Sanctioned Psyker - Telepathy: The Discipline of Telepathy allows the practitioner to contact and control the minds of others. From outright mental domination to subtle perceptual effects, the telepath can shape and mould Human thoughts with but a whim.For all this power, telepaths tend towards misanthropic depression. All too easily they can detect the foetid overspill of thought and emotion that oozes from the Human mind, leaving them under no illusions about the nobility of Human souls. As they grow in skill, many telepaths are unable to completely shut out the constant low-level chatter of other sapient minds. Consequently many develop great loathing for crowds of people.Alongside this constant irritation, telepaths face another peril as they practise their art. By immersing themselves in another person's mind, they can often "catch" personality traits, mad beliefs or even psychic corruption. Sometimes a telepath can lose their self entirely, becoming little more than a mirror of those around them, a tragic figure with dim memories of the individual they once were. Such telepaths are often given the mercy of mind cleansing and reassignment as some form of servitor.Beastmaster - A telepath may stretch out their thoughts to animals, becoming able to perceive their emotions and establish a rudimentary form of communication. The relative simplicity of an animal's mind allows the telepath to dominate them. Affected animals must follow the psyker's every command. When the psyker manifests this power, select one animal within an 8-metre range. The psyker is able to give an animal a command, but the command must be simple, such as "come," "guard," "flee," "heel," "attack" and so on. The animal follows the command to the best of its ability.Compel - One of the most direct of all "psyker mind tricks," Compel allows a telepath to force others into briefly acting against their own will. Compel is a highly versatile power, useful for both subtle and blatant effects. The nature of the command must be simple. Good commands include "flee," "attack that target," "dance a jig," and so on.Dominate - One of the most infamous of all telepathic abilities, a telepath reaches out with their mind to seize total control of another's body.Inspire - A telepath bolsters their comrades by subtly implanting images of great courage, and masking various negative emotional stimuli, allowing them to swiftly shake off fears and doubts.Mind Scan - With this power, a telepath can read a target's mind, probing whatever secrets are hidden therein. They must touch the target for this power to work, which can prove problematic or difficult, unless clever methods are employed.Projection - A telepath can send out their disembodied mind and spirit, allowing them to touch other minds from a great distance away. A telepath projects a "mental self," which they can shape to look like whatever they choose. The projection can travel at great speed, literally the speed of thought, but it can also be vary dangerous as creatures native to the Immaterium and other psykers may be able to directly attack the projecting psyker's mind. Whilst using Projection, the telepath is completely unaware of what is happening with their physical body. This power lets a telepath communicate with any creature they know well (such as a companion or their Inquisitor or other superior), and is somewhere within the same solar system. A far more powerful version of this power was used by Primarch Magnus the Red to make contact with the Emperor of Mankind deep beneath the Imperial Palace on Terra in the days just before the start of the Horus Heresy. Magnus sought to warn his father about the coming treachery of his brother, the Warmaster Horus, but his action revealed his own violation of the Decree Imperial against the use of psychic sorcery laid down at the Council of Nikaea. These events ultimately resulted in the Fall of Prospero.Psychic Shriek - A voice's volume is limited to the realities of vocal capacity and a listener's ability to hear. Minds have no such limitation. With this power, the psyker gathers their will and launches it as a blast of screaming mental energy designed to overload biological nervous systems and knock one or more targets unconscious.See Me Not - A telepath erases their presence from the minds of others. This power is more than just "invisibility"; targets that this power has been used successfully on literally cannot perceive the telepath at all. While they may suspect that someone else is present, they can only react to the effects of what the telepath does. For example, a telepath could punch a guard while using this ability. The guard would know that he had been hit by "something" and would certainly do his best to find the source of the attack, in hopes of stopping a second blow, but he would look right through the telepath while he was searching.Telepathy - A telepath can send their thoughts directly into the minds of those around them. The telepath can choose to send this message to one or more persons in a select group of individuals, which is known as a "placed sending," or can transmit their thoughts to anyone within a 1-kilometre range, an art known as "broadcasting."Terrify - A telepath dredges up a person's worst nightmare and projects it directly into their mind, causing them to flee screaming.