I think there are a couple of powers written available on the
Resource Wiki. I know there's a telekinesis power at least.
One thing to consider, setting wise - The Laws of Magic.
The Dresdenverse (the setting as opposed to the RPG mechanics) do not differentiate how a mortal does what he does - as long as a mortal does something supernatural (and it's not given to him from someone like the Fairy Queens), he is using magic. See for instance Agent Tilly in Changes - he
knows when someone lies to him. RPGwise, he'd probably be statted with Supernatural Sense - he's still using "mortal magic", just unknowingly.
This means that a mortal (in the way that Wizards and people like the Alphas are mortals) having access to telepathy
might very well be considered a violation of the Third Law. There are also moments in the books that this seem completely OK (The Merlin doing a speed-of-thought mindlink-communication with a bunch of people etc), so it's really up to exactly what the character can (and chooses) to do.
Clairvoyance (as in far-seeing, scrying etc), telekinesis etc is completely cool. Apparently looking into the very short-term future does not break the 6th law, but further looking might...
All of this of course depends on your groups take on the Laws, how important you want them to be in the story you tell, etc. etc.