Mental Powers
These powers are useful for altering or sensing mental states or minds in general. They can often be used on animals as well as elves. There is very rarely a physical reflection of these abilities, no tangible alteration of a physical shape, unlike Natural magic.

Finding
With this power, an elf can locate things that they've lost, or that other people want to get. If someone has a favorite bracelet, and they've lost it on a hunt, the Finder can go and get it almost without looking. If they knwo what the item is or if they've held it, they can do it very easily, if they have never seen it, it's harder. Most of the people who use this power never get lost, as they can "find" their way home. It can also be used on people, animals or other things. Every Holt usually has a good strong Finder.


Hypnosis
This power gives the person using it the ability to stop someone or an animal in their tracks. They can suggest they do things (cluck like a chicken!) or turn them away from something else. The things can never be something that the elf or animal would never ever do -- jump off that cliff, put your paw in this trap. The other person will wake up before that point. Hypnosis can be used with other powers though, to set them up for something deeper. People use Hypnosis on animals to prevent the animal from feeling distress when they're hunting.


Mind Snaring
This power is a mental illusion ability. The person using it can make up a place in their mind, and then use hypnosis or another method to put someone else into the illusion-world. This is one of the harder games that elves make up, the Snarer can make up a maze, or a complex game or situation in their mind, and the people they've snared have to work their way through it before they can 'leave' the Snarer's mind. When someone is using this power, they have to concentrate on it -- sometimes very hard because the person 'inside' their head is trying to get 'out' again. It's like a game of make-believe, but with the ability to put the real images, smells, textures and everything else the Snarer can imagine, right into the other person's mind. While this power is in use, the person who has BEEN snared often acts as if they're in a daze, or even in a coma or sleeping. When they come awake, they will remember their snared moments, but they might be as if a dream or hallucination.


Astral Projection
This power is also called Far Sending. This ability makes it easier to think to people very far away, like days and days of travel away. Sending itself only goes for about 10 miles, so this power can allow someone to Send to a person more than 200 miles away! When the person is using this ability however, they are helpless and must sit or sleep with protection around them. Elves can see this person as if they were a 'ghost', their whole spirit is outside their body while they use Far Sending. Each Holt has a few people in it whose job it is to communicate with other Holts, keeping up on news and information, weather, animal migrations and that sort of thing. They can also warn people who are approaching a Holt, if they're getting close to an enemy or they are going to be hit by a weather pattern unexpectedly. All of this, without even leaving their den! Some people do this while they are sleeping, but they are not really 'asleep', so they have to spend more time relaxing because this wears them out just like exersize for the brain. Sometimes, people who are closer to the Ambience can triple or quadruple their range. Certain people can do this power so well that their range is better than normal.

Far Sensing is a more limited version of Astral Projection, as it cannot actually Send any information, only draw it in. But it does have the advantage of being easier to do, and over a larger area (more than 300 miles).
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