '17 2:54:39 PM Tropetastic1995
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Added DiffLines:

* Although more well known for it's use of KiAttacks, Manga/DragonBall has it's fair share of characters with Psychic powers:
** The first really notable example is General Blue. Goku's first WakeUpCallBoss and the first in a LONG line of [[SortingAlgorithmOfEvil increasingly powerful villains]], Blue did not yet have flight and energy blasts, but he could paralyze people by making eye contact with them, allowing him to get the better of Goku ''twice'' while the latter had him on the ropes. He at one point also used his powers to animate a bunch of ordinary ropes, giving them snake-like properties and turning them into restraints neither Goku, Krillin, or even Master Roshi (at that point the strongest main character) could break free from. Notably, Mercenary Tao proved immune to his paralytic stare.
** Master Roshi also displayed mind-reading abilities in the 21st world martial arts tournament, reading Nam's mind. He has not used them again anytime afterwards, even though they would be insanely useful.
** Also, Chaiotzu. Out of all the members of the main cast, Chaiotzu uses psychic powers as his area of expertise, with such abilities as telekenisis and, again, paralysis-inducement, although unlike Blue he actually needed to extend both his arms while doing it.
** In {{Filler}}, Goku and Piccolo both display powerful telekenisis. In manga-based materials, they haven't shown such abilities (probably having no use for them when they can fire planet-exploding energy blasts at will), but they are shown to be capable of contacting others with telepathy.
** King Kai, as well as most other Kais, can see anything in the universe and contact anyone in the universe with telepathy. Supreme Kai has also used telekenisis to lift a block of Kaitchin (the most durable metal in the universe).
5th Jan '17 6:30:52 PM MiddleEighth
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Added DiffLines:

***He can't, as evidenced in ''Fanfic/TheKeysStandAlone: The Soft World'', when he tried to interrogate some ninjas and got nothing. He acknowledges that he's a pretty feeble telepath. And Ringo, after experience with real telepaths, notes that John isn't one.
1st Jan '17 6:41:34 AM Morgenthaler
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* Although Buck, Caleb, and Merlyn are all shown to have varying examples of such powers (the latter never hinted at in life but [[OurAngelsAreDifferent justified by her new position]]), in the very first episode of ''Series/AmericanGothic'' Gail Emory is also implied to have some form of a PsychicLink with her cousin. After he has vanished from the hospital to answer his sister's summons to their old house, Gail somehow 'feels' a connection to him, even seems to indulge in a bit of Psychometry when she touches the door, and then instantly 'knows' where Caleb has gone. Even the [[WordOfGod writers, when speaking in the commentary]], noted that [[LampshadeHanging they didn't really know how she did it]], that it was only introduced [[NewPowersAsThePlotDemands as a way to get all the characters together for the climax]], and the ability is never shown again.

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* Although Buck, Caleb, and Merlyn are all shown to have varying examples of such powers (the latter never hinted at in life but [[OurAngelsAreDifferent justified by her new position]]), in the very first episode of ''Series/AmericanGothic'' ''Series/AmericanGothic1995'' Gail Emory is also implied to have some form of a PsychicLink with her cousin. After he has vanished from the hospital to answer his sister's summons to their old house, Gail somehow 'feels' a connection to him, even seems to indulge in a bit of Psychometry when she touches the door, and then instantly 'knows' where Caleb has gone. Even the [[WordOfGod writers, when speaking in the commentary]], noted that [[LampshadeHanging they didn't really know how she did it]], that it was only introduced [[NewPowersAsThePlotDemands as a way to get all the characters together for the climax]], and the ability is never shown again.
20th Dec '16 10:46:14 PM TheFantasyChronicler
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* Creator/AlanDeanFoster examples:
** The ''Damned Series'' has the Amplitur, with some mind control abilities, humans and Lepar, who can resist them, in the case of humans with extremely bad results on the Amplitur, and as of the second book, The False Mirror there is a group of humans known as the Core that has the Amplitur mind control ability.
** Flinx from the ''Literature/HumanxCommonwealth'' series has empathic telepathy, as well as an instinctive psychic defense mechanism that shows up [[PowerIncontinence occasionally]], and [[PersonOfMassDestruction usually wreaks havoc when it does]]. Flinx is not the only person in the series with these capabilities; there is also Mahnami, a telepathic and telekinetic girl with a similar background to Flinx, an alien race of subterranean empaths, and a race of nearly omnipotent bear-like alien telepaths. Also, one of the series' [[{{Precursors}} Precursor]] races, the Tar-Aiym, were all powerful telepaths.
* Creator/AlexanderKey examples:
** ''Literature/EscapeToWitchMountain'': Tony has clairvoyance and telekinesis. His sister Tia has a form of telekinesis that lets her open locks; she is also a FriendToAllLivingThings. They are ''not'' telepathic, however as in the film adaptations.
** ''Literature/TheForgottenDoor'': Little Jon is telepathic (which lets the author HandWave how quickly he learned English), an ability which carries over to reading the thoughts of animals. He is also telekinetic in that he can 'lighten his feet' to run and jump unusually fast.



* Creator/AndreNorton stories that do not involve outright FunctionalMagic often involve this trope instead, particularly in ScienceFiction settings.
** ''Literature/{{Catseye}}'': The protagonist has mindspeech with his enhanced animal companions, without technological assistance (unlike the handlers from whom he rescues them).
** In the short story "The Gifts of Asti", the protagonist's people learned mindspeech from LizardFolk; she acknowledges freely that her LizardFolk companion is much more adept than she at the art.
** ''Forerunner Foray'': The protagonist, Ziantha, was taken into [[ThievesGuild the Guild]] as a child because her sponsor saw her playing guessing games while begging for money, and realized that she must have psychic ability to do so well. Ziantha has psychometry, which she uses in the first foray in the book to steal information from a target without physically touching his physically isolated storage devices. She later (with the help of an alien friend) uses teleportation to steal the story's MacGuffin. She can also use mindspeech, at least with other psychics.
** ''Moon of Three Rings'': The Moon Singers have mindspeech, which they can also use with animals. As part of their training, at some point they swap minds with an animal, which can go badly wrong.
** The Literature/{{Warlock}} series in ''Storm Over Warlock'' and ''Ordeal in Otherwhere'': The female Wyverns of Warlock are mistresses of illusion (a GenderRestrictedAbility) and have mindspeech.
** ''Literature/TheZeroStone'' and ''Uncharted Stars'': Eet communicates through mindspeech and is a master of illusion, and teaches some of these skills to the human protagonist, who is effectively Eet's [[TheSidekick Human Sidekick]] once Eet enters the first book.



* Creator/FredSaberhagen's ''Literature/{{Berserker}}'' universe has the Carmpans, with the [[FramingDevice Framing Story]] being narrated by the Third Historian who has the power to sense events throughout time and space. Then there are the Carmpan Prophets of Probability who can predict more immediate events.
* Ian Tregillis' ''Literature/BitterSeeds'' features a team of Nazi [[ChildSoldier child soldiers]] with psychic powers.
* Voyants, short for clairvoyants, in Samantha Shannon's ''Literature/TheBoneSeason'' are split into many subtypes but most of them are a variant on clairvoyance (natch), pre- or retrocognition or mediumship.



* In Creator/DorothyGilman's ''Literature/TheClairvoyantCountess'', Madame Karitska herself: DreamingOfThingsToCome and reading the past, present, and future off of objects, including the personalities of people. There are also some other characters with similar powers.
* ''Literature/{{Coils}}'' (1980) by Creator/RogerZelazny and Creator/FredSaberhagen features a whole team of psychics selected by a CorruptCorporateExecutive because of their mental powers. These include a female telepath, a bio-PK (a former faith-healer who can [[HealingHands heal]] or [[TouchOfDeath kill with his mind]]), a female telekinetic, and the protagonist, a [[{{Technopath}} machine empath]] who can control machines and "dive" [[InsideAComputerSystem into the global computer network]].



* DespoilersOfTheGoldenEmpire:
--> Once indoctrinated into the teachings of the Universal Assembly, any man could tap that Power to a greater or lesser degree, depending on his mental control and ethical attitude. At the top level, a first-class adept could utilize that Power for telepathy, psychokinesis, levitation, teleportation, and other powers that the commander only vaguely understood.
** [[spoiler: A subversion; while Commander Frank certainly believed that this was the case, the story was actually set in the real world; the powers ascribed to said first-class adepts were references to miracles by Christian saints and Jesus.]]
* Over the course of the series, the emphasis in the ''{{Discworld}}'' moves, inexorably, from magic to science and technology. It is interesting to observe how the established force of magic shifts from applied magic to dealing with concepts of science: the wizards of Unseen University shift their focus from dealing with things like the Dungeon Dimensions (who are never heard of again as a plausible threat after about the tenth book in the series). "Pure" magic and all this implies shifts to dealing with more scientific concepts as a "Steampunk" ethos takes over. Even the witches discover that the more mystic and psychic elements of their craft take a back seat to applied psychology, people-skills and concepts such as pharmacology and common-sense medicine. Technomancy means magic and the psychic take a back seat and a lower priority. #even the Elves, in the last book, ''Discworld/TheShepherdsCrown'', are defeated not by magic but by human strength supported by science and industry. (weapons and the use of industrial waste - iron shavings - as weaponry).
* They're present as well, on a lower level, in [=McCaffrey's=] ''Literature/DragonridersOfPern'' books -- at least as far as humans go. Lessa is never explicitly called telepathic, but she is actually a ''true telepath'', given her ability to "lean" on people and influence their behavior. The dragons themselves are telepathic, able to teleport, and, revealed in later books, telekinetic. Dragons can sense humans with high psychic potential -- this is how they aid their riders in Searches for suitable Impression candidates. People like Lessa who explicitly have actual telepathic abilities such as being able to hear all dragons' thought-speech are rare.
* While most of ''Literature/TheDresdenFiles'' events are explained by magic, Harry has the ability to consciously sharpen his hearing to hear whispered conversations across the room, footsteps coming closer, and ''heartbeats twenty feet away''. He's uncertain whether the clairaudience is magical or natural. Rashid, the Gatekeeper, indicates that he's also capable of this.
** More generally, telekinesis in the form of Force Magic and pure Will is present among most magically capable beings, as are various forms of telepathy - however, even lightly invasive forms of telepathy are very definitely BlackMagic, with two of the seven Laws of Magic banning them, and it is universally depicted as absolutely terrifying, with the effects lingering for months, even years, afterwards. Accordingly, the books place a massive emphasis on how terrifying mind control is. The villains of Books 6, 8 and 9, [[spoiler: Lord Raith and Mavra, Eldest Fetch and Vittorio Malvora respectively, with appearances by Madrigal Raith in the latter two]] are all psychic predators. One of the villains of Book 7, Corpsetaker, is fond of using MindRape [[spoiler: and BodySurf]] as combat tactics, the ManBehindTheMan villain of Book 11, [[spoiler: Peabody, is revealed as a member of the Black Council and as having exploited his position as the most senior functionary on the Council to use his alchemical formulae in ink to open the minds of the most senior members of the Council to manipulation, something he had been doing for ''years'', creating brainwashed sleeper agents and implanting trigger words into pretty much the ''entire'' younger generation of Wardens, leading to the assassination of a Senior Council Member, the death and discrediting of one of the staunchest Council loyalists - even if he was an enormous dick - and the deaths of over fifty wizards when he was made and unleashed a Mistfiend into the packed Council auditorium,]] the villain of Book 13 [[spoiler: is Corpsetaker and even more fond of MindRape as a ghost than as a member of the living]], while TheHeavy well back in Book 3 uses MindRape as a standard combat tactic. Hell, even [[spoiler: Aurora]], the villain of Book 4, had some mind magic game. All breeds of vampire and most faeries do too, and one of the most terrifying aspects of the recurring Denarians is their ability to manipulate their hosts. And [[spoiler: the BigBad of the MythArc is Nemesis, the psychic infection of the Outsiders which takes over the host and twists them ever so slightly, making them into often unaware puppets of the Outsiders, and which has been implied to have been screwing around with people and entire supernatural nations from the start of the series, if not before.]]
** With all this taken into account, it's unsurprising that putting someone into a healing sleep after a psychic invasion is about as far as is legal to go. As Dresden notes, to do magic you have to really, truly believe that what you are doing is right (think about the implications of that for a moment). He also notes that it's a slippery slope, because when you twist someone's mind out of true, your own gets twisted with it. And the more twisted you get, the easier it is to twist others. This aspect of the Art is repeatedly noted to be incredibly dangerous, and gets [[spoiler: Molly]], who has an instinctive gift for such magic, into very hot water.
** Various beings have some degree of precognitive ability, while all Wizards develop the Sight as they age, something that mostly manifests as intuitions and vague senses that someone or some place might be important - though they generally aren't told about this until it starts coming in, because apparently there's otherwise something of a problem with young Wizards 'labelling their more appealing fantasies' as precognition. Some apparently develop a particular talent for it, the Gatekeeper in particular - who, it is implied, can read probabilities.
* Frank Herbert's ''Franchise/{{Dune}}'' universe has the sisterhood of the Bene Gesserit, who through a [[SuperPowerfulGenetics genetic breeding program]] and the [[SuperSerum Spice drug]] have developed strong psychic powers, most notably pre- and post-cognition, bio-PK and telepathy. The end products of that program, Paul and Leto II, have precognition powerful enough to foresee the destiny of all humanity. The Navigators also use drug-induced psychic powers to make FasterThanLightTravel practical.
* In ''Literature/EnchantressFromTheStars'', the very advanced members of the Federation, the most enlightened race of humans, are able to use telepathy, telekinesis, and put up a Shield to protect themselves both physically and psychically.



* In the Literature/FirebirdTrilogy, this is the defining feature of the Sentinels and the Shuhr/Mikuhran. Their powers were gained through genetic modification. Specific abilities include {{Telepathy}} (with or without permission), [[TheEmpath sensing the emotions of everyone around them]], [[MindOverMatter moving objects remotely]], CompellingVoice, EmotionSuppression, {{Psychic Block Defense}}s, pain suppression, and controlling what others perceive.
* Julian May's ''[[Literature/SagaOfTheExiles Galactic Milieu/Pliocene Exile]]'' series had a detailed scientific classification of these, and high end powers including intergalactic teleportation.
* In the ''Literature/GreenSkyTrilogy'' by Zilpha Keatley Snyder, the Kindar and Erdlings are descended from earth colonists brought to the planet as children by a group of scientists fleeing nuclear annihilation. Raised in an atmosphere of complete trust, without even the words for hatred, anger, etc., the first few generations developed "Spirit-skills" including pensing (telepathy), kiniporting (telekinesis) and grunspreking (influencing the growth of plants). These abilities, along with gifts like psychic healing, are considered manifestations of Spirit (God) in everyday life. Even more important is "uniforce", where two or more people join their powers together, letting them do things that would be impossible alone. But now, all these abilities are dying out, and this is where the story really starts.
* The Sharonans of Creator/DavidWeber's ''Literature/HellsGate'' series have examples of all the broad categories sprinkled through 25% of the population, which, layered on top of their 19th-century-level technology, makes them quite formidable.
* The Heralds of MercedesLackey's ''Literature/HeraldsOfValdemar'' novels all have at least one Gift that fall into these categories. The most common include Mindspeech, which sometimes includes mind reading as well as mental conversations, Fetching (telekinesis and apportation), including the rather rare subcategory Firestarting (pyrokinesis), [=FarSight=] (clairvoyance), and [=ForeSight=] (precognition). Empathy is another possible, but rare, Gift -- powerful, projective empathy being particularly rare. Considered separate, but related, is the Mage-Gift, the ability to work the series' FunctionalMagic.
* In Creator/JohnCWright's ''Literature/TheHermeticMillennia'', Menelaus reflects on how stories have people with superpowerful intellects also have cool mental powers. He, who does have superhuman intelligence, can perfectly calculate how the blow to his head will hit but can't do a thing about it.
* Aphrodite from ''Literature/TheHouseOfNight'' has horrific future visions. Neferet can read minds.
* In the YoungAdult ''Literature/JackBishop'' novels by Steve Diamond, psychic powers are the end result of the Helix Corporation's research. They've succeeded in giving test subjects them by studying monsters but the drawbacks are severe.



* Appears several times in Creator/LarryNiven's ''LIterature/KnownSpace'' universe. The Kzin have a telepathic subspecies, the Grogs have powerful telepathy and MindControl (which, being immobile, they use to draw prey into their mouths), and several psychic humans have shown up, particularly Gil the ARM, who has a telekinetic third limb he discovered after losing one of his physical arms in a mining accident. Teela Brown was originally implied to have "[[BornLucky psychic luck]]", but this is {{deconstruct|ion}}ed and left ambiguous in later stories. Matt Keller had Plateau Eyes which could either make you ''really'' not notice him, or completely fascinate you.
* A very faint example of Clairvoyance in ''Literature/TheLeftHandOfDarkness'' - on the planet Winter, one of the unique religious elements is a council made up of specific people with specific aptitudes. They work their way into a collective trance, and then the speaker declares an answer to a given question after a certain period of time. The answer is nearly always correct; the narrator describes this as having "perfected the hunch." (One time someone asked such a council "What is the meaning of life?") At the end of it, some of the council was dead, others were insane, and someone started a new religion.
* Though the ''Literature/LordDarcy'' stories mostly use FunctionalMagic instead, precognition is one manifestation of [[WitchSpecies the Talent]] that's poorly understood. Visions of the future arise spontaneously and without need of ritual implements, making it more like a psychic power.
* ''Film/MinorityReport'' by Creator/PhilipKDick, and the Creator/TomCruise film [[InNameOnly loosely based on it]], concern the problems of precognition.



* The Clayr in the ''Literature/OldKingdom'' series exhibit clairvoyance, but it's as much a magical phenomenon as anything else.
* In ''Literature/ThePaleKing'', Claude Sylvanshine has Random Fact Intuition, which is ESP but with useless information.
** [[spoiler: Shane Drinion can levitate if he concentrates on a single thing long enough. He gradually starts floating as he listens to Meredith's story. He also once gets caught floating upside down while examining a tax return.]]
* Zenna Henderson's ''Literature/ThePeople'' have an assortment of psychic abilities up to and including true telepathy (they offer a couple of times to do selective mental erasure on humans who witness their powers) and [[ThePowerOfTheSun manual energy collection, conversion and redirection of sunlight or moonlight]]. Presumably they are harnessing the interactions of light and gravity. They just say they're "grabbing a handful of sunlight".



* Creator/PeterDavid's ''Psi-Man'' series is about a powerful psychic sought by the Government as a human weapon.



* Creator/PeterDavid's ''Psi-Man'' series is about a powerful psychic sought by the Government as a human weapon.
* ''Film/MinorityReport'' by Creator/PhilipKDick, and the Creator/TomCruise film [[InNameOnly loosely based on it]], concern the problems of precognition.
* Creator/AlanDeanFoster examples:
** The ''Damned Series'' has the Amplitur, with some mind control abilities, humans and Lepar, who can resist them, in the case of humans with extremely bad results on the Amplitur, and as of the second book, The False Mirror there is a group of humans known as the Core that has the Amplitur mind control ability.
** Flinx from the ''Literature/HumanxCommonwealth'' series has empathic telepathy, as well as an instinctive psychic defense mechanism that shows up [[PowerIncontinence occasionally]], and [[PersonOfMassDestruction usually wreaks havoc when it does]]. Flinx is not the only person in the series with these capabilities; there is also Mahnami, a telepathic and telekinetic girl with a similar background to Flinx, an alien race of subterranean empaths, and a race of nearly omnipotent bear-like alien telepaths. Also, one of the series' [[{{Precursors}} Precursor]] races, the Tar-Aiym, were all powerful telepaths.
* Frank Herbert's ''Franchise/{{Dune}}'' universe has the sisterhood of the Bene Gesserit, who through a [[SuperPowerfulGenetics genetic breeding program]] and the [[SuperSerum Spice drug]] have developed strong psychic powers, most notably pre- and post-cognition, bio-PK and telepathy. The end products of that program, Paul and Leto II, have precognition powerful enough to foresee the destiny of all humanity. The Navigators also use drug-induced psychic powers to make FasterThanLightTravel practical.
* Creator/RobertJordan's ''Literature/TheWheelOfTime'':
** Wolfbrothers can communicate mentally with wolves.
** A few of the Aes Sedai also have prophetic seizures (they are otherwise treated more as witches). There are also "Dark Prophecies", but these are not discussed in much detail.
* Creator/AlexanderKey examples:
** ''Literature/EscapeToWitchMountain'': Tony has clairvoyance and telekinesis. His sister Tia has a form of telekinesis that lets her open locks; she is also a FriendToAllLivingThings. They are ''not'' telepathic, however as in the film adaptations.
** ''Literature/TheForgottenDoor'': Little Jon is telepathic (which lets the author HandWave how quickly he learned English), an ability which carries over to reading the thoughts of animals. He is also telekinetic in that he can 'lighten his feet' to run and jump unusually fast.
* Zenna Henderson's ''Literature/ThePeople'' have an assortment of psychic abilities up to and including true telepathy (they offer a couple of times to do selective mental erasure on humans who witness their powers) and [[ThePowerOfTheSun manual energy collection, conversion and redirection of sunlight or moonlight]]. Presumably they are harnessing the interactions of light and gravity. They just say they're "grabbing a handful of sunlight".

to:

* Creator/PeterDavid's ''Psi-Man'' Robert Doherty's ''Psychic Warrior'' series concerns a group of soldiers who have various tech-amplified powers, primarily the ability to [[ProjectedMan project psychic energy avatars]] anywhere in the world. And give them {{Arm Cannon}}s.
* Sadako Yamamura from ''TheRing'' novels
is about a an astonishingly powerful psychic sought who, at one point or another, exhibits all these powers. Not only can she manifest psychography (called "nensha" in the context) with such force as to create the [[ArtifactOfDoom Cursed Video]], she can manipulate viruses and human beings to alter their ''genetic structure'' -- if she doesn't content herself with creating tumors or stopping hearts. By the third book, ''Loop'', her power is so great she's [[spoiler:breaking through to [[AscendToAHigherPlaneOfExistence the real world]] and spreading her curse there]]. Her mother, on the other hand, merely manifested precognition, and clairvoyance.
* ''[[Literature/TimeMachineSeries The Rings of Saturn]]'', set in the future, has mutants who live in wildlife preserves, in stone-age conditions; their powers range from {{telepathy}} through future sight to teleportation. They rarely enter civilization and prefer to keep the outside world unaware of the full extent of their abilities.
* In RobertAHeinlein's works:
** The Mother Thing in ''Literature/HaveSpaceSuitWillTravel'' communicates via telepathy.
** In ''Literature/StarshipTroopers'' it is not focused upon, but present. Early in the novel, Rico refers in passing to the "talents" assigned to Logistics & Communications (including "telepaths," "sensers," and "lucky men"). Towards the end, a "sensitive" is brought in to draw a map of a tunnel network. It's the real deal, but Rico himself is skeptical. Even after the sensitive's skills are proven, Johnnie still doubts the guy is psychic. His theory is the guy might just have really good hearing, and several comments made
by the Government as a human weapon.
sensitive and his "handlers" would seem to back this up, but it's still ambiguous.
* ''Film/MinorityReport'' by Creator/PhilipKDick, Jean Lorrah's ''Savage Empire'' books feature the vegetarian Readers (telepaths/remote viewers) and the Creator/TomCruise film [[InNameOnly loosely based on it]], concern the problems of precognition.
* Creator/AlanDeanFoster examples:
** The ''Damned Series'' has the Amplitur, with some mind control abilities, humans and Lepar, who can resist them, in the case of humans with extremely bad results on the Amplitur, and as of the second book, The False Mirror there is a group of humans known as the Core that has the Amplitur mind control ability.
** Flinx from the ''Literature/HumanxCommonwealth'' series has empathic telepathy, as well as an instinctive psychic defense mechanism that shows up [[PowerIncontinence occasionally]], and [[PersonOfMassDestruction usually wreaks havoc when it does]]. Flinx is not the only person in the series with these capabilities; there is also Mahnami, a telepathic and telekinetic girl with a similar background to Flinx, an alien race of subterranean empaths, and a race of nearly omnipotent bear-like alien telepaths. Also, one of the series' [[{{Precursors}} Precursor]] races, the Tar-Aiym, were all powerful telepaths.
* Frank Herbert's ''Franchise/{{Dune}}'' universe has the sisterhood of the Bene Gesserit, who through a [[SuperPowerfulGenetics genetic breeding program]] and the [[SuperSerum Spice drug]] have developed strong psychic powers, most notably pre- and post-cognition, bio-PK and telepathy. The end products of that program, Paul and Leto II, have precognition powerful enough to foresee the destiny of all humanity. The Navigators also use drug-induced
meat-eating Adepts (physical psychic powers to make FasterThanLightTravel practical.
like pyrokinesis and telekinesis.)
* Creator/RobertJordan's ''Literature/TheWheelOfTime'':
** Wolfbrothers can communicate mentally
In the ''Literature/SectorGeneral'' universe, all species with wolves.
** A few of the Aes Sedai also have prophetic seizures (they are otherwise treated more as witches). There are also "Dark Prophecies", but these are not discussed in much detail.
* Creator/AlexanderKey examples:
** ''Literature/EscapeToWitchMountain'': Tony has clairvoyance and telekinesis. His sister Tia has a form of telekinesis that lets her open locks; she is also a FriendToAllLivingThings. They are ''not'' telepathic, however as in the film adaptations.
** ''Literature/TheForgottenDoor'': Little Jon is telepathic (which lets the author HandWave how quickly he learned English), an ability which carries over to reading the thoughts of animals. He is also telekinetic in that he can 'lighten his feet' to run and jump unusually fast.
* Zenna Henderson's ''Literature/ThePeople'' have an assortment of psychic
psi abilities up to and receive the classification of V regardless of physical type.
* "Literature/SixthOfTheDusk": Pretty much everything,
including true telepathy (they offer a couple of times to do selective mental erasure most predators, are psychic on the islands. The only defense are the Aviar, psychic birds that humans who witness their powers) and [[ThePowerOfTheSun manual energy collection, conversion and redirection of sunlight or moonlight]]. Presumably they are harnessing the interactions of light and gravity. can tame. They just say they're "grabbing grant a handful of sunlight".single talent, unique to each species, and are invaluable for shielding minds against psychic detection.



* The Heralds of MercedesLackey's ''Literature/HeraldsOfValdemar'' novels all have at least one Gift that fall into these categories. The most common include Mindspeech, which sometimes includes mind reading as well as mental conversations, Fetching (telekinesis and apportation), including the rather rare subcategory Firestarting (pyrokinesis), [=FarSight=] (clairvoyance), and [=ForeSight=] (precognition). Empathy is another possible, but rare, Gift -- powerful, projective empathy being particularly rare. Considered separate, but related, is the Mage-Gift, the ability to work the series' FunctionalMagic.
* Julian May's ''[[Literature/SagaOfTheExiles Galactic Milieu/Pliocene Exile]]'' series had a detailed scientific classification of these, and high end powers including intergalactic teleportation.

to:

* Ia, protagonist of the ''Literature/TheirsNotToReasonWhy'' series has massive precognitive powers, along with lesser talents in telepathy, pyrokinesis, electrokinesis, telekinesis, and biokinesis.
* ''Literature/ThisImmortal'':
** Conrad Nomikos exhibits the occasional bout of clairvoyance where he is able to see, hear and feel something as if he were there is he has he has enough information to make a good guess. He calls it pseudotelepathic wishfulfillment and claims he's occasionally guessed wrong, but it is proven to be real when he accidentally connects with Myshtigo who later identifies it as real.
**
The Heralds of MercedesLackey's ''Literature/HeraldsOfValdemar'' novels all [[HumanoidAlien Vegans]] have developed several systems of mental discipline able to produce extrasensory abilities, and since every Vegan comes in contact with such a system at some point in their lives most are able to at least one Gift that fall into these categories. identify such occurences.
* In [[Literature/AWrinkleInTime
The most common include Mindspeech, which sometimes includes mind reading as well as mental conversations, Fetching (telekinesis and apportation), including Time Quartet]], ''A Wind in the rather rare subcategory Firestarting (pyrokinesis), [=FarSight=] (clairvoyance), and [=ForeSight=] (precognition). Empathy is Door'' introduces the idea of 'kything,' a form of telepathy - telepathy to the next level, where, no matter what distance, you can ''be'' with another possible, but rare, Gift -- powerful, projective empathy being particularly rare. Considered separate, but related, on an emotional level. It's motivated (naturally) by [[ThePowerOfLove love.]] In ''A Swiftly Tilting Planet,'' kything is itself taken to the Mage-Gift, next level, of "Going Within" (benign, non-intrusive occupation of another's body.) Charles Wallace has a gift for all these powers.
* In ''Literature/TimeScout'', a few people have various psychic powers.
** Ianira Cassondra,
the ability to work living Goddess, with precognition, clairvoyance (both willing and unwilling), postcognition, and powerful empathy.
** Ianira states outright that Margo could learn
the series' FunctionalMagic.
* Julian May's ''[[Literature/SagaOfTheExiles Galactic Milieu/Pliocene Exile]]'' series had a detailed scientific classification of these,
same.
** UsefulNotes/JackTheRipper has mesmerism
and high end powers including intergalactic teleportation.an aura of evil so powerful it can send psychic sensitives into paralytic visions.



* They're present as well, on a lower level, in [=McCaffrey's=] ''Literature/DragonridersOfPern'' books -- at least as far as humans go. Lessa is never explicitly called telepathic, but she is actually a ''true telepath'', given her ability to "lean" on people and influence their behavior. The dragons themselves are telepathic, able to teleport, and, revealed in later books, telekinetic. Dragons can sense humans with high psychic potential -- this is how they aid their riders in Searches for suitable Impression candidates. People like Lessa who explicitly have actual telepathic abilities such as being able to hear all dragons' thought-speech are rare.
* Appears several times in Creator/LarryNiven's ''LIterature/KnownSpace'' universe. The Kzin have a telepathic subspecies, the Grogs have powerful telepathy and MindControl (which, being immobile, they use to draw prey into their mouths), and several psychic humans have shown up, particularly Gil the ARM, who has a telekinetic third limb he discovered after losing one of his physical arms in a mining accident. Teela Brown was originally implied to have "[[BornLucky psychic luck]]", but this is {{deconstruct|ion}}ed and left ambiguous in later stories. Matt Keller had Plateau Eyes which could either make you ''really'' not notice him, or completely fascinate you.
* Creator/AndreNorton stories that do not involve outright FunctionalMagic often involve this trope instead, particularly in ScienceFiction settings.
** ''Literature/{{Catseye}}'': The protagonist has mindspeech with his enhanced animal companions, without technological assistance (unlike the handlers from whom he rescues them).
** In the short story "The Gifts of Asti", the protagonist's people learned mindspeech from LizardFolk; she acknowledges freely that her LizardFolk companion is much more adept than she at the art.
** ''Forerunner Foray'': The protagonist, Ziantha, was taken into [[ThievesGuild the Guild]] as a child because her sponsor saw her playing guessing games while begging for money, and realized that she must have psychic ability to do so well. Ziantha has psychometry, which she uses in the first foray in the book to steal information from a target without physically touching his physically isolated storage devices. She later (with the help of an alien friend) uses teleportation to steal the story's MacGuffin. She can also use mindspeech, at least with other psychics.
** ''Moon of Three Rings'': The Moon Singers have mindspeech, which they can also use with animals. As part of their training, at some point they swap minds with an animal, which can go badly wrong.
** The Literature/{{Warlock}} series in ''Storm Over Warlock'' and ''Ordeal in Otherwhere'': The female Wyverns of Warlock are mistresses of illusion (a GenderRestrictedAbility) and have mindspeech.
** ''Literature/TheZeroStone'' and ''Uncharted Stars'': Eet communicates through mindspeech and is a master of illusion, and teaches some of these skills to the human protagonist, who is effectively Eet's [[TheSidekick Human Sidekick]] once Eet enters the first book.
* Creator/FredSaberhagen's ''Literature/{{Berserker}}'' universe has the Carmpans, with the [[FramingDevice Framing Story]] being narrated by the Third Historian who has the power to sense events throughout time and space. Then there are the Carmpan Prophets of Probability who can predict more immediate events.
* ''Literature/{{Coils}}'' (1980) by Creator/RogerZelazny and Creator/FredSaberhagen features a whole team of psychics selected by a CorruptCorporateExecutive because of their mental powers. These include a female telepath, a bio-PK (a former faith-healer who can [[HealingHands heal]] or [[TouchOfDeath kill with his mind]]), a female telekinetic, and the protagonist, a [[{{Technopath}} machine empath]] who can control machines and "dive" [[InsideAComputerSystem into the global computer network]].

to:

* They're present as well, on a lower level, in [=McCaffrey's=] ''Literature/DragonridersOfPern'' books -- at least as far as humans go. Lessa is never explicitly called telepathic, but she is actually a ''true telepath'', given her ability to "lean" on people and influence their behavior. The dragons themselves are telepathic, able to teleport, and, revealed in later books, telekinetic. Dragons can sense humans with high psychic potential -- Literature/TrappedOnDraconica: Gothon has this is how they aid their riders [[spoiler: provided to him by 'garmen tech'.]]
* A number of species
in Searches for suitable Impression candidates. People like Lessa who explicitly the ''Literature/{{Uplift}}'' 'verse have actual telepathic psi abilities such as being able to hear all dragons' thought-speech well as individuals of many other species (including humans). Most notably two Clients of the [[ScaryDogmaticAliens Tandu]], the Acceptors, who are rare.
* Appears
used as long-range metaphysical sensors, and the Episiarchs, {{Reality Warper}}s most often used for extremely fast but dangerous FTL travel. There are also several times in Creator/LarryNiven's ''LIterature/KnownSpace'' universe. The Kzin have a telepathic subspecies, the Grogs have powerful telepathy psi amplifiers used for long-range communications and MindControl (which, being immobile, they use to draw prey into their mouths), and several psychic humans have shown up, particularly Gil the ARM, who has a telekinetic third limb he discovered after losing one of his physical arms in a mining accident. Teela Brown was originally implied to have "[[BornLucky psychic luck]]", but this is {{deconstruct|ion}}ed and left ambiguous in later stories. Matt Keller had Plateau Eyes which could either make you ''really'' not notice him, or completely fascinate you.
* Creator/AndreNorton stories
psi-"bombs" that do are not involve outright only weapons but distress beacons.
* In an interesting inversion, AnneRice dispenses with
FunctionalMagic often involve this trope instead, particularly in ScienceFiction settings.
''Literature/TheVampireChronicles'' and ''Literature/LivesOfTheMayfairWitches'' series. All preternatural phenomena and beings such as [[OurVampiresAreDifferent vampires]], witches and spirits are explained in psychic, rather than magical, terms.
* Creator/RobertJordan's ''Literature/TheWheelOfTime'':
** ''Literature/{{Catseye}}'': The protagonist has mindspeech Wolfbrothers can communicate mentally with his enhanced animal companions, without technological assistance (unlike wolves.
** A few of
the handlers from whom he rescues them).
** In the short story "The Gifts of Asti", the protagonist's people learned mindspeech from LizardFolk; she acknowledges freely that her LizardFolk companion is much
Aes Sedai also have prophetic seizures (they are otherwise treated more adept than she at the art.
** ''Forerunner Foray'': The protagonist, Ziantha, was taken into [[ThievesGuild the Guild]]
as a child because her sponsor saw her playing guessing games while begging for money, and realized that she must have psychic ability to do so well. Ziantha has psychometry, which she uses in the first foray in the book to steal information from a target without physically touching his physically isolated storage devices. She later (with the help of an alien friend) uses teleportation to steal the story's MacGuffin. She can witches). There are also use mindspeech, at least with other psychics.
** ''Moon of Three Rings'': The Moon Singers have mindspeech, which they can also use with animals. As part of their training, at some point they swap minds with an animal, which can go badly wrong.
** The Literature/{{Warlock}} series in ''Storm Over Warlock'' and ''Ordeal in Otherwhere'': The female Wyverns of Warlock are mistresses of illusion (a GenderRestrictedAbility) and have mindspeech.
** ''Literature/TheZeroStone'' and ''Uncharted Stars'': Eet communicates through mindspeech and is a master of illusion, and teaches some of
"Dark Prophecies", but these skills to the human protagonist, who is effectively Eet's [[TheSidekick Human Sidekick]] once Eet enters the first book.
* Creator/FredSaberhagen's ''Literature/{{Berserker}}'' universe has the Carmpans, with the [[FramingDevice Framing Story]] being narrated by the Third Historian who has the power to sense events throughout time and space. Then there
are the Carmpan Prophets of Probability who can predict more immediate events.
* ''Literature/{{Coils}}'' (1980) by Creator/RogerZelazny and Creator/FredSaberhagen features a whole team of psychics selected by a CorruptCorporateExecutive because of their mental powers. These include a female telepath, a bio-PK (a former faith-healer who can [[HealingHands heal]] or [[TouchOfDeath kill with his mind]]), a female telekinetic, and the protagonist, a [[{{Technopath}} machine empath]] who can control machines and "dive" [[InsideAComputerSystem into the global computer network]].
not discussed in much detail.



* In the ''Literature/SectorGeneral'' universe, all species with psi abilities receive the classification of V regardless of physical type.
* Sadako Yamamura from ''TheRing'' novels is an astonishingly powerful psychic who, at one point or another, exhibits all these powers. Not only can she manifest psychography (called "nensha" in the context) with such force as to create the [[ArtifactOfDoom Cursed Video]], she can manipulate viruses and human beings to alter their ''genetic structure'' -- if she doesn't content herself with creating tumors or stopping hearts. By the third book, ''Loop'', her power is so great she's [[spoiler:breaking through to [[AscendToAHigherPlaneOfExistence the real world]] and spreading her curse there]]. Her mother, on the other hand, merely manifested precognition, and clairvoyance.
* The Sharonans of Creator/DavidWeber's ''Literature/HellsGate'' series have examples of all the broad categories sprinkled through 25% of the population, which, layered on top of their 19th-century-level technology, makes them quite formidable.
* Robert Doherty's ''Psychic Warrior'' series concerns a group of soldiers who have various tech-amplified powers, primarily the ability to [[ProjectedMan project psychic energy avatars]] anywhere in the world. And give them {{Arm Cannon}}s.
* Though the ''Literature/LordDarcy'' stories mostly use FunctionalMagic instead, precognition is one manifestation of [[WitchSpecies the Talent]] that's poorly understood. Visions of the future arise spontaneously and without need of ritual implements, making it more like a psychic power.
* In ''Literature/EnchantressFromTheStars'', the very advanced members of the Federation, the most enlightened race of humans, are able to use telepathy, telekinesis, and put up a Shield to protect themselves both physically and psychically.
* In [[Literature/AWrinkleInTime The Time Quartet]], ''A Wind in the Door'' introduces the idea of 'kything,' a form of telepathy - telepathy to the next level, where, no matter what distance, you can ''be'' with another on an emotional level. It's motivated (naturally) by [[ThePowerOfLove love.]] In ''A Swiftly Tilting Planet,'' kything is itself taken to the next level, of "Going Within" (benign, non-intrusive occupation of another's body.) Charles Wallace has a gift for all these powers.
* A very faint example of Clairvoyance in ''Literature/TheLeftHandOfDarkness'' - on the planet Winter, one of the unique religious elements is a council made up of specific people with specific aptitudes. They work their way into a collective trance, and then the speaker declares an answer to a given question after a certain period of time. The answer is nearly always correct; the narrator describes this as having "perfected the hunch." (One time someone asked such a council "What is the meaning of life?") At the end of it, some of the council was dead, others were insane, and someone started a new religion.
* The Clayr in the ''Literature/OldKingdom'' series exhibit clairvoyance, but it's as much a magical phenomenon as anything else.
* In NISIOISIN's ''LightNovel/{{Zaregoto}}'' novels (at least the first one), Himena Maki is a world-renowned psychic. She's capable of precognition [[spoiler: up to two years after her introduction, at which point she will be brutally murdered]] and mindreading, which she uses to [[{{Jerkass}} insult the main character about his major personal problems every chance she gets]].
* Jean Lorrah's ''Savage Empire'' books feature the vegetarian Readers (telepaths/remote viewers) and the meat-eating Adepts (physical psychic powers like pyrokinesis and telekinesis.)
* Ian Tregillis' ''Literature/BitterSeeds'' features a team of Nazi [[ChildSoldier child soldiers]] with psychic powers.
* In an interesting inversion, AnneRice dispenses with FunctionalMagic in ''Literature/TheVampireChronicles'' and ''Literature/LivesOfTheMayfairWitches'' series. All preternatural phenomena and beings such as [[OurVampiresAreDifferent vampires]], witches and spirits are explained in psychic, rather than magical, terms.
* In ''Literature/ThePaleKing'', Claude Sylvanshine has Random Fact Intuition, which is ESP but with useless information.
** [[spoiler: Shane Drinion can levitate if he concentrates on a single thing long enough. He gradually starts floating as he listens to Meredith's story. He also once gets caught floating upside down while examining a tax return.]]
* In ''Literature/TimeScout'', a few people have various psychic powers.
** Ianira Cassondra, the living Goddess, with precognition, clairvoyance (both willing and unwilling), postcognition, and powerful empathy.
** Ianira states outright that Margo could learn the same.
** UsefulNotes/JackTheRipper has mesmerism and an aura of evil so powerful it can send psychic sensitives into paralytic visions.
* A number of species in the ''Literature/{{Uplift}}'' 'verse have psi abilities as well as individuals of many other species (including humans). Most notably two Clients of the [[ScaryDogmaticAliens Tandu]], the Acceptors, who are used as long-range metaphysical sensors, and the Episiarchs, {{Reality Warper}}s most often used for extremely fast but dangerous FTL travel. There are also several psi amplifiers used for long-range communications and psi-"bombs" that are not only weapons but distress beacons.
* Literature/TrappedOnDraconica: Gothon has this [[spoiler: provided to him by 'garmen tech'.]]
* In the Literature/FirebirdTrilogy, this is the defining feature of the Sentinels and the Shuhr/Mikuhran. Their powers were gained through genetic modification. Specific abilities include {{Telepathy}} (with or without permission), [[TheEmpath sensing the emotions of everyone around them]], [[MindOverMatter moving objects remotely]], CompellingVoice, EmotionSuppression, {{Psychic Block Defense}}s, pain suppression, and controlling what others perceive.
* In Creator/JohnCWright's ''Literature/TheHermeticMillennia'', Menelaus reflects on how stories have people with superpowerful intellects also have cool mental powers. He, who does have superhuman intelligence, can perfectly calculate how the blow to his head will hit but can't do a thing about it.
* ''[[Literature/TimeMachineSeries The Rings of Saturn]]'', set in the future, has mutants who live in wildlife preserves, in stone-age conditions; their powers range from {{telepathy}} through future sight to teleportation. They rarely enter civilization and prefer to keep the outside world unaware of the full extent of their abilities.
* In Creator/DorothyGilman's ''Literature/TheClairvoyantCountess'', Madame Karitska herself: DreamingOfThingsToCome and reading the past, present, and future off of objects, including the personalities of people. There are also some other characters with similar powers.



* In RobertAHeinlein's works:
** The Mother Thing in ''Literature/HaveSpaceSuitWillTravel'' communicates via telepathy.
** In ''Literature/StarshipTroopers'' it is not focused upon, but present. Early in the novel, Rico refers in passing to the "talents" assigned to Logistics & Communications (including "telepaths," "sensers," and "lucky men"). Towards the end, a "sensitive" is brought in to draw a map of a tunnel network. It's the real deal, but Rico himself is skeptical. Even after the sensitive's skills are proven, Johnnie still doubts the guy is psychic. His theory is the guy might just have really good hearing, and several comments made by the sensitive and his "handlers" would seem to back this up, but it's still ambiguous.
* Voyants, short for clairvoyants, in Samantha Shannon's ''Literature/TheBoneSeason'' are split into many subtypes but most of them are a variant on clairvoyance (natch), pre- or retrocognition or mediumship.
* Aphrodite from ''Literature/TheHouseOfNight'' has horrific future visions. Neferet can read minds.
* DespoilersOfTheGoldenEmpire:
--> Once indoctrinated into the teachings of the Universal Assembly, any man could tap that Power to a greater or lesser degree, depending on his mental control and ethical attitude. At the top level, a first-class adept could utilize that Power for telepathy, psychokinesis, levitation, teleportation, and other powers that the commander only vaguely understood.
** [[spoiler: A subversion; while Commander Frank certainly believed that this was the case, the story was actually set in the real world; the powers ascribed to said first-class adepts were references to miracles by Christian saints and Jesus.]]
* In the ''Literature/GreenSkyTrilogy'' by Zilpha Keatley Snyder, the Kindar and Erdlings are descended from earth colonists brought to the planet as children by a group of scientists fleeing nuclear annihilation. Raised in an atmosphere of complete trust, without even the words for hatred, anger, etc., the first few generations developed "Spirit-skills" including pensing (telepathy), kiniporting (telekinesis) and grunspreking (influencing the growth of plants). These abilities, along with gifts like psychic healing, are considered manifestations of Spirit (God) in everyday life. Even more important is "uniforce", where two or more people join their powers together, letting them do things that would be impossible alone. But now, all these abilities are dying out, and this is where the story really starts.
* While most of ''Literature/TheDresdenFiles'' events are explained by magic, Harry has the ability to consciously sharpen his hearing to hear whispered conversations across the room, footsteps coming closer, and ''heartbeats twenty feet away''. He's uncertain whether the clairaudience is magical or natural. Rashid, the Gatekeeper, indicates that he's also capable of this.
** More generally, telekinesis in the form of Force Magic and pure Will is present among most magically capable beings, as are various forms of telepathy - however, even lightly invasive forms of telepathy are very definitely BlackMagic, with two of the seven Laws of Magic banning them, and it is universally depicted as absolutely terrifying, with the effects lingering for months, even years, afterwards. Accordingly, the books place a massive emphasis on how terrifying mind control is. The villains of Books 6, 8 and 9, [[spoiler: Lord Raith and Mavra, Eldest Fetch and Vittorio Malvora respectively, with appearances by Madrigal Raith in the latter two]] are all psychic predators. One of the villains of Book 7, Corpsetaker, is fond of using MindRape [[spoiler: and BodySurf]] as combat tactics, the ManBehindTheMan villain of Book 11, [[spoiler: Peabody, is revealed as a member of the Black Council and as having exploited his position as the most senior functionary on the Council to use his alchemical formulae in ink to open the minds of the most senior members of the Council to manipulation, something he had been doing for ''years'', creating brainwashed sleeper agents and implanting trigger words into pretty much the ''entire'' younger generation of Wardens, leading to the assassination of a Senior Council Member, the death and discrediting of one of the staunchest Council loyalists - even if he was an enormous dick - and the deaths of over fifty wizards when he was made and unleashed a Mistfiend into the packed Council auditorium,]] the villain of Book 13 [[spoiler: is Corpsetaker and even more fond of MindRape as a ghost than as a member of the living]], while TheHeavy well back in Book 3 uses MindRape as a standard combat tactic. Hell, even [[spoiler: Aurora]], the villain of Book 4, had some mind magic game. All breeds of vampire and most faeries do too, and one of the most terrifying aspects of the recurring Denarians is their ability to manipulate their hosts. And [[spoiler: the BigBad of the MythArc is Nemesis, the psychic infection of the Outsiders which takes over the host and twists them ever so slightly, making them into often unaware puppets of the Outsiders, and which has been implied to have been screwing around with people and entire supernatural nations from the start of the series, if not before.]]
** With all this taken into account, it's unsurprising that putting someone into a healing sleep after a psychic invasion is about as far as is legal to go. As Dresden notes, to do magic you have to really, truly believe that what you are doing is right (think about the implications of that for a moment). He also notes that it's a slippery slope, because when you twist someone's mind out of true, your own gets twisted with it. And the more twisted you get, the easier it is to twist others. This aspect of the Art is repeatedly noted to be incredibly dangerous, and gets [[spoiler: Molly]], who has an instinctive gift for such magic, into very hot water.
** Various beings have some degree of precognitive ability, while all Wizards develop the Sight as they age, something that mostly manifests as intuitions and vague senses that someone or some place might be important - though they generally aren't told about this until it starts coming in, because apparently there's otherwise something of a problem with young Wizards 'labelling their more appealing fantasies' as precognition. Some apparently develop a particular talent for it, the Gatekeeper in particular - who, it is implied, can read probabilities.
* Ia, protagonist of the ''Literature/TheirsNotToReasonWhy'' series has massive precognitive powers, along with lesser talents in telepathy, pyrokinesis, electrokinesis, telekinesis, and biokinesis.
* "Literature/SixthOfTheDusk": Pretty much everything, including most predators, are psychic on the islands. The only defense are the Aviar, psychic birds that humans can tame. They grant a single talent, unique to each species, and are invaluable for shielding minds against psychic detection.
* In the YoungAdult ''Literature/JackBishop'' novels by Steve Diamond, psychic powers are the end result of the Helix Corporation's research. They've succeeded in giving test subjects them by studying monsters but the drawbacks are severe.
* ''Literature/ThisImmortal'':
** Conrad Nomikos exhibits the occasional bout of clairvoyance where he is able to see, hear and feel something as if he were there is he has he has enough information to make a good guess. He calls it pseudotelepathic wishfulfillment and claims he's occasionally guessed wrong, but it is proven to be real when he accidentally connects with Myshtigo who later identifies it as real.
** The [[HumanoidAlien Vegans]] have developed several systems of mental discipline able to produce extrasensory abilities, and since every Vegan comes in contact with such a system at some point in their lives most are able to at least identify such occurences.
* Over the course of the series, the emphasis in the ''{{Discworld}}'' moves, inexorably, from magic to science and technology. It is interesting to observe how the established force of magic shifts from applied magic to dealing with concepts of science: the wizards of Unseen University shift their focus from dealing with things like the Dungeon Dimensions (who are never heard of again as a plausible threat after about the tenth book in the series). "Pure" magic and all this implies shifts to dealing with more scientific concepts as a "Steampunk" ethos takes over. Even the witches discover that the more mystic and psychic elements of their craft take a back seat to applied psychology, people-skills and concepts such as pharmacology and common-sense medicine. Technomancy means magic and the psychic take a back seat and a lower priority. #even the Elves, in the last book, ''Discworld/TheShepherdsCrown'', are defeated not by magic but by human strength supported by science and industry. (weapons and the use of industrial waste - iron shavings - as weaponry).

to:

* In RobertAHeinlein's works:
** The Mother Thing in ''Literature/HaveSpaceSuitWillTravel'' communicates via telepathy.
** In ''Literature/StarshipTroopers'' it is not focused upon, but present. Early in
NISIOISIN's ''LightNovel/{{Zaregoto}}'' novels (at least the novel, Rico refers in passing to the "talents" assigned to Logistics & Communications (including "telepaths," "sensers," and "lucky men"). Towards the end, a "sensitive" first one), Himena Maki is brought in to draw a map of a tunnel network. It's the real deal, but Rico himself is skeptical. Even after the sensitive's skills are proven, Johnnie still doubts the guy is world-renowned psychic. His theory is the guy might just have really good hearing, and several comments made by the sensitive and his "handlers" would seem to back this up, but it's still ambiguous.
* Voyants, short for clairvoyants, in Samantha Shannon's ''Literature/TheBoneSeason'' are split into many subtypes but most
She's capable of them are a variant on clairvoyance (natch), pre- or retrocognition or mediumship.
* Aphrodite from ''Literature/TheHouseOfNight'' has horrific future visions. Neferet can read minds.
* DespoilersOfTheGoldenEmpire:
--> Once indoctrinated into the teachings of the Universal Assembly, any man could tap that Power to a greater or lesser degree, depending on his mental control and ethical attitude. At the top level, a first-class adept could utilize that Power for telepathy, psychokinesis, levitation, teleportation, and other powers that the commander only vaguely understood.
**
precognition [[spoiler: A subversion; while Commander Frank certainly believed that this was the case, the story was actually set in the real world; the powers ascribed up to said first-class adepts were references to miracles by Christian saints and Jesus.]]
* In the ''Literature/GreenSkyTrilogy'' by Zilpha Keatley Snyder, the Kindar and Erdlings are descended from earth colonists brought to the planet as children by a group of scientists fleeing nuclear annihilation. Raised in an atmosphere of complete trust, without even the words for hatred, anger, etc., the first few generations developed "Spirit-skills" including pensing (telepathy), kiniporting (telekinesis) and grunspreking (influencing the growth of plants). These abilities, along with gifts like psychic healing, are considered manifestations of Spirit (God) in everyday life. Even more important is "uniforce", where
two or more people join their powers together, letting them do things that would be impossible alone. But now, all these abilities are dying out, and this is where the story really starts.
* While most of ''Literature/TheDresdenFiles'' events are explained by magic, Harry has the ability to consciously sharpen his hearing to hear whispered conversations across the room, footsteps coming closer, and ''heartbeats twenty feet away''. He's uncertain whether the clairaudience is magical or natural. Rashid, the Gatekeeper, indicates that he's also capable of this.
** More generally, telekinesis in the form of Force Magic and pure Will is present among most magically capable beings, as are various forms of telepathy - however, even lightly invasive forms of telepathy are very definitely BlackMagic, with two of the seven Laws of Magic banning them, and it is universally depicted as absolutely terrifying, with the effects lingering for months, even years, afterwards. Accordingly, the books place a massive emphasis on how terrifying mind control is. The villains of Books 6, 8 and 9, [[spoiler: Lord Raith and Mavra, Eldest Fetch and Vittorio Malvora respectively, with appearances by Madrigal Raith in the latter two]] are all psychic predators. One of the villains of Book 7, Corpsetaker, is fond of using MindRape [[spoiler: and BodySurf]] as combat tactics, the ManBehindTheMan villain of Book 11, [[spoiler: Peabody, is revealed as a member of the Black Council and as having exploited his position as the most senior functionary on the Council to use his alchemical formulae in ink to open the minds of the most senior members of the Council to manipulation, something he had been doing for ''years'', creating brainwashed sleeper agents and implanting trigger words into pretty much the ''entire'' younger generation of Wardens, leading to the assassination of a Senior Council Member, the death and discrediting of one of the staunchest Council loyalists - even if he was an enormous dick - and the deaths of over fifty wizards when he was made and unleashed a Mistfiend into the packed Council auditorium,]] the villain of Book 13 [[spoiler: is Corpsetaker and even more fond of MindRape as a ghost than as a member of the living]], while TheHeavy well back in Book 3 uses MindRape as a standard combat tactic. Hell, even [[spoiler: Aurora]], the villain of Book 4, had some mind magic game. All breeds of vampire and most faeries do too, and one of the most terrifying aspects of the recurring Denarians is their ability to manipulate their hosts. And [[spoiler: the BigBad of the MythArc is Nemesis, the psychic infection of the Outsiders
years after her introduction, at which takes over the host point she will be brutally murdered]] and twists them ever so slightly, making them into often unaware puppets of the Outsiders, and mindreading, which has been implied she uses to have been screwing around with people and entire supernatural nations from [[{{Jerkass}} insult the start of the series, if not before.]]
** With all this taken into account, it's unsurprising that putting someone into a healing sleep after a psychic invasion is
main character about as far as is legal to go. As Dresden notes, to do magic you have to really, truly believe that what you are doing is right (think about the implications of that for a moment). He also notes that it's a slippery slope, because when you twist someone's mind out of true, your own gets twisted with it. And the more twisted you get, the easier it is to twist others. This aspect of the Art is repeatedly noted to be incredibly dangerous, and gets [[spoiler: Molly]], who has an instinctive gift for such magic, into very hot water.
** Various beings have some degree of precognitive ability, while all Wizards develop the Sight as they age, something that mostly manifests as intuitions and vague senses that someone or some place might be important - though they generally aren't told about this until it starts coming in, because apparently there's otherwise something of a problem with young Wizards 'labelling their more appealing fantasies' as precognition. Some apparently develop a particular talent for it, the Gatekeeper in particular - who, it is implied, can read probabilities.
* Ia, protagonist of the ''Literature/TheirsNotToReasonWhy'' series has massive precognitive powers, along with lesser talents in telepathy, pyrokinesis, electrokinesis, telekinesis, and biokinesis.
* "Literature/SixthOfTheDusk": Pretty much everything, including most predators, are psychic on the islands. The only defense are the Aviar, psychic birds that humans can tame. They grant a single talent, unique to each species, and are invaluable for shielding minds against psychic detection.
* In the YoungAdult ''Literature/JackBishop'' novels by Steve Diamond, psychic powers are the end result of the Helix Corporation's research. They've succeeded in giving test subjects them by studying monsters but the drawbacks are severe.
* ''Literature/ThisImmortal'':
** Conrad Nomikos exhibits the occasional bout of clairvoyance where he is able to see, hear and feel something as if he were there is he has he has enough information to make a good guess. He calls it pseudotelepathic wishfulfillment and claims he's occasionally guessed wrong, but it is proven to be real when he accidentally connects with Myshtigo who later identifies it as real.
** The [[HumanoidAlien Vegans]] have developed several systems of mental discipline able to produce extrasensory abilities, and since
his major personal problems every Vegan comes in contact with such a system at some point in their lives most are able to at least identify such occurences.
* Over the course of the series, the emphasis in the ''{{Discworld}}'' moves, inexorably, from magic to science and technology. It is interesting to observe how the established force of magic shifts from applied magic to dealing with concepts of science: the wizards of Unseen University shift their focus from dealing with things like the Dungeon Dimensions (who are never heard of again as a plausible threat after about the tenth book in the series). "Pure" magic and all this implies shifts to dealing with more scientific concepts as a "Steampunk" ethos takes over. Even the witches discover that the more mystic and psychic elements of their craft take a back seat to applied psychology, people-skills and concepts such as pharmacology and common-sense medicine. Technomancy means magic and the psychic take a back seat and a lower priority. #even the Elves, in the last book, ''Discworld/TheShepherdsCrown'', are defeated not by magic but by human strength supported by science and industry. (weapons and the use of industrial waste - iron shavings - as weaponry).
chance she gets]].



* Although Buck, Caleb, and Merlyn are all shown to have varying examples of such powers (the latter never hinted at in life but [[OurAngelsAreDifferent justified by her new position]]), in the very first episode of ''Series/AmericanGothic'' Gail Emory is also implied to have some form of a PsychicLink with her cousin. After he has vanished from the hospital to answer his sister's summons to their old house, Gail somehow 'feels' a connection to him, even seems to indulge in a bit of Psychometry when she touches the door, and then instantly 'knows' where Caleb has gone. Even the [[WordOfGod writers, when speaking in the commentary]], noted that [[LampshadeHanging they didn't really know how she did it]], that it was only introduced [[NewPowersAsThePlotDemands as a way to get all the characters together for the climax]], and the ability is never shown again.



* ''Franchise/StarTrek'': The Betazoid race is entirely telepathic; Counselor Troi, a [[HalfHumanHybrid half-Betazoid]], is an empath, implying that "empathy" is a "lesser" telepathy. She can use mind-speech when she wants to though.
** The Vulcans also have telepathy, including the mind meld and the ''pon farr'' wedding bond. All Vulcans have a slight telepathic connection to one another, such that when 400 of them die in "The Immunity Syndrome", Spock is immediately aware of it. They have hints of true telepathy; in "The Omega Glory," Spock uses telepathic suggestion on one of the Yang women, to cause her to send a distress signal and save the crew.
** Kes's species, the Ocampa, on ''Series/StarTrekVoyager'' also had some telepathy, as did Species 8472. Kes later developed powerful telekinesis.
** At least one Vorta on ''Series/StarTrekDeepSpaceNine'' was telekinetic. The other Vorta never demonstrated any such ability.
** On ''Series/StarTrekTheNextGeneration'', a genetically-altered species of children were also telekinetic-- even at the molecular level, to the point that their immune-systems would eradicate harmful germs at a distance.
** In ''Plato's Stepchildren," the crew not only encounters super-powerfully telekinetic race of enemy aliens, but Kirk learns how to become even more powerful than they are, and so defeats them using telekinesis. He also states that the Federation can acquire such powers any time "in a matter of hours."
** In "The Cage/The Menagerie," a race called "Talosians" were able to read minds and project illusions that were indistinguishable from if they were real.
** A couple episodes of the original series showed that a small fraction of humans have psychic powers. This idea was quietly dropped in The Next Generation and later series.

to:

* ''Franchise/StarTrek'': ''Series/BabylonFive'': Telepathy, telekinesis, and in the case of the Centauri, a form of precognition.
**
The Betazoid race Centauri took this UpToEleven: Specially trained-from-birth in four woman teams of telepaths could communicate with each other across interstellar distances. Their purpose is to travel with the Emperor and give him up to the second information on what the court is doing as well as tell the court how the Emperor is doing.
** Among humans, one in a thousand displays any telepathic ability at all, and most of those aren't strong enough to do much more than make the test go "ping". Of those one in a thousand, one in ten thousand displays any telekinetic ability. About half of ''those'' suffer from some form of mental disorder, and among the ones that are sane enough to understand and use their abilities it's exceedingly rare to find someone who can do more than flip pages in a book or move a coin across a tabletop. There are also a few others, but they are solitary cases and most likely the result of Psi Corps PlayingWithSyringes.
** The Narn, notably, have no telepaths among them, and repeated attempts to develop telepathic abilities among the Narn have all failed. There is a reason why, but going into too much detail would spoil about half the series..
* ''Series/{{Believe}}'' revolves around this as a "next evolution of mankind" (as described by [[BigBad geneticist Roman Skouras]]). All of the psychics shown in the series have [[MindOverMatter telekinesis]]; the most powerful ones can also [[{{Telepathy}} read minds]], [[{{Seers}} see the future]], [[PlayingWithFire start fires spontaneously]], neutralize [[KnockoutGas gaseous weapons]], and [[HealingHands cure diseases]]. (The first, second, and fifth are exhibited by [[AllLovingHero Bo]]; the first, third, and fourth are exhibited by [[AxCrazy Da]][[WoobieDestroyerOfWorlds ni]].)
* ''Series/TheDeadZone'', based on the Creator/StephenKing story
is entirely telepathic; Counselor Troi, a [[HalfHumanHybrid half-Betazoid]], is an empath, implying that "empathy" is a "lesser" telepathy. She can use mind-speech when she wants to though.
** The Vulcans also have telepathy, including
based on the mind meld and the ''pon farr'' wedding bond. All Vulcans have a slight telepathic connection to one another, such that when 400 premise of them die in "The Immunity Syndrome", Spock is immediately aware of it. They have hints of true telepathy; in "The Omega Glory," Spock uses telepathic suggestion on one of the Yang women, to cause her to send a distress signal and save the crew.
** Kes's species, the Ocampa, on ''Series/StarTrekVoyager'' also had some telepathy, as did Species 8472. Kes later developed powerful telekinesis.
** At least one Vorta on ''Series/StarTrekDeepSpaceNine'' was telekinetic. The other Vorta never demonstrated any such ability.
** On ''Series/StarTrekTheNextGeneration'', a genetically-altered species of children were also telekinetic-- even at the molecular level, to the point that their immune-systems would eradicate harmful germs at a distance.
** In ''Plato's Stepchildren," the crew not only encounters super-powerfully telekinetic race of enemy aliens, but Kirk learns how to become even more powerful than they are, and so defeats them using telekinesis. He also states that the Federation can acquire such powers any time "in a matter of hours."
** In "The Cage/The Menagerie," a race called "Talosians" were able to read minds and project illusions that were indistinguishable from if they were real.
** A couple episodes of the original series showed that a small fraction of humans have psychic powers. This idea was quietly dropped in The Next Generation and later series.
Psychic Powers.



* ''Series/BabylonFive'': Telepathy, telekinesis, and in the case of the Centauri, a form of precognition.
** The Centauri took this UpToEleven: Specially trained-from-birth in four woman teams of telepaths could communicate with each other across interstellar distances. Their purpose is to travel with the Emperor and give him up to the second information on what the court is doing as well as tell the court how the Emperor is doing.
** Among humans, one in a thousand displays any telepathic ability at all, and most of those aren't strong enough to do much more than make the test go "ping". Of those one in a thousand, one in ten thousand displays any telekinetic ability. About half of ''those'' suffer from some form of mental disorder, and among the ones that are sane enough to understand and use their abilities it's exceedingly rare to find someone who can do more than flip pages in a book or move a coin across a tabletop. There are also a few others, but they are solitary cases and most likely the result of Psi Corps PlayingWithSyringes.
** The Narn, notably, have no telepaths among them, and repeated attempts to develop telepathic abilities among the Narn have all failed. There is a reason why, but going into too much detail would spoil about half the series..



* ''Series/{{Heroes}}'' has several characters with Psychic Powers, among them a mind-reader, a precognitive painter, and a man who can delete memories and "damper" other characters' powers by creating a psychic static. In fact, it's implied all the characters' powers are technically Psychic Powers, as the "seat of power" is universally in the brain.
* ''Series/{{Medium}}'': precognition, postcognition, psychometry, communicating with ghosts, empathy/telepathy, and the ability to be possessed by ghosts. The show is inspired by the real-life Allison Dubois, who [[PhonyPsychic claims to be]] a medium.
* ''Series/GhostWhisperer'': Melinda plays with this by claiming she ''isn't'' a psychic, and honestly compared to Allison's powers she's quite limited: she can't see the future at all, psychic dreams and postcognition are directly caused by spirits, and psychometry only works on items related to the ghost-of-the-week. Her "partner" Eli James is even more limited: he can only hear spirits after a near-death experience and surprisingly [[spoiler: her husband Jim has no powers at all despite ''actually dying'', taking over a new body, and dying ''again'', although it did bring his memory back]].
* ''Series/TheTomorrowPeople'' had these courtesy of being the [[EvolutionaryLevels next stage of evolution]].
* ''Series/TheDeadZone'', based on the Creator/StephenKing story is entirely based on the premise of Psychic Powers.



* Corporal "[[MeaningfulName Radar]]" O'Reilly from ''Series/{{Mash}}'' gets his nickname from either some form of clairvoyance ("able to tell things before they happen") or telepathy (the ability to read other characters' minds), although the original movie-character simply had super-acute hearing.
* ''Franchise/PowerRangers'':
** Bridge from ''Series/PowerRangersSPD'' had many of these abilities (enough to constantly be a DeusExMachina) in a highly technological society during the year 2025. The reason he and his five teammates have "[[SuperPowerfulGenetics genetic powers]]" in the first place is explained as a [[FreakLabAccident laboratory accident]] all their parents were involved in, making the kids technical {{Mutants}}. One of his teammates, Sam, gets both teleportation and apportation as a power as well. The other four get abilities [[StockSuperpowers far less supernatural in design]].
** Trip from ''Series/PowerRangersTimeForce'' (and, like Bridge, a Green Ranger, but from much further in the future) is from a race of aliens called Xybrians. All Xybrians are empathetic and telepathic to the point where lying is completely impossible on their planet, and thus completely alien to Trip. He's also shown some precognitive abilities.

to:

* Corporal "[[MeaningfulName Radar]]" O'Reilly from ''Series/{{Mash}}'' gets On ''Series/{{Fringe}}'', William Bell and Walter Bishop tested a drug on young children that was supposed to give them Psychic Powers in adulthood. Several have been encountered by the team so far, including [[spoiler: Olivia]]. They seem to have both telekinetic and telepathic powers, and apparently have an easier time [[spoiler: crossing to other universes]].
** [[spoiler: Olivia]] demonstrated pyrokinesis in an event during the [[spoiler: drug testing in her childhood, in which she used her mind to char and incinerate most of the room she was in]].
** In the season 2 finale, one of the now-adult children on whom Bell and Bishop performed experiments has a short-lived role and demonstrates strong pyrokinesis; she is able to create balls of fire with her mind and throw them.
* ''Series/GhostWhisperer'': Melinda plays with this by claiming she ''isn't'' a psychic, and honestly compared to Allison's powers she's quite limited: she can't see the future at all, psychic dreams and postcognition are directly caused by spirits, and psychometry only works on items related to the ghost-of-the-week. Her "partner" Eli James is even more limited: he can only hear spirits after a near-death experience and surprisingly [[spoiler: her husband Jim has no powers at all despite ''actually dying'', taking over a new body, and dying ''again'', although it did bring
his nickname from either some form memory back]].
* Oddly enough, an episode
of clairvoyance ("able to tell things before they happen") or telepathy (the ability to read ''Series/GilligansIsland'' has our castaways discovering a plant whose seeds give them mind-reading powers. HilarityEnsues.
* ''Series/{{Heroes}}'' has several characters with Psychic Powers, among them a mind-reader, a precognitive painter, and a man who can delete memories and "damper"
other characters' minds), although powers by creating a psychic static. In fact, it's implied all the original movie-character simply had super-acute hearing.
* ''Franchise/PowerRangers'':
** Bridge from ''Series/PowerRangersSPD'' had many of these abilities (enough to constantly be a DeusExMachina) in a highly technological society during
characters' powers are technically Psychic Powers, as the year 2025. The reason he and his five teammates have "[[SuperPowerfulGenetics genetic powers]]" "seat of power" is universally in the first place is explained as brain.
* ''Series/{{JAG}}'': The fifth season episode "Psychic Warrior", deals with
a [[FreakLabAccident laboratory accident]] all their parents were involved in, making Navy Intelligence experiment on remote viewing in which one of the kids technical {{Mutants}}. One of his teammates, Sam, gets both teleportation and apportation as a power as well. The other four get abilities [[StockSuperpowers far less supernatural in design]].
** Trip from ''Series/PowerRangersTimeForce'' (and, like Bridge, a Green Ranger, but from much further in the future) is from a race of aliens called Xybrians. All Xybrians are empathetic and telepathic to the point where lying is completely impossible on their planet, and thus completely alien to Trip. He's also shown some precognitive abilities.
test subjects committed suicide.



* Oddly enough, an episode of ''Series/GilligansIsland'' has our castaways discovering a plant whose seeds give them mind-reading powers. HilarityEnsues.
* Although Buck, Caleb, and Merlyn are all shown to have varying examples of such powers (the latter never hinted at in life but [[OurAngelsAreDifferent justified by her new position]]), in the very first episode of ''Series/AmericanGothic'' Gail Emory is also implied to have some form of a PsychicLink with her cousin. After he has vanished from the hospital to answer his sister's summons to their old house, Gail somehow 'feels' a connection to him, even seems to indulge in a bit of Psychometry when she touches the door, and then instantly 'knows' where Caleb has gone. Even the [[WordOfGod writers, when speaking in the commentary]], noted that [[LampshadeHanging they didn't really know how she did it]], that it was only introduced [[NewPowersAsThePlotDemands as a way to get all the characters together for the climax]], and the ability is never shown again.
* ''Series/ThatsSoRaven'' is about a precognitive teen who can't ''quite'' master the interpretation of her visions, so HilarityEnsues (though not a lot of it). In one episode she also meets a group of teens with other psychic powers.
** In "Leave it to Diva," she briefly becomes a telepath as well, when she goes through a strange illness dubbed as a "psychic cold."
* In the 1970's sci-fi series ''Series/{{UFO}}'' (set [[TwentyMinutesIntoTheFuture in the year 1980]]) Extra-Sensory Perception is a mental condition being treated by mainstream psychiatrists. While most sufferers adjust to its effects, the subject of the episode "E.S.P" cannot cope with knowing [[SpiderSense everything that's going to happen before it occurs]]. He decides to murder two of the leaders of SHADO (blaming them for the death of his wife in a UFO incident) knowing they will be helpless as he can predict their every defensive move before they can make it. [[spoiler:He is only stopped when he realises the aliens have been manipulating him, and so [[SuicideByCop deliberately allows a third SHADO operative to shoot him]]]].

to:

* Oddly enough, an episode of ''Series/GilligansIsland'' has our castaways discovering a plant whose seeds give them mind-reading powers. HilarityEnsues.
* Although Buck, Caleb, and Merlyn are all shown to have varying examples of such powers (the latter never hinted at in life but [[OurAngelsAreDifferent justified by her new position]]), in the very first episode of ''Series/AmericanGothic'' Gail Emory is also implied to have
Corporal "[[MeaningfulName Radar]]" O'Reilly from ''Series/{{Mash}}'' gets his nickname from either some form of a PsychicLink clairvoyance ("able to tell things before they happen") or telepathy (the ability to read other characters' minds), although the original movie-character simply had super-acute hearing.
* ''Series/{{Medium}}'': precognition, postcognition, psychometry, communicating
with her cousin. After he has vanished from the hospital to answer his sister's summons to their old house, Gail somehow 'feels' a connection to him, even seems to indulge in a bit of Psychometry when she touches the door, and then instantly 'knows' where Caleb has gone. Even the [[WordOfGod writers, when speaking in the commentary]], noted that [[LampshadeHanging they didn't really know how she did it]], that it was only introduced [[NewPowersAsThePlotDemands as a way to get all the characters together for the climax]], ghosts, empathy/telepathy, and the ability to be possessed by ghosts. The show is never shown again.
inspired by the real-life Allison Dubois, who [[PhonyPsychic claims to be]] a medium.
* ''Series/ThatsSoRaven'' A running joke on ''Series/TheMentalist'' is someone asking Patrick Jane if he has these, [[SubvertedTrope only for him to state that psychics don't exist.]] He "reads" people by [[SherlockScan observing details about a precognitive teen who can't ''quite'' master the interpretation of her visions, so HilarityEnsues (though not a lot of it). In one episode she also meets a group of teens with other psychic powers.
** In "Leave it to Diva," she briefly becomes a telepath as well, when she goes through a strange illness dubbed as a "psychic cold."
* In the 1970's sci-fi series ''Series/{{UFO}}'' (set [[TwentyMinutesIntoTheFuture in the year 1980]]) Extra-Sensory Perception is a mental condition being treated by mainstream psychiatrists. While most sufferers adjust to its effects, the subject
their wardrobe, surroundings, and/or nonverbal tics.]] This doesn't stop anyone on either side of the episode "E.S.P" cannot cope fourth wall from asking questions.
** Shawn Spencer does the same thing on ''Series/{{Psych}},'' except he doesn't mind grabbing the PhonyPsychic trope
with knowing [[SpiderSense everything that's going to happen before both hands and giving it occurs]]. He decides to murder two of the leaders of SHADO (blaming them for the death of his wife a big, warm, wet kiss in a UFO incident) knowing they will be helpless as he can predict their every defensive move before they can make it. [[spoiler:He is episode. Even if doing so freaks everyone else out. Which only stopped when he realises the aliens have been manipulating him, and so [[SuicideByCop deliberately allows a third SHADO operative to shoot him]]]].makes it even more hilarious.



* ''Series/{{Supernatural}}'' has generic clairvoyant psychics Pamela Barnes and Missouri Mosely as well as the [[FanNickname Special Children]], a gaggle of young adults with psychic abilities of [[BlessedWithSuck varying]] [[CursedWithAwesome usefulness]].



* On ''Series/{{Fringe}}'', William Bell and Walter Bishop tested a drug on young children that was supposed to give them Psychic Powers in adulthood. Several have been encountered by the team so far, including [[spoiler: Olivia]]. They seem to have both telekinetic and telepathic powers, and apparently have an easier time [[spoiler: crossing to other universes]].
** [[spoiler: Olivia]] demonstrated pyrokinesis in an event during the [[spoiler: drug testing in her childhood, in which she used her mind to char and incinerate most of the room she was in]].
** In the season 2 finale, one of the now-adult children on whom Bell and Bishop performed experiments has a short-lived role and demonstrates strong pyrokinesis; she is able to create balls of fire with her mind and throw them.
* A running joke on ''Series/TheMentalist'' is someone asking Patrick Jane if he has these, [[SubvertedTrope only for him to state that psychics don't exist.]] He "reads" people by [[SherlockScan observing details about their wardrobe, surroundings, and/or nonverbal tics.]] This doesn't stop anyone on either side of the fourth wall from asking questions.
** Shawn Spencer does the same thing on ''Series/{{Psych}},'' except he doesn't mind grabbing the PhonyPsychic trope with both hands and giving it a big, warm, wet kiss in every episode. Even if doing so freaks everyone else out. Which only makes it even more hilarious.
* There are many real psychics on ''Series/TheXFiles}''.

to:

* On ''Series/{{Fringe}}'', William Bell ''Franchise/PowerRangers'':
** Bridge from ''Series/PowerRangersSPD'' had many of these abilities (enough to constantly be a DeusExMachina) in a highly technological society during the year 2025. The reason he
and Walter Bishop tested a drug on young children that was supposed to give them Psychic Powers in adulthood. Several his five teammates have been encountered by "[[SuperPowerfulGenetics genetic powers]]" in the team so far, including [[spoiler: Olivia]]. They seem to have first place is explained as a [[FreakLabAccident laboratory accident]] all their parents were involved in, making the kids technical {{Mutants}}. One of his teammates, Sam, gets both telekinetic teleportation and apportation as a power as well. The other four get abilities [[StockSuperpowers far less supernatural in design]].
** Trip from ''Series/PowerRangersTimeForce'' (and, like Bridge, a Green Ranger, but from much further in the future) is from a race of aliens called Xybrians. All Xybrians are empathetic
and telepathic powers, and apparently have an easier time [[spoiler: crossing to other universes]].
** [[spoiler: Olivia]] demonstrated pyrokinesis in an event during
the [[spoiler: drug testing in her childhood, in which she used her mind to char and incinerate most of the room she was in]].
** In the season 2 finale, one of the now-adult children
point where lying is completely impossible on whom Bell and Bishop performed experiments has a short-lived role and demonstrates strong pyrokinesis; she is able to create balls of fire with her mind and throw them.
* A running joke on ''Series/TheMentalist'' is someone asking Patrick Jane if he has these, [[SubvertedTrope only for him to state that psychics don't exist.]] He "reads" people by [[SherlockScan observing details about
their wardrobe, surroundings, and/or nonverbal tics.]] This doesn't stop anyone on either side of the fourth wall from asking questions.
** Shawn Spencer does the same thing on ''Series/{{Psych}},'' except he doesn't mind grabbing the PhonyPsychic trope with both hands
planet, and giving it a big, warm, wet kiss in every episode. Even if doing so freaks everyone else out. Which only makes it even more hilarious.
* There are many real psychics on ''Series/TheXFiles}''.
thus completely alien to Trip. He's also shown some precognitive abilities.



* ''Series/{{JAG}}'': The fifth season episode "Psychic Warrior", deals with a Navy Intelligence experiment on remote viewing in which one of the test subjects committed suicide.
* ''Series/{{Believe}}'' revolves around this as a "next evolution of mankind" (as described by [[BigBad geneticist Roman Skouras]]). All of the psychics shown in the series have [[MindOverMatter telekinesis]]; the most powerful ones can also [[{{Telepathy}} read minds]], [[{{Seers}} see the future]], [[PlayingWithFire start fires spontaneously]], neutralize [[KnockoutGas gaseous weapons]], and [[HealingHands cure diseases]]. (The first, second, and fifth are exhibited by [[AllLovingHero Bo]]; the first, third, and fourth are exhibited by [[AxCrazy Da]][[WoobieDestroyerOfWorlds ni]].)



* ''Franchise/StarTrek'': The Betazoid race is entirely telepathic; Counselor Troi, a [[HalfHumanHybrid half-Betazoid]], is an empath, implying that "empathy" is a "lesser" telepathy. She can use mind-speech when she wants to though.
** The Vulcans also have telepathy, including the mind meld and the ''pon farr'' wedding bond. All Vulcans have a slight telepathic connection to one another, such that when 400 of them die in "The Immunity Syndrome", Spock is immediately aware of it. They have hints of true telepathy; in "The Omega Glory," Spock uses telepathic suggestion on one of the Yang women, to cause her to send a distress signal and save the crew.
** Kes's species, the Ocampa, on ''Series/StarTrekVoyager'' also had some telepathy, as did Species 8472. Kes later developed powerful telekinesis.
** At least one Vorta on ''Series/StarTrekDeepSpaceNine'' was telekinetic. The other Vorta never demonstrated any such ability.
** On ''Series/StarTrekTheNextGeneration'', a genetically-altered species of children were also telekinetic-- even at the molecular level, to the point that their immune-systems would eradicate harmful germs at a distance.
** In ''Plato's Stepchildren," the crew not only encounters super-powerfully telekinetic race of enemy aliens, but Kirk learns how to become even more powerful than they are, and so defeats them using telekinesis. He also states that the Federation can acquire such powers any time "in a matter of hours."
** In "The Cage/The Menagerie," a race called "Talosians" were able to read minds and project illusions that were indistinguishable from if they were real.
** A couple episodes of the original series showed that a small fraction of humans have psychic powers. This idea was quietly dropped in The Next Generation and later series.
* ''Series/{{Supernatural}}'' has generic clairvoyant psychics Pamela Barnes and Missouri Mosely as well as the [[FanNickname Special Children]], a gaggle of young adults with psychic abilities of [[BlessedWithSuck varying]] [[CursedWithAwesome usefulness]].
* ''Series/ThatsSoRaven'' is about a precognitive teen who can't ''quite'' master the interpretation of her visions, so HilarityEnsues (though not a lot of it). In one episode she also meets a group of teens with other psychic powers.
** In "Leave it to Diva," she briefly becomes a telepath as well, when she goes through a strange illness dubbed as a "psychic cold."
* ''Series/TheTomorrowPeople'' had these courtesy of being the [[EvolutionaryLevels next stage of evolution]].
* In the 1970's sci-fi series ''Series/{{UFO}}'' (set [[TwentyMinutesIntoTheFuture in the year 1980]]) Extra-Sensory Perception is a mental condition being treated by mainstream psychiatrists. While most sufferers adjust to its effects, the subject of the episode "E.S.P" cannot cope with knowing [[SpiderSense everything that's going to happen before it occurs]]. He decides to murder two of the leaders of SHADO (blaming them for the death of his wife in a UFO incident) knowing they will be helpless as he can predict their every defensive move before they can make it. [[spoiler:He is only stopped when he realises the aliens have been manipulating him, and so [[SuicideByCop deliberately allows a third SHADO operative to shoot him]]]].
* There are many real psychics on ''Series/TheXFiles}''.



* Is a pseudoscience-flavored magic substitute in the TabletopGame/{{Mortasheen}} setting, given that it's meant to be a setting of crazy mad science with not a single hint of magic in there. Almost all of the game's {{Mons}} can learn various forms of it.

to:

* Is ScienceFiction role-playing games almost always include psionic powers of some sort. There is a pseudoscience-flavored difficulty in these games of trying to provide adventures for characters who are neither cops nor soldiers but are not obvious parallels to mundane activities such as street crime, computer hacking, smuggling, and cryptozoology. In other words, the easiest way for both TV series and role-playing games to lend an "unearthly" aspect to adventures is to give characters, machines, or creatures psychic abilities. Anything else tends to be very complicated or too subtle for a lot of the audience.
** Later fantasy [=RPGs=] merged the powers (and naming conventions) from
magic substitute and psychic traditions and treated them as roughly equivalent uses of preternatural powers.
** Unsurprisingly given all the precedent in comic book form alone, superhero [=RPGs=] in general have these, and "psychic" or "psionic" is typically treated as its own distinct "power source". (This holds true even in more effect-based systems; psychic telepathy ''will'' be considered to be at least a different "special effect" or the like from for example magical or technological versions, even if they then all end up using largely the same mechanics.)
* WhiteWolf also has their [[TabletopGame/{{Aeon}} Aeon/Trinity]] series, which focuses on this exclusively. All the players are different flavors of Psions with their splat specific Psychic Powers which cover every form of _____-kinesis there might be.
** ''TabletopGame/{{Adventure}}!'', set
in the TabletopGame/{{Mortasheen}} setting, given that it's meant same universe, features mesmerists, the psions' predecessors.
* ''TabletopGame/CthulhuTech'' has its parapsychics, who vary quite a lot in power. At the low end, they can keep their coffee hot. At the high end, they can crush a HumongousMecha into a little tin can, set fire
to be a setting of crazy mad science [[KillItWithFire buildings]] with not a single hint of magic in there. Almost all of thought, and [[MindRape rebuild your personality]] from the game's {{Mons}} can learn various forms of it.ground up. For this reason, they're subject to mandatory registration with the [[StateSec OIS]], and those with powers deemed ''Dangerous'' or ''Invasive'' have to wear public identity tags. On the plus side, both the government and corporations ''love'' their abilities, so they tend to migrate to high paying jobs.



* ''TabletopGame/EclipsePhase'': Asyncs, as psychics are termed, result from exposure to the Watts-[=McLeod=] strain of the Exsurgent virus. Given that the Exsurgent virus is quite simply TheVirus, most asyncs in the know worry that they might be slowly being corrupted by the [=TITANs=].
* ''TabletopGame/FadingSuns'' has both psychic and theurgic powers.
* ''TabletopGame/{{GURPS}}'' has nine flavors of psi (astral projection, ergokinesis, ESP, probability alteration, psychic healing, psychic vampirism, psychokinesis, telepathy, and teleportation), along with anti-psi for players who'd rather mess up the psychics' day. Psi is treated completely different from magic spells -- in general, psis are less versatile than mages but their abilities are safer and more reliable.
* In ''TabletopGame/MagicTheGathering'', a lot of Blue magic involves manipulating the minds of others. The Blue-aligned Planeswalker Jace Beleren -- Mind Sculptor, Memory Adept and Architect of Thought -- is particularly skilled in mental magic. Jace's magic consists of summoning illusions, countering the spells of others, stealing secrets from peoples' minds, and outright ''erasing'' them. In the opening of ''Duels of the Planeswalkers 2013'', even [[BigBad Nicol Bolas]] acknowledges Jace's prowess, and states that Jace has a "supremely powerful mind" whose only limitation is the inability to see how he could rule all.
* Is a pseudoscience-flavored magic substitute in the TabletopGame/{{Mortasheen}} setting, given that it's meant to be a setting of crazy mad science with not a single hint of magic in there. Almost all of the game's {{Mons}} can learn various forms of it.
* Every supernatural in the ''TabletopGame/NewWorldOfDarkness'' has some variety of stereotypical psychic power, ranging from mind control to telepathy to psychometry to pre-/postcognition. However, the most "purely" psychic examples are psychic rules for mortals (ranging from medium powers to telepathy to pyrokinesis to biokinesis to mental assault). There's also the Vanguard Serial Crimes Unit from ''TabletopGame/HunterTheVigil'', a branch of the FBI that gains access to Teleinformatics, psychic powers dedicated towards interrogation, evidence gathering, and skill augmentation. Think [[Series/{{Millennium}} Frank Black]] on steroids.
* In ''TabletopGame/{{Paranoia}}'', many mutations grant various psychic powers. This being [[EverythingTryingToKillYou Paranoia]], they tend to be dangerous to all involved. Oh, and if they find out you have them, you can either register them (and be subject to [[MadScientist the whims of R&D]]) or be executed.



* Later fantasy [=RPGs=] merged the powers (and naming conventions) from magic and psychic traditions and treated them as roughly equivalent uses of preternatural powers.
* ScienceFiction role-playing games almost always include psionic powers of some sort. There is a difficulty in these games of trying to provide adventures for characters who are neither cops nor soldiers but are not obvious parallels to mundane activities such as street crime, computer hacking, smuggling, and cryptozoology. In other words, the easiest way for both TV series and role-playing games to lend an "unearthly" aspect to adventures is to give characters, machines, or creatures psychic abilities. Anything else tends to be very complicated or too subtle for a lot of the audience.

to:

* Later fantasy [=RPGs=] merged the powers (and naming conventions) from magic and psychic traditions and treated them as roughly equivalent uses of preternatural powers.
* ScienceFiction role-playing games almost always include psionic powers of some sort. There is a difficulty in these games of trying to provide adventures for characters who are neither cops nor soldiers but are not obvious parallels to mundane activities such as street crime, computer hacking, smuggling, and cryptozoology.
In other words, the easiest way for both TV series and role-playing games to lend an "unearthly" aspect to adventures is to give characters, machines, or TabletopGame/{{RIFTS}}, many creatures and humans have psychic powers. This makes them second class citizens or enemies for the human supremacists, the Coalition.
* All sorts of psychic powers are available for purchase in ''TabletopGame/RocketAge''. The greatest practitioners of the psychic arts are the Europans and the Venusian priest-hood, although nearly any intelligent person may have psychic abilities.
* The ''TabletopGame/{{Traveller}}'' universe has a [[HumanAliens human-variant subspecies]], the Zhodani, whose ruling class has
psychic abilities. Anything else tends The Zhodani consider other humans dishonest and criminal, since a society of mind-readers cannot lie or steal. Other humans consider the Zhodani to be very complicated raving fascists, since a society of mind-readers has no privacy or too subtle for individual rights (there are no laws in Zhodani society at ''all'' to forbid higher classes from reading lower-class Zhodani's minds at will).
* The Slann in ''TabletopGame/{{Warhammer}}'' fantasy battles have
a lot telepathy rule that allows them to cast spells through skinkpriests (for range and line of the audience.sight and such).



* ''TabletopGame/CthulhuTech'' has its parapsychics, who vary quite a lot in power. At the low end, they can keep their coffee hot. At the high end, they can crush a HumongousMecha into a little tin can, set fire to [[KillItWithFire buildings]] with a thought, and [[MindRape rebuild your personality]] from the ground up. For this reason, they're subject to mandatory registration with the [[StateSec OIS]], and those with powers deemed ''Dangerous'' or ''Invasive'' have to wear public identity tags. On the plus side, both the government and corporations ''love'' their abilities, so they tend to migrate to high paying jobs.
* The ''TabletopGame/{{Traveller}}'' universe has a [[HumanAliens human-variant subspecies]], the Zhodani, whose ruling class has psychic abilities. The Zhodani consider other humans dishonest and criminal, since a society of mind-readers cannot lie or steal. Other humans consider the Zhodani to be raving fascists, since a society of mind-readers has no privacy or individual rights (there are no laws in Zhodani society at ''all'' to forbid higher classes from reading lower-class Zhodani's minds at will).
* ''TabletopGame/{{GURPS}}'' has nine flavors of psi (astral projection, ergokinesis, ESP, probability alteration, psychic healing, psychic vampirism, psychokinesis, telepathy, and teleportation), along with anti-psi for players who'd rather mess up the psychics' day. Psi is treated completely different from magic spells -- in general, psis are less versatile than mages but their abilities are safer and more reliable.
* The Slann in ''TabletopGame/{{Warhammer}}'' fantasy battles have a telepathy rule that allows them to cast spells through skinkpriests (for range and line of sight and such).
* In ''TabletopGame/{{Paranoia}}'', many mutations grant various psychic powers. This being [[EverythingTryingToKillYou Paranoia]], they tend to be dangerous to all involved. Oh, and if they find out you have them, you can either register them (and be subject to [[MadScientist the whims of R&D]]) or be executed.
* Every supernatural in the ''TabletopGame/NewWorldOfDarkness'' has some variety of stereotypical psychic power, ranging from mind control to telepathy to psychometry to pre-/postcognition. However, the most "purely" psychic examples are psychic rules for mortals (ranging from medium powers to telepathy to pyrokinesis to biokinesis to mental assault). There's also the Vanguard Serial Crimes Unit from ''TabletopGame/HunterTheVigil'', a branch of the FBI that gains access to Teleinformatics, psychic powers dedicated towards interrogation, evidence gathering, and skill augmentation. Think [[Series/{{Millennium}} Frank Black]] on steroids.
* WhiteWolf also has their [[TabletopGame/{{Aeon}} Aeon/Trinity]] series, which focuses on this exclusively. All the players are different flavors of Psions with their splat specific Psychic Powers which cover every form of _____-kinesis there might be.
** ''TabletopGame/{{Adventure}}!'', set in the same universe, features mesmerists, the psions' predecessors.



* ''TabletopGame/FadingSuns'' has both psychic and theurgic powers.
* ''TabletopGame/EclipsePhase'': Asyncs, as psychics are termed, result from exposure to the Watts-[=McLeod=] strain of the Exsurgent virus. Given that the Exsurgent virus is quite simply TheVirus, most asyncs in the know worry that they might be slowly being corrupted by the [=TITANs=].
* In ''TabletopGame/MagicTheGathering'', a lot of Blue magic involves manipulating the minds of others. The Blue-aligned Planeswalker Jace Beleren -- Mind Sculptor, Memory Adept and Architect of Thought -- is particularly skilled in mental magic. Jace's magic consists of summoning illusions, countering the spells of others, stealing secrets from peoples' minds, and outright ''erasing'' them. In the opening of ''Duels of the Planeswalkers 2013'', even [[BigBad Nicol Bolas]] acknowledges Jace's prowess, and states that Jace has a "supremely powerful mind" whose only limitation is the inability to see how he could rule all.
* In TabletopGame/{{RIFTS}}, many creatures and humans have psychic powers. This makes them second class citizens or enemies for the human supremacists, the Coalition.
* Unsurprisingly given all the precedent in comic book form alone, superhero [=RPGs=] in general have these, and "psychic" or "psionic" is typically treated as its own distinct "power source". (This holds true even in more effect-based systems; psychic telepathy ''will'' be considered to be at least a different "special effect" or the like from for example magical or technological versions, even if they then all end up using largely the same mechanics.)
* All sorts of psychic powers are available for purchase in ''TabletopGame/RocketAge''. The greatest practitioners of the psychic arts are the Europans and the Venusian priest-hood, although nearly any intelligent person may have psychic abilities.



* ''VideoGame/AdventRising'', oh so much. The humans here are ''the'' psionic race, and as such are worshiped as gods by some of the alien races. By the end of the game, it is easy to see why: the protagonist, Gideon Wyeth, gets augmented strength and speed, healing factor, telekinesis, force fields, electromagnetic bolts (and tied to that devastating energy explosions), ice bolts, gravity control ([[TechnoBabble and through it time control and what is essentially a teleport]]), and, oh yeah, that nifty ability to create microscopic black holes which you use against the epilogue boss.
* ''VideoGame/AztecWars'': The Chinese "Yoga" unit apparently attacks enemies with magical lightning generated with their psychic powers. It's also possible to build a "yoga tower", a defense turret which blasts all enemies nearby with the same kind of lightning.
* The title character in the ''Cate West'' games receives impressions from certain objects and photographs.
* While you can't create a psychic character in any of the D&D games that aren't based on the ''TabletopGame/DarkSun'' setting, several creatures with psychic ability appear in some of the games, such as mind flayers in ''VideoGame/BaldursGate 2'' and the ''VideoGame/NeverwinterNights'' games, and the intellect devourer, also in the latter game.
* ''VideoGame/CliveBarkersJericho'' has a few psychic side-characters, most notably Hanne Lichthammer, an extremely powerful psychic/telepath, who leads a unit of soldiers trained in psychic warfare. After her death and subsequent revival thanks to the powers of the Firstborn, her powers increase to even greater levels than before. Not only is she able to telepathically control her '''entire army''', she is also extremely fond of delving into the minds of others, exposing their deepest memories, demons, and fears, and using this information against them (she rather cruelly does this to Billie Church). As an extreme sadist, she also gains great pleasure from using her powers to break the minds of her victims, driving them completely insane and causing them to do dreadful things, such as devouring their own children or dissecting themselves.
** Another of the game's villains, Arnold Leach, is also shown to be a telepath, although less emphasis is put on his powers.
** The minor character of Patrick Buckland is also shown to be a psychic, although it is not made entirely clear on just how powerful he is.
* ''VideoGame/CommandAndConquerRedAlert2'' used this as one of its main gimmicks. In the vanilla game, the Soviet agent Yuri uses his psychic abilities, amplified with Psychic Beacons, to mind-control large parts of the USA. He performed a psychic possession via TELEPHONE. In the expansion pack ''Yuri's Revenge'', he goes rogue and uses Psychic Dominators to take over the entire world (until a bit of SetRightWhatOnceWentWrong takes place) and commands pyrokinetic Initiate footsoldiers and mind-controlling clones of himself as well as giant mobile brains and towers with similar abilities.
** In ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', the Japanese Empire has EmotionlessGirl Yuriko Omega, who in the normal game can lift up ground objects like soldiers and tanks, destroy buildings by ripping them apart, pull aircraft out of the sky and send a shockwave to kill infantry around her. In the expansion in her own campaign, she learns psychic possession, how to throw enemies at each other and energy shielding. The Imperial superweapon is powered by ''six'' clones of her.
* ''VideoGame/DiabloII'': The former mage clan that became the Assassins, have developed psychic powers such as mind control as one of the supernatural abilities that are an alternative to their old demonically influenced magic.
* ''VideoGame/{{Fallout}}'' features several psychics called Psykers in each of its games. Some are outright stated to be psychic, while others' powers are implied.
** [[BigBad The Master]] in ''VideoGame/Fallout1'' gained psychic powers after being mutated by the Forced Evolutionary Virus, and unlocked similar abilities in a handful of his followers by injecting their brain with FEV (most either went insane or had their flesh used to line the [[BossCorridor Corridor of Revulsion]]). He and the BossCorridor leading to him are able to MindRape the player unless they have a PsychicBlockDefense prepared.
** Hakunin in ''VideoGame/Fallout2'' was able to use {{Telepathy}} to communicate with [[PlayerCharacter The Chosen One]] in their dreams (and somehow download the footage of those dreams to their Pip-Boy).
** [[BigBad Professor Calvert]] in ''VideoGame/Fallout3'''s Point Lookout DLC is a BrainInAJar capable of using {{Telepathy}} to communicate over long distances. He uses this to convince an army of tribals that he's a god and conquer what remains of Maryland for him.
** Some characters appear to have psychic links with Wasteland creatures, such as Melchior and [[SuperVillain The AntAgonizer]].
** A few characters are gifted with precognition, such as The Forecaster, Mama Murphy, and possibly the Nightkin residing in Black Rock Cave.



* Noctis Lucis Caelum of ''VideoGame/FinalFantasyXV'' has is telekinesis and teleportation powers.
* ''VideoGame/{{Galerians}}'' and its sequel ''Ash'' features lots and lots of these, including the player character.
* The ''VideoGame/GoldenSun'' series has "Psynergy", which also includes all of these powers. However, unlike in most universes, any powers which seem to be psychic in nature originate from one of the four magical elements--except in rare cases, where they come from magical artifacts you must equip to use them.
** The physical manifestations of the powers are InvisibleToNormals. Normal people will see an object move or be lifted, for example, while Adepts (who use the power) will see a large hand actually moving the object.
* The ''VideoGame/{{Half-Life}}'' series has the Advisors, which appear to be the leaders of the trans-universal Combine empire. To make up for their physical weakness (as they're basically giant limbless grubs) they've developed tremendous psychic power, which they use to both [[{{Telepathy}} direct Combine forces]] and [[MindOverMatter protect themselves]]. They get around normally through [[PowerFloats levitation]]. An injured Advisor is shown to effortlessly immobilize multiple adult humans by crushing them against walls, crumple a metal barrel like a tin can, and completely shred the roof of the barn it was housed in to form a whirling shield of debris.
* The ''Franchise/{{Halo}}'' series has this in minor doses in the form of the Flood. The hivemind organize and communicate with their Gravemind via a form of telepathy. The Gravemind itself also communicates telepathically with Master Chief in ''VideoGame/{{Halo 3}}''... mostly just to taunt and threaten him. Also in the third installment, it can talk to Master Chief indirectly, by talking through one of the pure Flood forms. ''Literature/TheForerunnerSaga'' implies that this has something to do with [[spoiler:"neural" physics, the same esoteric science that allowed the Flood's Precursor ancestors to create an immaterial and sapient information repository accessible from anywhere in the galaxy.]]
* ''VideoGame/ImperiumNova'' includes psionics as a sphere of operation. The nature of psionics varies from galaxy to galaxy, depending on the preference of the players, but the fact that it provides a mechanical benefit to covert operations provides a base from which to develop fluff.
* ''VideoGame/JoeDeversLoneWolf'', being an adaptation of the gamebooks listed above, feature the same tropes.



* ''VideoGame/StreetFighterIII'' has SNKBoss Gill and his dual pyrokinesis and cryokinesis (ice manipulation) abilities. His status as MessianicArchetype among the Illuminati is primarily because of his ability to balance these two powers. His Seraphic Wing LimitBreak also hints at a third, unidentified power.
** Psychic powers seem to be the source of ''VideoGame/StreetFighterII'''s yoga master Dhalsim's abilities--levitation, teleportation, limited shapeshifting (the whole rubber limbs thing), and fire-breathing--though he comes by them through a very spiritual path of meditation and introspection.
** Rose is the primary psychic among the cast of ''StreetFighter'', being a [[TarotMotifs Tarot-reading]] FortuneTeller with powerful psychic abilities, and relying most heavily on her supernatural power to fight.
*** By extension, [[BigBad M. Bison]], whose "Psycho Power" is the corrupted opposite of Rose's "Soul Power".

to:

* ''VideoGame/StreetFighterIII'' has SNKBoss Gill ''VideoGame/KirbyPlanetRobobot'' introduces the ESP ability, which allows Kirby to use psychokinetic powers such as a psychic sphere that explodes immediately and can use it to solve puzzles. In addition, he can also teleport via invisibility and then reappear at the moment the B button is released.
* Zelda is famous for precognitive dreams, at least in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' era. For that matter, Link in ''Ocarina of Time'' could be included in this category for also having a precognitive dream at the very beginning of the game.
** [[VideoGame/TheLegendOfZeldaPhantomHourglass Tetra]], as well as Zelda in ''[[VideoGame/TheLegendOfZeldaTheMinishCap The Minish Cap]]'' are able to create a (mostly) one-sided connection to [[TheHero Link]] while being TakenForGranite, allowing them to follow
his dual pyrokinesis adventure. Not that this helps him in any kind or way...except for causing NightmareFuel sequences upon loading a saved game file in ''Phantom Hourglass''.
* ''Franchise/MassEffect'' zigzags on this trope. Officially, there are no psychic powers; however, this 'verse does have Biotics, people exposed in utero to dust-form [[{{Unobtainium}} Element Zero]], the exotic matter used to create the eponymous Mass Effect. If it doesn't cause miscarriage-inducing fetal cancer, the dust-form eezo collects in nodules throughout the nervous system. Through biofeedback, a Biotic can learn to create their own mass effect fields
and cryokinesis (ice manipulation) abilities. His status as MessianicArchetype among manipulate things. However, for their powers to have any practical use, they have to undergo brain surgery to have an implant installed that syncs up all the Illuminati nodules in their body to amplify the effects. A botched surgery can have unpleasant neurological side effects. These are purely [[MindOverMatter Telekinetic]] in power -- in fact, one specific branch of biotics is primarily ''called'' telekinesis. InUniverse, biotics actually face prejudice because of his people assuming that they ''are'' psychic, with biotics often having to explain that their powers don't include telepathy or MindControl.
** Meanwhile, the Protheans had SuperSenses so developed they were practically psychic powers; they could sense information imprinted on a genetic level, so a mere touch could allow them to understand literally ''everything'' about an individual and even, by extent, their species. This
ability to balance these two powers. His Seraphic Wing LimitBreak also hints was apparently common-place during their Cycle.
* ''VideoGame/MetalGearSolid'' had Psycho Mantis. Interestingly enough, while he did have abilities like psychokinesis, precognition, and telepathy (telepathy being [[{{Deconstruction}} deconstructed painfully]]), his favourite (or
at a third, unidentified power.
** Psychic
least creepiest) use of his powers seem is to be [[MetaGuy peer beyond the]] [[NoFourthWall fourth wall]]...
** Other entries in
the source of ''VideoGame/StreetFighterII'''s yoga master Dhalsim's abilities--levitation, teleportation, limited shapeshifting (the whole rubber limbs thing), and fire-breathing--though he comes by them through a very spiritual path of meditation and introspection.
** Rose is the primary psychic among the cast of ''StreetFighter'', being a [[TarotMotifs Tarot-reading]] FortuneTeller
Saga give us The Sorrow, able to speak with the dead, whose powers are so strong that he is even able to return from the dead in a sort of [[NotQuiteDead near death experience]]; The Sorrow's son, Revolver Ocelot inadvertently becomes possessed by his former boss's severed arm; Fortune, who throughout the second game is protected by a SufficientlyAdvancedTechnology shield -- until it turns out she doesn't need it; [[JekyllAndHyde Ursula and Elisa]] who are so powerful psychic abilities, they get a broken [[HumongousMecha Metal Gear]] working and relying most heavily on her supernatural power make a prediction about the future; and Gene, who...the screen flashes purple with his face superimposed and you start taking damage. He's also near impossible to fight.
*** By
hit; he cuts bullets with a bowie knife.
* In ''VideoGame/{{Metroid}}'', the [[{{Precursors}} Chozo]] (and by
extension, [[BigBad M. Bison]], whose "Psycho Power" is the corrupted opposite Samus Aran) are heavily implied to have some degree of Rose's "Soul Power".Psychic Powers. In particular, Samus can usually summon her [[PoweredArmor Power Suit]] just by thinking about it.



* The ''VideoGame/GoldenSun'' series has "Psynergy", which also includes all of these powers. However, unlike in most universes, any powers which seem to be psychic in nature originate from one of the four magical elements--except in rare cases, where they come from magical artifacts you must equip to use them.
** The physical manifestations of the powers are InvisibleToNormals. Normal people will see an object move or be lifted, for example, while Adepts (who use the power) will see a large hand actually moving the object.
* The point of ''VideoGame/{{Psychonauts}}''. Raz learns such powers as telekinesis, pyrokinesis, and levitation; various campers and staff have other specialties, and the local wildlife at Whispering Rock includes things like [[BearsAreBadNews telekinetic bears]] and firestarting cougars. The levels are various people's minds---first your teachers in order to learn to use your powers, then later the patients of an insane asylum.

to:

* The ''VideoGame/GoldenSun'' series has "Psynergy", which also includes all of these powers. However, unlike in most universes, any powers which seem to be psychic in nature originate from one of the four magical elements--except in rare cases, where they come from magical artifacts you must equip to use them.
** The physical manifestations of the powers are InvisibleToNormals. Normal people will see an object move or be lifted, for example, while Adepts (who use the power) will see a large hand actually moving the object.
* The point of ''VideoGame/{{Psychonauts}}''. Raz learns such powers as
''VideoGame/{{Otherspace}}'' features over seventy psionic powers, including telepathy, telekinesis, pyrokinesis, biokinesis, pre- and levitation; postcognition, ESP, and teleportation.
* ''VideoGame/{{Persona 5}}'' has the "Psy" skill family, which does extra damage to enemies susceptible to mental status effects like confusion or charm.
* "Psycho" is one of the five types of powers in ''VideoGame/PhantomDust'', and contains abilities like levitation, teleportation, and telekinesis.
* There's a ''{{Pokemon}}'' type called Psychic. Moves with this type cover all the specific powers listed above, and many of them can be learned by Pokémon that aren't Psychic-types themselves. The typing, due to
various campers and staff have other specialties, and reasons, was [[GameBreaker ridiculously overpowered]] in the local wildlife at Whispering Rock includes things like [[BearsAreBadNews telekinetic bears]] and firestarting cougars. The levels are various people's minds---first your teachers in order to learn to use your powers, then first generation, but later generations of the patients franchise have balanced it out much more. Now, while Psychic-types are relatively common and useful in the game itself and in competitive play, they're not all the game-breaking powerhouses they were originally.
** A few characters are psychics too. [[TheStoic Sabrina]], [[VillainousHarlequin Will]], [[HalfIdenticalTwins Tate and Liza]], [[IllGirl Caitlin]], [[{{Seer}} Olympia]], and a trainer class. They're all treated in a positive light, too, and generally use fellow Psychic-type Pokemon in battle. (Sabrina's powers appear to be precognitive in nature. Every time you battle her, she makes claims
of an insane asylum.having predicted the battle, sometimes years ago.
** In ''[[VideoGame/PokemonXAndY X and Y]]'' the guy who battles you in Inverse Battles is one of the Psychic trainers, and he claims to create the effect with his own powers. This would likely be a very powerful RealityWarping effect, as the Inverse Battle turns the whole Type Chart backwards in regards to the resistances and weaknesses of Pokémon. (He claims that it's exhausting to him, the reason he can only do it once a day.)



* In the various ''VideoGame/SuperRobotWars'' games, some of the original characters are "Psychodrivers", which is a telekinetic ability that enables them to use attacks unavailable to normal people.
** The Pyschodrivers have the ''Telekinesis'' skill, which not only allows a pilot to use certain attacks (but it's a multi-level skill, so just having Telekinesis isn't enough; you might need L8 for some attacks, and only L4 for others, for example), but also passively increases their attack/defense ratings by a small amount. Not everyone is a Psychodriver though, and plenty of the badasses do fine without it.
** After smacking around numerous bad guys in a Space Route Scenario in ''VideoGame/ShinSuperRobotWars'', your people are impressed at the SRX's massive power. Too bad the pilots still need a lot more training before they can be called fully qualified. At least the base is toast and you can head off to the Angel Halo, though Amuro notes that Aya Kobayashi is looking a bit green in the gills from all the psychic power she has to expend to keep the SRX together. Hayato agrees to give them one day off. Aya confesses to Amuro later that she is in fact an Esper, apologizing for misleading him earlier. She's not entirely thrilled with her powers, which Amuro can relate to quite well...
** The einst also have this ability, but it seems a little different from the TK fields produced by Psycho drivers. They can communicate telepathically with each other, [[spoiler:Kyosuke, and Excellen and since Excellen is an Einst, their connection is stronger, and Alfimi hijacks her mind a few times.]]
* ''VideoGame/MetalGearSolid'' had Psycho Mantis. Interestingly enough, while he did have abilities like psychokinesis, precognition, and telepathy (telepathy being [[{{Deconstruction}} deconstructed painfully]]), his favourite (or at least creepiest) use of his powers is to [[MetaGuy peer beyond the]] [[NoFourthWall fourth wall]]...
** Other entries in the Saga give us The Sorrow, able to speak with the dead, whose powers are so strong that he is even able to return from the dead in a sort of [[NotQuiteDead near death experience]]; The Sorrow's son, Revolver Ocelot inadvertently becomes possessed by his former boss's severed arm; Fortune, who throughout the second game is protected by a SufficientlyAdvancedTechnology shield -- until it turns out she doesn't need it; [[JekyllAndHyde Ursula and Elisa]] who are so powerful they get a broken [[HumongousMecha Metal Gear]] working and make a prediction about the future; and Gene, who...the screen flashes purple with his face superimposed and you start taking damage. He's also near impossible to hit; he cuts bullets with a bowie knife.

to:

* In ''VideoGame/PsychicForce'', as you might expect from the name, uses this as the explanation of the ElementalPowers of the cast.
* The point of ''VideoGame/{{Psychonauts}}''. Raz learns such powers as telekinesis, pyrokinesis, and levitation;
various ''VideoGame/SuperRobotWars'' games, some of campers and staff have other specialties, and the original characters are "Psychodrivers", which is a local wildlife at Whispering Rock includes things like [[BearsAreBadNews telekinetic ability that enables them bears]] and firestarting cougars. The levels are various people's minds---first your teachers in order to learn to use attacks unavailable to normal people.
**
your powers, then later the patients of an insane asylum.
* A key gameplay element of the third season of ''VideoGame/SamAndMaxFreelancePolice''. Max gains a small slew Psychic powers after coming into contact with Psychically imbued Toys from the Devil's Toybox.[[spoiler:
The Pyschodrivers have true source of this power is the ''Telekinesis'' skill, which not only allows deadly tumor that he contracts, but he uses the toys as a pilot to use certain attacks (but Focus.]] These powers also tax his system with repeated (ab)use.
-->'''Sam''': Are these powers dangerous for Max at all?
-->'''Dr. Momma Bosco''': Well... probably not. If he's careful and uses them responsibly.
-->'''Sam''': And what if
it's a multi-level skill, Max?
-->'''Dr. Momma Bosco''': Then he'll overwork his brain
so just having Telekinesis isn't enough; you might need L8 for some attacks, and only L4 for others, for example), but also passively increases their attack/defense ratings by a small amount. Not everyone is a Psychodriver though, and plenty of the badasses do fine without it.
** After smacking around numerous bad guys in a Space Route Scenario in ''VideoGame/ShinSuperRobotWars'', your people are impressed at the SRX's massive power. Too bad the pilots still need a lot more training before they can be called fully qualified. At least the base is toast and you can head off to the Angel Halo, though Amuro notes
much that Aya Kobayashi is looking it catches fire and explodes.
-->'''Max''': Oh I have ''got'' to see that!
* ''VideoGame/SecondSight'' starred
a bit green in the gills from all the psychic man with every power she has to expend to keep on the SRX together. Hayato agrees to give them one day off. Aya confesses to Amuro later that she is in fact an Esper, apologizing for misleading him earlier. She's not entirely thrilled with her powers, which Amuro can relate to quite well...
** The einst also have this ability, but it seems a little different from the TK fields produced by Psycho drivers. They can communicate telepathically with each other, [[spoiler:Kyosuke, and Excellen and since Excellen is an Einst, their connection is stronger, and Alfimi hijacks her mind a few times.]]
* ''VideoGame/MetalGearSolid'' had Psycho Mantis. Interestingly enough, while he did have abilities like psychokinesis, precognition, and telepathy (telepathy being [[{{Deconstruction}} deconstructed painfully]]), his favourite (or at least creepiest) use of his powers is to [[MetaGuy peer beyond the]] [[NoFourthWall fourth wall]]...
** Other entries in the Saga give us The Sorrow, able to speak with the dead, whose powers are so strong that he is even able to return from the dead in a sort of [[NotQuiteDead near death experience]]; The Sorrow's son, Revolver Ocelot inadvertently becomes possessed by his former boss's severed arm; Fortune, who throughout the second game is protected by a SufficientlyAdvancedTechnology shield -- until it turns out she doesn't need it; [[JekyllAndHyde Ursula and Elisa]] who are so powerful they get a broken [[HumongousMecha Metal Gear]] working and make a prediction about the future; and Gene, who...the screen flashes purple with his face superimposed and you start taking damage. He's also near impossible to hit; he cuts bullets with a bowie knife.
list above except teleportation.



* In ''VideoGame/StarControlII'' it was mentioned that some humans have minor... abilities, though never used beyond the flavour text. [[GreenSkinnedSpaceBabe Syreen]] excel at it--their ships has a weak weapon but ''large'' telepathic amplifiers and can use them to devastating effect. We encounter an old species who used their power to [[CompellingVoice dominate]] people on the star system scale and PowerNullifier others created to counter this.



* ''VideoGame/{{Fallout}}'' features several psychics called Psykers in each of its games. Some are outright stated to be psychic, while others' powers are implied.
** [[BigBad The Master]] in ''VideoGame/Fallout1'' gained psychic powers after being mutated by the Forced Evolutionary Virus, and unlocked similar abilities in a handful of his followers by injecting their brain with FEV (most either went insane or had their flesh used to line the [[BossCorridor Corridor of Revulsion]]). He and the BossCorridor leading to him are able to MindRape the player unless they have a PsychicBlockDefense prepared.
** Hakunin in ''VideoGame/Fallout2'' was able to use {{Telepathy}} to communicate with [[PlayerCharacter The Chosen One]] in their dreams (and somehow download the footage of those dreams to their Pip-Boy).
** [[BigBad Professor Calvert]] in ''VideoGame/Fallout3'''s Point Lookout DLC is a BrainInAJar capable of using {{Telepathy}} to communicate over long distances. He uses this to convince an army of tribals that he's a god and conquer what remains of Maryland for him.
** Some characters appear to have psychic links with Wasteland creatures, such as Melchior and [[SuperVillain The AntAgonizer]].
** A few characters are gifted with precognition, such as The Forecaster, Mama Murphy, and possibly the Nightkin residing in Black Rock Cave.

to:

* ''VideoGame/{{Fallout}}'' features several psychics called Psykers ''{{VideoGame/Stormrise}}'' has this in each the form of its games. Some are outright stated "Sai energy", which the different Sai troops can use to, among other things, create blades or whips that come out of their arms, bend light around you at will, control enemy units for a limited time, teleportation, etc.
* ''VideoGame/StreetFighterIII'' has SNKBoss Gill and his dual pyrokinesis and cryokinesis (ice manipulation) abilities. His status as MessianicArchetype among the Illuminati is primarily because of his ability
to be psychic, while others' balance these two powers. His Seraphic Wing LimitBreak also hints at a third, unidentified power.
** Psychic
powers are implied.
seem to be the source of ''VideoGame/StreetFighterII'''s yoga master Dhalsim's abilities--levitation, teleportation, limited shapeshifting (the whole rubber limbs thing), and fire-breathing--though he comes by them through a very spiritual path of meditation and introspection.
** Rose is the primary psychic among the cast of ''StreetFighter'', being a [[TarotMotifs Tarot-reading]] FortuneTeller with powerful psychic abilities, and relying most heavily on her supernatural power to fight.
*** By extension,
[[BigBad The Master]] in ''VideoGame/Fallout1'' gained psychic powers after being mutated by M. Bison]], whose "Psycho Power" is the Forced Evolutionary Virus, and unlocked similar abilities in a handful corrupted opposite of his followers by injecting their brain with FEV (most either went insane or had their flesh used to line Rose's "Soul Power".
* [[TheDragon Kamek]] of
the [[BossCorridor Corridor of Revulsion]]). He and ''SuperMarioBros'' series has precognitive abilities; he kidnapped the BossCorridor leading to him are able to MindRape the player unless baby Mario Bros. because he foresaw that they have would become a PsychicBlockDefense prepared.
** Hakunin
thorn in ''VideoGame/Fallout2'' was able to use {{Telepathy}} to communicate with [[PlayerCharacter The Chosen One]] in their dreams (and somehow download his master Bowser's side. He didn't count on the footage Yoshis' interference, though...
* In the various ''VideoGame/SuperRobotWars'' games, some
of those dreams to their Pip-Boy).
** [[BigBad Professor Calvert]] in ''VideoGame/Fallout3'''s Point Lookout DLC is a BrainInAJar capable of using {{Telepathy}} to communicate over long distances. He uses this to convince an army of tribals that he's a god and conquer what remains of Maryland for him.
** Some characters appear to have psychic links with Wasteland creatures, such as Melchior and [[SuperVillain The AntAgonizer]].
** A few
the original characters are gifted "Psychodrivers", which is a telekinetic ability that enables them to use attacks unavailable to normal people.
** The Pyschodrivers have the ''Telekinesis'' skill, which not only allows a pilot to use certain attacks (but it's a multi-level skill, so just having Telekinesis isn't enough; you might need L8 for some attacks, and only L4 for others, for example), but also passively increases their attack/defense ratings by a small amount. Not everyone is a Psychodriver though, and plenty of the badasses do fine without it.
** After smacking around numerous bad guys in a Space Route Scenario in ''VideoGame/ShinSuperRobotWars'', your people are impressed at the SRX's massive power. Too bad the pilots still need a lot more training before they can be called fully qualified. At least the base is toast and you can head off to the Angel Halo, though Amuro notes that Aya Kobayashi is looking a bit green in the gills from all the psychic power she has to expend to keep the SRX together. Hayato agrees to give them one day off. Aya confesses to Amuro later that she is in fact an Esper, apologizing for misleading him earlier. She's not entirely thrilled
with precognition, such as her powers, which Amuro can relate to quite well...
**
The Forecaster, Mama Murphy, einst also have this ability, but it seems a little different from the TK fields produced by Psycho drivers. They can communicate telepathically with each other, [[spoiler:Kyosuke, and possibly the Nightkin residing in Black Rock Cave.Excellen and since Excellen is an Einst, their connection is stronger, and Alfimi hijacks her mind a few times.]]



* ''VideoGame/SecondSight'' starred a man with every power on the list above except teleportation.
* In ''VideoGame/{{Metroid}}'', the [[{{Precursors}} Chozo]] (and by extension, Samus Aran) are heavily implied to have some degree of Psychic Powers. In particular, Samus can usually summon her [[PoweredArmor Power Suit]] just by thinking about it.
* The Flatheads in ''VideoGame/{{Zork}}'' are telepathic.
* In ''{{X-Com}}'' series, several aliens have psychic powers, and by interrogation and research, humans can learn them as well. In ''X-Com: Apocalypse'' "[[HalfHumanHybrid Mutants]]" have a greater potential, Androids have none (but are immune to alien telepathy in turn).
* There's a ''{{Pokemon}}'' type called Psychic. Moves with this type cover all the specific powers listed above, and many of them can be learned by Pokémon that aren't Psychic-types themselves. The typing, due to various reasons, was [[GameBreaker ridiculously overpowered]] in the first generation, but later generations of the franchise have balanced it out much more. Now, while Psychic-types are relatively common and useful in the game itself and in competitive play, they're not all the game-breaking powerhouses they were originally.
** A few characters are psychics too. [[TheStoic Sabrina]], [[VillainousHarlequin Will]], [[HalfIdenticalTwins Tate and Liza]], [[IllGirl Caitlin]], [[{{Seer}} Olympia]], and a trainer class. They're all treated in a positive light, too, and generally use fellow Psychic-type Pokemon in battle. (Sabrina's powers appear to be precognitive in nature. Every time you battle her, she makes claims of having predicted the battle, sometimes years ago.
** In ''[[VideoGame/PokemonXAndY X and Y]]'' the guy who battles you in Inverse Battles is one of the Psychic trainers, and he claims to create the effect with his own powers. This would likely be a very powerful RealityWarping effect, as the Inverse Battle turns the whole Type Chart backwards in regards to the resistances and weaknesses of Pokémon. (He claims that it's exhausting to him, the reason he can only do it once a day.)
* Everyone who plays The Reaper's Game in ''VideoGame/TheWorldEndsWithYou'' is called an [=ESPer=], and are given Psychic Powers (called Psyches) by their pins. Every Player has the power to "scan" (allowing them to read minds and see Noise Symbols), and each player usually has one additional psyche pin they can use. (Shiki uses "Groove Pawn", to animate her stuffed cat, Joshua uses his [[spoiler:Composer powers]] to spam [[WhatDoYouMeanItsNotSymbolic Jesus Beams]], and Beat uses "Respect" to... um... hit things). Neku (by virtue of being the protagonist) can use ''any'' psych pin. Remember kids, fashion is magical! (If you're dead anyway...)
* ''VideoGame/CliveBarkersJericho'' has a few psychic side-characters, most notably Hanne Lichthammer, an extremely powerful psychic/telepath, who leads a unit of soldiers trained in psychic warfare. After her death and subsequent revival thanks to the powers of the Firstborn, her powers increase to even greater levels than before. Not only is she able to telepathically control her '''entire army''', she is also extremely fond of delving into the minds of others, exposing their deepest memories, demons, and fears, and using this information against them (she rather cruelly does this to Billie Church). As an extreme sadist, she also gains great pleasure from using her powers to break the minds of her victims, driving them completely insane and causing them to do dreadful things, such as devouring their own children or dissecting themselves.
** Another of the game's villains, Arnold Leach, is also shown to be a telepath, although less emphasis is put on his powers.
** The minor character of Patrick Buckland is also shown to be a psychic, although it is not made entirely clear on just how powerful he is.



* The ''Franchise/{{Halo}}'' series has this in minor doses in the form of the Flood. The hivemind organize and communicate with their Gravemind via a form of telepathy. The Gravemind itself also communicates telepathically with Master Chief in ''VideoGame/{{Halo 3}}''... mostly just to taunt and threaten him. Also in the third installment, it can talk to Master Chief indirectly, by talking through one of the pure Flood forms. ''Literature/TheForerunnerSaga'' implies that this has something to do with [[spoiler:"neural" physics, the same esoteric science that allowed the Flood's Precursor ancestors to create an immaterial and sapient information repository accessible from anywhere in the galaxy.]]
* ''{{VideoGame/Stormrise}}'' has this in the form of "Sai energy", which the different Sai troops can use to, among other things, create blades or whips that come out of their arms, bend light around you at will, control enemy units for a limited time, teleportation, etc.
* ''VideoGame/CommandAndConquerRedAlert2'' used this as one of its main gimmicks. In the vanilla game, the Soviet agent Yuri uses his psychic abilities, amplified with Psychic Beacons, to mind-control large parts of the USA. He performed a psychic possession via TELEPHONE. In the expansion pack ''Yuri's Revenge'', he goes rogue and uses Psychic Dominators to take over the entire world (until a bit of SetRightWhatOnceWentWrong takes place) and commands pyrokinetic Initiate footsoldiers and mind-controlling clones of himself as well as giant mobile brains and towers with similar abilities.
** In ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', the Japanese Empire has EmotionlessGirl Yuriko Omega, who in the normal game can lift up ground objects like soldiers and tanks, destroy buildings by ripping them apart, pull aircraft out of the sky and send a shockwave to kill infantry around her. In the expansion in her own campaign, she learns psychic possession, how to throw enemies at each other and energy shielding. The Imperial superweapon is powered by ''six'' clones of her.
* ''VideoGame/ImperiumNova'' includes psionics as a sphere of operation. The nature of psionics varies from galaxy to galaxy, depending on the preference of the players, but the fact that it provides a mechanical benefit to covert operations provides a base from which to develop fluff.
* Zelda is famous for precognitive dreams, at least in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' era. For that matter, Link in ''Ocarina of Time'' could be included in this category for also having a precognitive dream at the very beginning of the game.
** [[VideoGame/TheLegendOfZeldaPhantomHourglass Tetra]], as well as Zelda in ''[[VideoGame/TheLegendOfZeldaTheMinishCap The Minish Cap]]'' are able to create a (mostly) one-sided connection to [[TheHero Link]] while being TakenForGranite, allowing them to follow his adventure. Not that this helps him in any kind or way...except for causing NightmareFuel sequences upon loading a saved game file in ''Phantom Hourglass''.
* Noctis Lucis Caelum of ''VideoGame/FinalFantasyXV'' has is telekinesis and teleportation powers.
* In ''VideoGame/StarControlII'' it was mentioned that some humans have minor... abilities, though never used beyond the flavour text. [[GreenSkinnedSpaceBabe Syreen]] excel at it--their ships has a weak weapon but ''large'' telepathic amplifiers and can use them to devastating effect. We encounter an old species who used their power to [[CompellingVoice dominate]] people on the star system scale and PowerNullifier others created to counter this.
* ''Franchise/MassEffect'' zigzags on this trope. Officially, there are no psychic powers; however, this 'verse does have Biotics, people exposed in utero to dust-form [[{{Unobtainium}} Element Zero]], the exotic matter used to create the eponymous Mass Effect. If it doesn't cause miscarriage-inducing fetal cancer, the dust-form eezo collects in nodules throughout the nervous system. Through biofeedback, a Biotic can learn to create their own mass effect fields and manipulate things. However, for their powers to have any practical use, they have to undergo brain surgery to have an implant installed that syncs up all the nodules in their body to amplify the effects. A botched surgery can have unpleasant neurological side effects. These are purely [[MindOverMatter Telekinetic]] in power -- in fact, one specific branch of biotics is ''called'' telekinesis. InUniverse, biotics actually face prejudice because of people assuming that they ''are'' psychic, with biotics often having to explain that their powers don't include telepathy or MindControl.
** Meanwhile, the Protheans had SuperSenses so developed they were practically psychic powers; they could sense information imprinted on a genetic level, so a mere touch could allow them to understand literally ''everything'' about an individual and even, by extent, their species. This ability was apparently common-place during their Cycle.
* [[TheDragon Kamek]] of the ''SuperMarioBros'' series has precognitive abilities; he kidnapped the baby Mario Bros. because he foresaw that they would become a thorn in his master Bowser's side. He didn't count on the Yoshis' interference, though...



* A key gameplay element of the third season of ''VideoGame/SamAndMaxFreelancePolice''. Max gains a small slew Psychic powers after coming into contact with Psychically imbued Toys from the Devil's Toybox.[[spoiler: The true source of this power is the deadly tumor that he contracts, but he uses the toys as a Focus.]] These powers also tax his system with repeated (ab)use.
-->'''Sam''': Are these powers dangerous for Max at all?
-->'''Dr. Momma Bosco''': Well... probably not. If he's careful and uses them responsibly.
-->'''Sam''': And what if it's Max?
-->'''Dr. Momma Bosco''': Then he'll overwork his brain so much that it catches fire and explodes.
-->'''Max''': Oh I have ''got'' to see that!



* "Psycho" is one of the five types of powers in ''VideoGame/PhantomDust'', and contains abilities like levitation, teleportation, and telekinesis.
* ''VideoGame/{{Otherspace}}'' features over seventy psionic powers, including telepathy, telekinesis, biokinesis, pre- and postcognition, ESP, and teleportation.
* ''VideoGame/AdventRising'', oh so much. The humans here are ''the'' psionic race, and as such are worshiped as gods by some of the alien races. By the end of the game, it is easy to see why: the protagonist, Gideon Wyeth, gets augmented strength and speed, healing factor, telekinesis, force fields, electromagnetic bolts (and tied to that devastating energy explosions), ice bolts, gravity control ([[TechnoBabble and through it time control and what is essentially a teleport]]), and, oh yeah, that nifty ability to create microscopic black holes which you use against the epilogue boss.
* ''VideoGame/AztecWars'': The Chinese "Yoga" unit apparently attacks enemies with magical lightning generated with their psychic powers. It's also possible to build a "yoga tower", a defense turret which blasts all enemies nearby with the same kind of lightning.
* ''VideoGame/PsychicForce'', as you might expect from the name, uses this as the explanation of the ElementalPowers of the cast.
* ''VideoGame/{{Galerians}}'' and its sequel ''Ash'' features lots and lots of these, including the player character.



* The title character in the Cate West games receives impressions from certain objects and photographs.
* While you can't create a psychic character in any of the D&D games that aren't based on the ''TabletopGame/DarkSun'' setting, several creatures with psychic ability appear in some of the games, such as mind flayers in ''VideoGame/BaldursGate 2'' and the ''VideoGame/NeverwinterNights'' games, and the intellect devourer, also in the latter game.
* ''VideoGame/JoeDeversLoneWolf'', being an adaptation of the gamebooks listed above, feature the same tropes.
* The ''VideoGame/{{Half-Life}}'' series has the Advisors, which appear to be the leaders of the trans-universal Combine empire. To make up for their physical weakness (as they're basically giant limbless grubs) they've developed tremendous psychic power, which they use to both [[{{Telepathy}} direct Combine forces]] and [[MindOverMatter protect themselves]]. They get around normally through [[PowerFloats levitation]]. An injured Advisor is shown to effortlessly immobilize multiple adult humans by crushing them against walls, crumple a metal barrel like a tin can, and completely shred the roof of the barn it was housed in to form a whirling shield of debris.
* ''VideoGame/DiabloII'': The former mage clan that became the Assassins, have developed psychic powers such as mind control as one of the supernatural abilities that are an alternative to their old demonically influenced magic.
* ''VideoGame/KirbyPlanetRobobot'' introduces the ESP ability, which allows Kirby to use psychokinetic powers such as a psychic sphere that explodes immediately and can use it to solve puzzles. In addition, he can also teleport via invisibility and then reappear at the moment the B button is released.
* ''VideoGame/{{Persona 5}}'' has the "Psy" skill family, which does extra damage to enemies susceptible to mental status effects like confusion or charm.

to:

* Everyone who plays The title character Reaper's Game in ''VideoGame/TheWorldEndsWithYou'' is called an [=ESPer=], and are given Psychic Powers (called Psyches) by their pins. Every Player has the Cate West games receives impressions from certain objects power to "scan" (allowing them to read minds and photographs.
see Noise Symbols), and each player usually has one additional psyche pin they can use. (Shiki uses "Groove Pawn", to animate her stuffed cat, Joshua uses his [[spoiler:Composer powers]] to spam [[WhatDoYouMeanItsNotSymbolic Jesus Beams]], and Beat uses "Respect" to... um... hit things). Neku (by virtue of being the protagonist) can use ''any'' psych pin. Remember kids, fashion is magical! (If you're dead anyway...)
* While you can't create a In ''{{X-Com}}'' series, several aliens have psychic character in any of the D&D games that aren't based on the ''TabletopGame/DarkSun'' setting, several creatures with psychic ability appear in some of the games, such as mind flayers in ''VideoGame/BaldursGate 2'' powers, and the ''VideoGame/NeverwinterNights'' games, by interrogation and the intellect devourer, also in the latter game.
* ''VideoGame/JoeDeversLoneWolf'', being an adaptation of the gamebooks listed above, feature the same tropes.
* The ''VideoGame/{{Half-Life}}'' series has the Advisors, which appear to be the leaders of the trans-universal Combine empire. To make up for their physical weakness (as they're basically giant limbless grubs) they've developed tremendous psychic power, which they use to both [[{{Telepathy}} direct Combine forces]] and [[MindOverMatter protect themselves]]. They get around normally through [[PowerFloats levitation]]. An injured Advisor is shown to effortlessly immobilize multiple adult
research, humans by crushing can learn them against walls, crumple a metal barrel like a tin can, and completely shred the roof of the barn it was housed in to form a whirling shield of debris.
* ''VideoGame/DiabloII'': The former mage clan that became the Assassins,
as well. In ''X-Com: Apocalypse'' "[[HalfHumanHybrid Mutants]]" have developed psychic powers such as mind control as one of the supernatural abilities that a greater potential, Androids have none (but are an alternative immune to their old demonically influenced magic.
alien telepathy in turn).
* ''VideoGame/KirbyPlanetRobobot'' introduces the ESP ability, which allows Kirby to use psychokinetic powers such as a psychic sphere that explodes immediately and can use it to solve puzzles. In addition, he can also teleport via invisibility and then reappear at the moment the B button is released.
* ''VideoGame/{{Persona 5}}'' has the "Psy" skill family, which does extra damage to enemies susceptible to mental status effects like confusion or charm.
The Flatheads in ''VideoGame/{{Zork}}'' are telepathic.



* Julia, one of the androids in the VisualNovel ''VisualNovel/BionicHeart'', has the power of precognition and has a vision of the BigBad creating a [[CrapsackWorld dystopian future]]. She's TheDragon to him [[HeelFaceTurn up until this point]].



* Julia, one of the androids in the VisualNovel ''VisualNovel/BionicHeart'', has the power of precognition and has a vision of the BigBad creating a [[CrapsackWorld dystopian future]]. She's TheDragon to him [[HeelFaceTurn up until this point]].



* ''Webcomic/GunnerkriggCourt'': [[spoiler:Zimmy and Gamma]] communicate with each other telepathically. [[spoiler:Anja Donlan]] has subtle clairvoyance or precognition (or both). The protagonist has powers too. Some characters got sort of "[[LayeredWorld ether]] sight", mostly evident when someone see the protagonist's wound caused by a ghost.[[spoiler:Zimmy thought such things are her hallucinations.]]
** A Blinker stone was [[http://www.gunnerkrigg.com/archive_page.php?comicID=515 described]] as "[[AmplifierArtifact a lens for thought]]". Those with aptitude can use these psychic "training wheels" until the stones are no longer required. Powers used with the help of Antimony's stone so far include remote presence useable for clairvoyance/spirit sight or for apportation of the stone itself (the basic power) and pyrokinesis.
* Faith Abbot is ''WebComic/MagickChicks'' very own [[ComicBook/XMen Jean]] [[GreyAndGreyMorality "Grey"]] and, fittingly, she's introduced as the most powerful esper in Artemis Academy's history. Among her many abilities, she's shown she can [[AuraVision sense]] [[http://www.magickchicks.com/strips-mc/in_rags and read auras]], [[{{Telepathy}} commuicate]] [[http://www.magickchicks.com/strips-mc/school_protocol telepathically]], [[{{Telekinesis}} move people and objects]] [[http://www.magickchicks.com/strips-mc/the_motion_carries with her mind]], and [[AstralProjection project her consciousness]] [[http://www.magickchicks.com/strips-mc/this_kind_of_power outside her body.]] But since her powers are still developing, she hasn't learned how to read minds... ''[[http://www.magickchicks.com/strips-mc/the_dollar_store yet.]]'' And that's only scratching the surface, as it's been said that no one knows just ''[[SuperpowerLottery how many]]'' [[http://www.magickchicks.com/strips-mc/eat_you_up powers she posseses!]]
* ''Webcomic/{{Zap}}'' is about a renegade psychic with amnesia.

to:

* ''Webcomic/GunnerkriggCourt'': [[spoiler:Zimmy and Gamma]] communicate with each other telepathically. [[spoiler:Anja Donlan]] has subtle clairvoyance or precognition (or both). The protagonist has powers too. Some characters got sort of "[[LayeredWorld ether]] sight", mostly evident when someone see the protagonist's wound caused by a ghost.[[spoiler:Zimmy thought such things are her hallucinations.]]
** A Blinker stone was [[http://www.gunnerkrigg.com/archive_page.php?comicID=515 described]] as "[[AmplifierArtifact a lens for thought]]". Those with aptitude can use these
spacefaring civilization in ''Webcomic/AmongTheChosen'' treats psychic "training wheels" until the stones are no longer required. Powers used abilities as if they were just another field of science.
* Karcharoth and Hati of ''Webcomic/CryHavoc'' have a power known as psyching which seems to combine versions of telekinesis
with the help of Antimony's stone so far include remote presence useable for clairvoyance/spirit sight or for apportation of the stone itself (the basic power) electrokinesis and pyrokinesis.
* Faith Abbot is ''WebComic/MagickChicks'' very own [[ComicBook/XMen Jean]] [[GreyAndGreyMorality "Grey"]] and, fittingly, she's introduced as the most powerful esper in Artemis Academy's history. Among her many abilities, she's shown she can [[AuraVision sense]] [[http://www.magickchicks.com/strips-mc/in_rags and read auras]], [[{{Telepathy}} commuicate]] [[http://www.magickchicks.com/strips-mc/school_protocol telepathically]], [[{{Telekinesis}} move people and objects]] [[http://www.magickchicks.com/strips-mc/the_motion_carries with her mind]], and [[AstralProjection project her consciousness]] [[http://www.magickchicks.com/strips-mc/this_kind_of_power outside her body.]] But since her
pyrokinesis. These powers are very limited, allowing one to only lift a few pounds at short range, but they are used creatively to great effect on the battlefield (taking out entire squads by setting off the bullets in a soldiers magazines that are still developing, she hasn't learned how to read minds... ''[[http://www.magickchicks.com/strips-mc/the_dollar_store yet.]]'' And that's only scratching the surface, as it's been said that no one knows just ''[[SuperpowerLottery how many]]'' [[http://www.magickchicks.com/strips-mc/eat_you_up powers she posseses!]]
* ''Webcomic/{{Zap}}'' is about a renegade psychic with amnesia.
in his vest)



* The ''Webcomic/{{Distillum}}'' get clairvoyance, {{Psychometry}}, may get precognition (but this is a [[WithGreatPowerComesGreatInsanity bad]], [[YouCantFightFate bad idea]]) and a little telepathy (so far, [[TouchTelepathy with each other]]).



* ''Webcomic/TheOrderOfTheStick'' has shown us a Goblin Psionicist mind reading O-Chul. More extensively, Laurin is an adventuring psychic in the same party of Tarquin.



* Karcharoth and Hati of ''Webcomic/CryHavoc'' have a power known as psyching which seems to combine versions of telekinesis with electrokinesis and pyrokinesis. These powers are very limited, allowing one to only lift a few pounds at short range, but they are used creatively to great effect on the battlefield (taking out entire squads by setting off the bullets in a soldiers magazines that are still in his vest)
* ''Webcomic/ServantsOfTheImperium'': One of the main characters, Lyle, is an Imperial Psyker with the powers of Electrokinesis, Illusion and [[YourHeadASplode PSIONIC BLAST!]]

to:

* Karcharoth ''Webcomic/{{Erfworld}}'': Eyemancy magic in general, and Hati one of ''Webcomic/CryHavoc'' have a power known its subschools, Thinkamancy, in particular, [[NeverMessWithGranny Maggie]] and [[BigBad Charlie]] being the comic's notable in-house practitioners. Thinkamancy abilities range wildly from [[{{Telepathy}} useful]] and [[PsychicBlockDefense benign]] to [[MindRape dangerous]] and [[MoreThanMindControl terrifying]]. Parson describes it as psyching "really useful, really dangerous" magic.
* The eponymous gang in ''Webcomic/FreakAngels'' are all psychic, with each having a different specialty but all being capable of basic telepathy with each other. It's later revealed that they can all teleport if they get an "upgrade", [[spoiler:
which seems to combine versions of telekinesis involves dying.]]
* ''Webcomic/GunnerkriggCourt'': [[spoiler:Zimmy and Gamma]] communicate
with electrokinesis and pyrokinesis. These each other telepathically. [[spoiler:Anja Donlan]] has subtle clairvoyance or precognition (or both). The protagonist has powers too. Some characters got sort of "[[LayeredWorld ether]] sight", mostly evident when someone see the protagonist's wound caused by a ghost.[[spoiler:Zimmy thought such things are very limited, allowing one to only lift her hallucinations.]]
** A Blinker stone was [[http://www.gunnerkrigg.com/archive_page.php?comicID=515 described]] as "[[AmplifierArtifact
a few pounds at short range, but they lens for thought]]". Those with aptitude can use these psychic "training wheels" until the stones are no longer required. Powers used creatively to great effect on the battlefield (taking out entire squads by setting off the bullets in a soldiers magazines that are still in his vest)
* ''Webcomic/ServantsOfTheImperium'': One of the main characters, Lyle, is an Imperial Psyker
with the powers help of Electrokinesis, Illusion Antimony's stone so far include remote presence useable for clairvoyance/spirit sight or for apportation of the stone itself (the basic power) and [[YourHeadASplode PSIONIC BLAST!]]pyrokinesis.



* The people with supernatural powers in ''Webcomic/{{Shadownova}}'' are described as Espers. While this implies psychic powers, only a few of them really fit the description of a psychic.
* ''Webcomic/{{Memoria}}'' [[http://memoria.valice.net/?p=251 These powers, they're known as psi.]]
* Brian in ''Webcomic/ThinkBeforeYouThink'' can read minds.



* The eponymous gang in ''Webcomic/FreakAngels'' are all psychic, with each having a different specialty but all being capable of basic telepathy with each other. It's later revealed that they can all teleport if they get an "upgrade", [[spoiler: which involves dying.]]
* ''Webcomic/LastRes0rt'' has the thought-reading Jigsaw Forte. Qin Xu's [[spoiler:SaveScumming power]] probably counts too.
* The spacefaring civilization in ''Webcomic/AmongTheChosen'' treats psychic abilities as if they were just another field of science.



* ''Webcomic/LastRes0rt'' has the thought-reading Jigsaw Forte. Qin Xu's [[spoiler:SaveScumming power]] probably counts too.
* Faith Abbot is ''WebComic/MagickChicks'' very own [[ComicBook/XMen Jean]] [[GreyAndGreyMorality "Grey"]] and, fittingly, she's introduced as the most powerful esper in Artemis Academy's history. Among her many abilities, she's shown she can [[AuraVision sense]] [[http://www.magickchicks.com/strips-mc/in_rags and read auras]], [[{{Telepathy}} commuicate]] [[http://www.magickchicks.com/strips-mc/school_protocol telepathically]], [[{{Telekinesis}} move people and objects]] [[http://www.magickchicks.com/strips-mc/the_motion_carries with her mind]], and [[AstralProjection project her consciousness]] [[http://www.magickchicks.com/strips-mc/this_kind_of_power outside her body.]] But since her powers are still developing, she hasn't learned how to read minds... ''[[http://www.magickchicks.com/strips-mc/the_dollar_store yet.]]'' And that's only scratching the surface, as it's been said that no one knows just ''[[SuperpowerLottery how many]]'' [[http://www.magickchicks.com/strips-mc/eat_you_up powers she posseses!]]



* The ''Webcomic/{{Distillum}}'' get clairvoyance, {{Psychometry}}, may get precognition (but this is a [[WithGreatPowerComesGreatInsanity bad]], [[YouCantFightFate bad idea]]) and a little telepathy (so far, [[TouchTelepathy with each other]]).
* A result of some of Orville von Schtein's experiments in ''Webcomic/StringTheory''.

to:

* The ''Webcomic/{{Distillum}}'' get clairvoyance, {{Psychometry}}, may get precognition (but this ''Webcomic/{{Memoria}}'' [[http://memoria.valice.net/?p=251 These powers, they're known as psi.]]
* ''Webcomic/TheOrderOfTheStick'' has shown us a Goblin Psionicist mind reading O-Chul. More extensively, Laurin
is a [[WithGreatPowerComesGreatInsanity bad]], [[YouCantFightFate bad idea]]) and a little telepathy (so far, [[TouchTelepathy with each other]]).
* A result
an adventuring psychic in the same party of some of Orville von Schtein's experiments in ''Webcomic/StringTheory''.Tarquin.



* ''Webcomic/{{Erfworld}}'': Eyemancy magic in general, and one of its subschools, Thinkamancy, in particular, [[NeverMessWithGranny Maggie]] and [[BigBad Charlie]] being the comic's notable in-house practitioners. Thinkamancy abilities range wildly from [[{{Telepathy}} useful]] and [[PsychicBlockDefense benign]] to [[MindRape dangerous]] and [[MoreThanMindControl terrifying]]. Parson describes it as "really useful, really dangerous" magic.

to:

* ''Webcomic/{{Erfworld}}'': Eyemancy magic in general, ''Webcomic/ServantsOfTheImperium'': One of the main characters, Lyle, is an Imperial Psyker with the powers of Electrokinesis, Illusion and one [[YourHeadASplode PSIONIC BLAST!]]
* The people with supernatural powers in ''Webcomic/{{Shadownova}}'' are described as Espers. While this implies psychic powers, only a few
of its subschools, Thinkamancy, in particular, [[NeverMessWithGranny Maggie]] and [[BigBad Charlie]] being the comic's notable in-house practitioners. Thinkamancy abilities range wildly from [[{{Telepathy}} useful]] and [[PsychicBlockDefense benign]] to [[MindRape dangerous]] and [[MoreThanMindControl terrifying]]. Parson describes it as "really useful, them really dangerous" magic. fit the description of a psychic.
* A result of some of Orville von Schtein's experiments in ''Webcomic/StringTheory''.
* Brian in ''Webcomic/ThinkBeforeYouThink'' can read minds.
* ''Webcomic/{{Zap}}'' is about a renegade psychic with amnesia.



* The [[WebOriginal/AcademyOfSuperheroes Academy of Superheroes Universe]] has many psychics. Telepaths in particular are regulated and trained by a government agency called [=MetaPsych=]. Telekinetics, precogs and the rest abound.



* There are too many people with Psychic Powers in the ''Roleplay/GlobalGuardiansPBEMUniverse'' to mention. Oracle and Delphi are mother-and-daughter telepaths who may well be the most powerful psychics on Earth. However, in an interesting subversion, not only are Psychic Powers the rarest of all super powers (only 10% of all superhumans have them), most psychics in the ''Global Guardians Universe'' are driven insane by their own powers. Because of this, most mentalists in the setting are villains.
* ''Literature/TheSalvationWar'': demons and angels are able to use a form of telepathy based on quantum entanglement. Humans actually learn how to use it against them.
* PlayedForLaughs in the WebVideo/{{ShinyObjects video|s}} appropriately titled "Psychic Powers".

to:

* There In the ''ChakonaSpace'' universe nearly all Chakats are too many people Empaths, while Skunktaurs are divided into three "houses" with Psychic Powers different powers; telepathy, telekinesis or astral projection (very rarely accompanied by teleportation). The two species can interbreed, which sometimes results in the ''Roleplay/GlobalGuardiansPBEMUniverse'' to mention. Oracle and Delphi Chakats with Skunktaur powers.
* The [[ExactlyWhatItSaysOnTheTin aptly-named]] Psi-Experiments from ''Roleplay/DarwinsSoldiers''
are mother-and-daughter telepaths who may well be the most powerful psychics on Earth. However, in an interesting subversion, not only are Psychic Powers the rarest capable of all super powers (only 10% using a multitude of all superhumans have them), most psychics in the ''Global Guardians Universe'' are driven insane by their own powers. Because of this, most mentalists in the setting are villains.
* ''Literature/TheSalvationWar'': demons and angels are able to use a form of telepathy based on quantum entanglement. Humans actually learn how to use it against them.
* PlayedForLaughs in the WebVideo/{{ShinyObjects video|s}} appropriately titled "Psychic Powers".
psionic powers.



* At the SuperheroSchool [[WhateleyUniverse Whateley Academy]] there are so many teenagers with psychic abilities of one kind or another that there is a Psychic Arts Department full of teachers who ''also'' have psychic abilities. In addition to every case mentioned above, there are also [[ComboPlatterPowers Package Deal Psychics]] who have multiple powers (which typically can only be used one at a time): most have ESP, Psionics, and some form of PK ability. Some can even use the [=PDP=] talent to simulate the {{Superman}} bit (the FlyingBrick), levitating themselves for flight, using the PK to give themselves a [[DeflectorShields super-strong field]] about their body, yada yada yada. Living near the academy is a sweet little old lady... who may be the most powerful precog on the planet.
** Precognition is noted as one of the most hazardous powers, ever. Most active precogs are functionally ''insane'', and Mrs. Potter is unique because she can actually ''handle'' all the information she's getting. When an incredibly dangerous power mimic copied Mrs. Potter's ability, he was mentally paralyzed for long enough to be thrown into prison.

to:

* At the SuperheroSchool [[WhateleyUniverse Whateley Academy]] there There are so too many teenagers people with psychic abilities of one kind or another that there is a Psychic Arts Department full of teachers who ''also'' have psychic abilities. In addition Powers in the ''Roleplay/GlobalGuardiansPBEMUniverse'' to every case mentioned above, there mention. Oracle and Delphi are also [[ComboPlatterPowers Package Deal Psychics]] who have multiple powers (which typically can only be used one at a time): most have ESP, Psionics, and some form of PK ability. Some can even use the [=PDP=] talent to simulate the {{Superman}} bit (the FlyingBrick), levitating themselves for flight, using the PK to give themselves a [[DeflectorShields super-strong field]] about their body, yada yada yada. Living near the academy is a sweet little old lady... mother-and-daughter telepaths who may well be the most powerful precog psychics on Earth. However, in an interesting subversion, not only are Psychic Powers the planet.
** Precognition is noted as one
rarest of the all super powers (only 10% of all superhumans have them), most hazardous powers, ever. Most active precogs psychics in the ''Global Guardians Universe'' are functionally ''insane'', and Mrs. Potter is unique because she can actually ''handle'' all driven insane by their own powers. Because of this, most mentalists in the information she's getting. When an incredibly dangerous power mimic copied Mrs. Potter's ability, he was mentally paralyzed for long enough to be thrown into prison.setting are villains.



* The PintsizedPowerhouse Mary Smith of "Literature/SuperPowereds" possesses powerful telekinesis and telepathic ability, but had PowerIncontinence issues prior to the start of the story. By the start of the story it's likely that she's now one of the most powerful telekinetics and telepaths in the world. It's been noted that in their world true psychics are limited in numbers, even less who can do anything with their abilities, and are superheroes.

to:

* The PintsizedPowerhouse Mary Smith of "Literature/SuperPowereds" possesses powerful telekinesis and telepathic ability, but had PowerIncontinence issues prior to the start Jonas from ''WebVideo/ThePlatoonOfPowerSquadron'' has quite a handful. Some of the story. By the start of the story it's likely that she's now one of the most powerful telekinetics stuff we've seen so far: MindControl, {{Telepathy}}, [[MindOverMatter Telekinesis]], (including control over things on a molecular level) Biopsychokinesis (ranging from stuff like [[spoiler:curing Donald's asthma]] to [[spoiler:shutting off people's brains (and turning them back on)]]), Pyrokinesis, uh... sobering people up (while being drunk himself, might we add), and telepaths in the world. It's probably lots more. Getting control over his powers can be really difficult at times, and he's been noted that known to accidentally use his powers in their world true psychics his sleep.
* ''Literature/TheSalvationWar'': demons and angels
are limited in numbers, even less who can do anything with their abilities, and are superheroes. able to use a form of telepathy based on quantum entanglement. Humans actually learn how to use it against them.



* The [[ExactlyWhatItSaysOnTheTin aptly-named]] Psi-Experiments from ''Roleplay/DarwinsSoldiers'' are capable of using a multitude of psionic powers.
* The [[WebOriginal/AcademyOfSuperheroes Academy of Superheroes Universe]] has many psychics. Telepaths in particular are regulated and trained by a government agency called [=MetaPsych=]. Telekinetics, precogs and the rest abound.
* Jonas from ''WebVideo/ThePlatoonOfPowerSquadron'' has quite a handful. Some of the stuff we've seen so far: MindControl, {{Telepathy}}, [[MindOverMatter Telekinesis]], (including control over things on a molecular level) Biopsychokinesis (ranging from stuff like [[spoiler:curing Donald's asthma]] to [[spoiler:shutting off people's brains (and turning them back on)]]), Pyrokinesis, uh... sobering people up (while being drunk himself, might we add), and probably lots more. Getting control over his powers can be really difficult at times, and he's been known to accidentally use his powers in his sleep.

to:

* The [[ExactlyWhatItSaysOnTheTin aptly-named]] Psi-Experiments from ''Roleplay/DarwinsSoldiers'' are capable of using a multitude of psionic powers.
* The [[WebOriginal/AcademyOfSuperheroes Academy of Superheroes Universe]] has many psychics. Telepaths
PlayedForLaughs in particular are regulated and trained by a government agency called [=MetaPsych=]. Telekinetics, precogs and the rest abound.
WebVideo/{{ShinyObjects video|s}} appropriately titled "Psychic Powers".
* Jonas from ''WebVideo/ThePlatoonOfPowerSquadron'' has quite a handful. Some Many of the stuff we've seen so far: MindControl, {{Telepathy}}, [[MindOverMatter Telekinesis]], (including control over things on a molecular level) Biopsychokinesis (ranging from stuff like [[spoiler:curing Donald's asthma]] to [[spoiler:shutting off people's brains (and turning them back on)]]), Pyrokinesis, uh... sobering people up (while being drunk himself, might we add), villains - and some of the allies - in ''Literature/{{Sapphire}}'' are Psychics, and demonstrate all manner of powers. Even [[{{Ninja}} ninjas]] are Psychics, in a sense. Alec makes the connection that "''ninjutsu'' is probably lots more. Getting control over his some variation on the whole psychic philosophy".
* The PintsizedPowerhouse Mary Smith of "Literature/SuperPowereds" possesses powerful telekinesis and telepathic ability, but had PowerIncontinence issues prior to the start of the story. By the start of the story it's likely that she's now one of the most powerful telekinetics and telepaths in the world. It's been noted that in their world true psychics are limited in numbers, even less who can do anything with their abilities, and are superheroes.
* At the SuperheroSchool [[WhateleyUniverse Whateley Academy]] there are so many teenagers with psychic abilities of one kind or another that there is a Psychic Arts Department full of teachers who ''also'' have psychic abilities. In addition to every case mentioned above, there are also [[ComboPlatterPowers Package Deal Psychics]] who have multiple
powers (which typically can only be really difficult used one at times, a time): most have ESP, Psionics, and he's been known to accidentally some form of PK ability. Some can even use his powers in his sleep.the [=PDP=] talent to simulate the {{Superman}} bit (the FlyingBrick), levitating themselves for flight, using the PK to give themselves a [[DeflectorShields super-strong field]] about their body, yada yada yada. Living near the academy is a sweet little old lady... who may be the most powerful precog on the planet.
** Precognition is noted as one of the most hazardous powers, ever. Most active precogs are functionally ''insane'', and Mrs. Potter is unique because she can actually ''handle'' all the information she's getting. When an incredibly dangerous power mimic copied Mrs. Potter's ability, he was mentally paralyzed for long enough to be thrown into prison.



* In the ''ChakonaSpace'' universe nearly all Chakats are Empaths, while Skunktaurs are divided into three "houses" with different powers; telepathy, telekinesis or astral projection (very rarely accompanied by teleportation). The two species can interbreed, which sometimes results in Chakats with Skunktaur powers.



* In ''WesternAnimation/AdventuresOfTheGalaxyRangers'', Niko has inborn Psychic Powers which are amplified by her [[AppliedPhlebotinum Series 5 implant]].
* An episode of ''WesternAnimation/TheAdventuresOfJimmyNeutron'' has TheDitz Sheen develop vast Psychic Powers and declare AGodAmI when Jimmy boosts his brain to cheat on a test-- which is par for the course for Jimmy's experiments.



* The ''WesternAnimation/BatmanBeyond'' episode "Mind Games" had the Brain Trust, a secret society of psychics that uses a fake school-for-the-gifted to recruit [[PsychicChildren suitably talented children]].
** Willie Watt from "Golem" and "Revenant" exhibited a variety of psychic abilities.



* In ''WesternAnimation/AdventuresOfTheGalaxyRangers'', Niko has inborn Psychic Powers which are amplified by her [[AppliedPhlebotinum Series 5 implant]].
* The five heroines in ''WesternAnimation/{{WITCH}}'', in addition to their ElementalPowers, have psychic abilities, most of them gained in the early part of season two. Will has technopathy, Irma has suggestion/persuasion, Taranee has telepathy, Cornelia has telekinesis, and Hay Lin has limited precognition via her dreams.
* ''WesternAnimation/RoughnecksStarshipTroopersChronicles'' took the movie's wimpy Psychic Powers and turned them UpToEleven.

to:

* In ''WesternAnimation/AdventuresOfTheGalaxyRangers'', Niko has inborn Psychic Powers An episode of ''WesternAnimation/TheFairlyOddParents'' involved Timmy wishing he could read minds, which are amplified by her [[AppliedPhlebotinum Series 5 implant]].
* The five heroines in ''WesternAnimation/{{WITCH}}'', in addition
leads to their ElementalPowers, have psychic abilities, most of them gained in trouble when his EvilTeacher finds out. In the early part of season two. Will has technopathy, Irma has suggestion/persuasion, Taranee has telepathy, Cornelia has telekinesis, and Hay Lin has limited precognition via her dreams.
* ''WesternAnimation/RoughnecksStarshipTroopersChronicles'' took
SuperheroEpisode where Timmy wishes the movie's wimpy Psychic Powers and turned them UpToEleven.world was a comic book, AJ becomes a parody of [[Comicbook/{{X-Men}} Professor X]].



* [[Comicbook/TeenTitans The original comics]] Brother Blood was a cult-leading sorcerer, but the one from the ''WesternAnimation/TeenTitans'' animated series has inborn psychic powers instead. He most notably uses this for mind control, but also has telekinesis, the ability to fire energy blasts, and can enhance his own strength enough to go toe-to-toe with [[GeniusBruiser Cyborg]]. And Raven has a considerable chunk of [[NewPowersAsThePlotDemands the list of psychic powers]]. She just [[ForgotAboutHisPowers rarely uses them]].
* An episode of ''WesternAnimation/TheFairlyOddParents'' involved Timmy wishing he could read minds, which leads to trouble when his EvilTeacher finds out. In the SuperheroEpisode where Timmy wishes the world was a comic book, AJ becomes a parody of [[Comicbook/{{X-Men}} Professor X]].
* An episode of ''WesternAnimation/TheAdventuresOfJimmyNeutron'' has TheDitz Sheen develop vast Psychic Powers and declare AGodAmI when Jimmy boosts his brain to cheat on a test-- which is par for the course for Jimmy's experiments.
* Shirley from ''WesternAnimation/TinyToonAdventures'' has a variety of psychic powers, including fulgurkinesis, AuraVision, and telepathy.



* In the [[WesternAnimation/MyLittlePonyAndFriends the oldschool My Little Pony TV series]], some of the unicorns (like Ribbons, Galaxy and Buttons) had [[MindOverMatter telekinesis]] and [[TeleportersAndTransporters teleportation]], with Galaxy also being TheEmpath. (The others had ElementalPowers instead)
* The ''WesternAnimation/BatmanBeyond'' episode "Mind Games" had the Brain Trust, a secret society of psychics that uses a fake school-for-the-gifted to recruit [[PsychicChildren suitably talented children]].
** Willie Watt from "Golem" and "Revenant" exhibited a variety of psychic abilities.

to:

* ** In the [[WesternAnimation/MyLittlePonyAndFriends the oldschool My Little Pony TV series]], some of the unicorns (like Ribbons, Galaxy and Buttons) had [[MindOverMatter telekinesis]] and [[TeleportersAndTransporters teleportation]], with Galaxy also being TheEmpath. (The others had ElementalPowers instead)
* ''WesternAnimation/RoughnecksStarshipTroopersChronicles'' took the movie's wimpy Psychic Powers and turned them UpToEleven.
* [[Comicbook/TeenTitans
The ''WesternAnimation/BatmanBeyond'' episode "Mind Games" had original comics]] Brother Blood was a cult-leading sorcerer, but the Brain Trust, a secret society of psychics that one from the ''WesternAnimation/TeenTitans'' animated series has inborn psychic powers instead. He most notably uses a fake school-for-the-gifted this for mind control, but also has telekinesis, the ability to recruit [[PsychicChildren suitably talented children]].
** Willie Watt
fire energy blasts, and can enhance his own strength enough to go toe-to-toe with [[GeniusBruiser Cyborg]]. And Raven has a considerable chunk of [[NewPowersAsThePlotDemands the list of psychic powers]]. She just [[ForgotAboutHisPowers rarely uses them]].
* Shirley
from "Golem" and "Revenant" exhibited ''WesternAnimation/TinyToonAdventures'' has a variety of psychic abilities.powers, including fulgurkinesis, AuraVision, and telepathy.


Added DiffLines:

* The five heroines in ''WesternAnimation/{{WITCH}}'', in addition to their ElementalPowers, have psychic abilities, most of them gained in the early part of season two. Will has technopathy, Irma has suggestion/persuasion, Taranee has telepathy, Cornelia has telekinesis, and Hay Lin has limited precognition via her dreams.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PsychicPowers