Disciplines and Talents 
First off, Talents, cause it's easier:
Beacon 
The light cantrip.
Blade Meld 
This is nearly useless, and borderline detrimental to even use. You can't be disarmed or drop a weapon you hold. Unfortunately, you can't drop the weapon you are holding for 60 seconds and there is no way to turn it off. Maybe if it did bonus damage it would be worth considering, but no way as is.
Blind Spot 
Selective invisibility, this is really useful, even if it is only against one target, that still means the BBEG can't use OA's against you.
Delusion 
Minor minor illusion. Only for one creature. Not as good as Blind Spot to be true, but still useful.
Energy Beam 
The attack cantrip. 1D8 damage with no rider, but you can select your energy damage every time to manifest it, making it better than every damage cantrip other than Eldritch blast, and thats because Eldritch Blast cheats with invocations.
Light Step 
Bonus movement as a bonus action. Not as good as Dashing, but you take what you can get, and it gets you up from prone for free.
Mind Meld 
A bit redundant with Telepathy, but it works on animals and lets you see someones memory “first hand”
Mind Slam 
1d6 force damage (scales) and prone, targets Con. So, like it's not that good as your only attack, and maybe not even a backup attack.
Mind Thrust 
1d10 psychic damage against INT. This is really good, good enough to be a primary attack, so long as you don't pick up Energy Beam to back it up.
Mystic Charm 
Better than Friends. Which is all it needs to be.
Psychic Hammer 
1d6 Force, and 10' push, targets STR. If you are fighting humanoids, all the dex-warriors and squishies are going to get creamed. If you are fighting Monsters, particularly big ones, even Mind Slam is better.
Disciplines
Here is an interesting note: There are no Soul Knife Disciplines, a bit of a missed opportunity, even if they don't get them for free like the other Orders, they could have at least added them as options.
There are 40 of these, so this is going to take a bit.
Adaptive Body 
Over all, good enough.
Focus:
You are the warforged. Handy for keeping watch, but I have to question what happens when you drop your focus half-way through the day and you haven't eaten anything until then. Do you starve on the spot, or do you just start to get hungry as if you had just eaten a meal?
Environmental Adaptation :
Ignore extreme temperatures for you and your friends.
Adaptive Shield 
Elemental damage resistance as a reaction, handy.
Energy Adaptation 
Energy resistance to one target, not that good because of concentration requirement.
Energy Immunity 
Better than the above, but not much for the same reasons.
Aura Sight
Over all, bad.
Focus
Advantage on Wisdom(insight) useful in some games.
Assess Foe 
An ability that lets you ask the DM for numbers, which is better than that Champion ability that asks for relative power.
Read Moods 
Why is this a power? You spend points for a one-word description of what a group of targets are feeling at the moment.
View Aura 
This combines the aspects of all the previous sub-powers, and adds advantage on cha checks, but only against one target, it's kind of garbage.
Perceive the Unseen 
Lets you see creatures in the dark, even if they are invisible. Useful. 
Bestial Form 
One amazing thing after some bad stuff.
Focus
Advantage on animal handling, of all things. Not too useful.
Bestial Claws 
Similar to a paladin smite, lets you pump damage into an attack, unlike a smite, you can miss. On the bad side, there are better variations of this in other disciplines.
Bestial Transformation 
The real reason you picked this.
A smorgasbord of transformation options, there is a point limit to how many you can activate, however you can get around this limit by manifesting this multiple times in a row. There is no concentration requirement for this power. Gives out flight, swimming, climbing, perception bonuses, and a +2bonus to AC. It is great.
Brute Force 
What the Soul Knife Wants. Over all good.
Psychic Focus 
Advantage on Athletics, ok.
Brute Strike 
Like Bestial Claws, but they can stack. Also Stacks with the Soul Knife attack. You can whiff with this, but it is only a bonus action, and if you get multiple attacks somehow, it will work on the first one that hits. OK.
Knock Back 
A reaction push that scales with the points you put into it. Can also be used to knock creatures into objects for extra damage. OK.
Mighty Leap 
A really big jump as part of your movement. Gives you extra speed and mobility. Great option.
Feat of Strength 
A +5 bonus to STR checks. Not the most useful thing, but there is some merit.
Celerity 
Over all meh.
Focus
Extra speed, good.
Rapid Step 
Extra Extra speed, for when you need it. Also Good.
Agile Defense 
Dodge as a bonus action, at least you have more points to spend than a monk does.
Blur of Motion 
Invisibility while you move, for an action. I question why you didn't just disengage, but there is the question of being tracked. Meh.
Surge of Speed 
Disengage + climb speed, as a bonus action. This is going to be more useful than the previous option.
Surge of Action. 
I remember this discipline having much more killing power. As it stands right now, a bonus action attack for 5 pp isn't worth considering, even if you do get to use any weapon with it. And 5 points for a bonus action dash is laughable when you have Rapid Step. Maybe if it was really “action surge” for a cost it would have been ok. Bad.
Corrosive Metabolism 
Surprisingly good for the elemental combination.
Psychic Focus 
Two resistances, one of them is a relatively common one as well. Good.
Corrosive Touch 
Dex Save or acid for 1d10/point. But only touch range, however it is save for ½. Good.
Venom Strike 
Con Save, 1d6/point. 30' range. If they don't save they are poisoned. It's OK, but only because you have other options with this discipline.
Acid Spray 
Gives you something to do with your reaction at least, but woe to any of your friends who stand next to you. OK.
Breath of the Black Dragon 
It's an acid flavored lighting bolt, with a bit less damage. Good.
Breath of the Green Dragon 
Considering the primary use of such an attack would be to dispense with minion-like creatures, it's good.
Crown of Despair 
Really Good stuff.
Focus
Intimidation, scary, also OK.
Crowned in Sorrow 
60' 1d8/point psi damage, cha save for half, and it can't take reactions if it doesn't. Good, maybe even borderline great.
Call to Inaction 
Effectively a “mesmerization” spell. It breaks if the target sees combat, but they don't know that they were under the effects of this power even after it ends, lending itself to the social pilar of play. Good.
Visions of Despair 
Like crowned in sorrow, but 1d6 damage, and it zeros out movement instead. Which makes it potentially more useful if you leave the target in a hazard, like a fire pit.
Dolorous Mind
Incapacitated and 0 move, on a cha save, this is great.
Crown of Disgust 
It's not Good. It might not even be OK at lower levels, when you could have something else like Crown of Despair.
Psychic Focus 
Makes you sticky, like a defender, which may or may not be a good thing considering your fragility. OK
Eye of Horror 
Like a worse variation of Visions of Despair, also prevents things from closing in on you. It's OK.
Wall of Repulsion 
An invisible and insubstantial wall that sometimes stops creatures from moving through it via a Wis save. As far as walls go, this one is bad, mostly because it's invisible.
Visions of Disgust 
Finally something interesting. This power deals more damage depending on how many creatures are next to the target. It's not a lot of damage, but it does make having a familiar out not as much of a liability. OK.
World of Horror 
Some hard control against ranged attackers, with a smattering of damage. Good.
Crown of Rage 
It's Good, not as good as despair, but way better than disgust.
Focus
Another defenderish ability. This one draws attacks from creatures next to you, again OK.
Primal Fury 
1d6 damage, and forced movement. Good, but only because it could be used to set up some traps or OA's.
Fighting Words 
This Is fun, you can cause a distraction, or an assassination. Good.
Mindless Courage 
It prevents creatures from running away, I guess. Could also be used to set up a trap. OK.
Punishing Fury 
OA's for everyone! Great, if you have a Rogue, Barbarian, or Paladin in the party, other class options are just Good.
Diminution 
Great, if sneaking is your only concern. Fortunately it also has combat options.
Focus 
Stealth, Good.
Miniature Form 
Become extra sneaky, and able to fit into smaller places. Great.
Toppling Shift 
A bonus action to knock prone, on STR. Fairly standard as far as prone goes, but not too useful. OK.
Sudden Shift 
It's a very short range teleport and attack defense Good, but there are better options out there if you need that kind of thing foremost.
Microscopic Form 
Even more sneaky stuff, and a bonus to AC. Great.
Giant Growth 
OK, unless you are really, really into melee reach. Even then it's just Good.
Focus
5' reach. This alone will make some people drool. Personally, I don't find it as useful. Good.
Ogre Form
More Reach, temp HPS, Large Size, and extra melee damage, but it needs concentration, and doesn't scale. OK.
Giant Form
Like Ogre Form, but all the numbers and space are bigger. OK 
Intellect Fortress 
Good to Great, depending on the number of mind-flayers you are fighting. 
Psychic Focus. 
Resistance to psychic damage. Not the most common type, unless you are in select campaigns. OK
Psychic Backlash 
A chance to negate an attack, that damages the attacker if the attack still works. Of note, there is no maximum distance. Great.
Psychic Parry 
Bump up a mental save whenever you think you will need it, even after you roll a die. Great.
Psychic Redoubt 
Group buffs against mental attacks. Good.
Iron Durability 
It's just OK, bordering on Meh.
Focus
+1 AC. Great. 
Iron Hide 
A scaling bonus to AC against an attack, that sticks around. Much like shield, only it costs a lot more. OK.
Steel Hide 
Bonus action resistances to the physical types. Only for one turn. OK.
Iron Resistance 
Resistance to One of the physical types, requires concentration and a gob-load of points. Bad.
Mantle of Awe 
Great, with a questionable bit here and there.
Focus
½ Int Bonus to Cha Checks, Good.
Charming Presence 
It's like the Sleep of Charm Powers. I never liked the mechanic, it requires too much math, and ignores saves. OK, could do without.
Center of Attention 
Reverse invisibility, on a Cha save, Great.
Invoke Awe 
Int Save, Charm, gives you control of up to 5 creatures. Great.
Mantle of Command 
Look, the mechanics of this are just questionable. Specifically the part where you make the choices for the other players. Those are kind of non-starters in today's gaming environment. Mechanically, this is powerful, but only if you have a bunch of team mates that do weapon attacks. Casters get left in the dust.
Focus 
Playing Chess with your group. There is a problem with this, notably the part where you pick the movement for the ally. It's an OK power from the numbers standpoint, but the how it's implemented is bad.
Coordinated Movement 
More of the above, this time the action economy is a bit worse.
Commander’s Sight 
Why does this have concentration? That isn't necessary for a power that lasts one round. Otherwise Great.
Command to Strike 
One action and some points to trigger an out of turn attack action. Powerful, but it needs to drop the bit where you are picking the targets.
Strategic Mind 
This is more like it. You give out the bonuses, but it's up to the players how they use it. Also Great.
Overwhelming Attack 
Your entire team gets an attack action out of turn as a reaction. Crazy powerful, but noticeably absent is the ability to trigger cantrips.
Mantle of Courage 
Good, a bit more palatable than the previous one, but still slogs when it comes to casters.
Focus
Advantage VS fear. OK.
Incite Courage 
Flat out ends the effects of fear. This does not prevent them from becoming scared of whatever made it so to begin with, though it should.  Good.
Aura of Victory 
Lots of temp HP, that trigger passively. Good.
Pillar of Confidence 
Haste, in discipline form. Great, but it still leaves casters out.
Mantle of Fear 
It's good.
Focus
Intimidation.  OK.
Incite Fear 
More powerful than normal fear, the target must break LoS with you to even attempt a new save. Good.
Unsettling Aura 
Makes it harder for creatures to get next to you, but not by much. OK.
Incite Panic 
Mass fear, with a side dish of potential friendly fire. Good.
Mantle of Fury 
It's Good.
Focus 
A bit of extra speed to your entire group. Good.
Incite Fury 
Extra melee damage, Good. But it leaves out so many potential group mates.
Mindless Charge 
Get a bunch of extra speed out of a friendly unit. Or maybe even a dumb enemy unit. Good.
Aura of Bloodletting 
Advantage in melee, for everyone! Kind of bad, actually, enemies benefit more from critical hits than players do.
Overwhelming Fury 
Cha Save to shut down ranged units. Good.
Mantle of Joy 
Its potent. But not the Best.
Focus
Persuasion, Good.
Soothing Presence
That's a significant amount of temp HP, on multiple party members, that sticks around until you do a long rest. Good, at least until you hit 11 when it starts going down hill.
Comforting Aura
Its a less powerful Bless. Which is makes it just good.
Aura of Jubilation
A very odd power, it passively imposes disadvantage on perception (which is good) and Investigation (what NPC is using this?) but only within 60', which is kind of a problem if you are tying to stealth. Still, it's OK, and it stacks with other forms of stealthy powers due to the unique mechanic.
Beacon of Recovery. Extra Saving throws for everyone! Also can be bumped up with Comforting Aura, which makes it Great.
Mastery of Air 
Powerful, even with some lackluster options.
Focus
You ignore falling damage and difficult terrain. Great.
Wind Step 
They get to fly at level one, other characters have to pick a race or wait till much higher levels to even try this kind of thing. Granted, it's not perpetual flight, but it does let you burst really far when you need to. Great
Wind Stream 
1d8, bludgeoning and prone, Save vs str. It's not the best damage option, but it's just gravy for this particular discipline. OK.
Cloak of Air 
A formidable defensive option, that punishes melee attackers. Can cause some silly results, like beholders biting themselves. But still good.
Wind Form
Finally, perpetual flight, however, it can also stack with Wind Step, and dashing, for some extreme bursts of speed. Good.
Misty Form 
It's an escape option. But its a bad one, unless you absolutely need to fit through into a keyhole. Also gives some resistance to physical damage. Meh.
Animate Air 
You can summon an air elemental. I dislike summon spells, but I can't deny their power.
Mastery of Fire 
It ain't Good. Despite starting and finishing strong, the middle is packed with mediocrity. 
Focus.
Resistance, and +2 bonus to fire damage. That has synergies up and down the board. Great.
Combustion 
This horrific mechanic again. It's rather bad. 1D10 damage /point to start with. But it can be concentrated on for an additional 1d6 damage per turn, with no scaling, also it can be put out with an action. This is only OK., and Only because of the initial damage, and because you would lose your concentration whenever you only want to pop this for one round.
Rolling Flame 
Some low power area denial. Doesn't scale, but at least it covers a wide area. OK.
Detonation 
Fireball, with a Con Save. Also knocks prone. Good for destroying a ninja ambush, but not much else. Good, but just barely.
Fire Form 
A slightly more effective form of area denial, this one punishes everyone who would dare to stand next to you. OK.
Animate Fire 
Summon a Fire Elemental, finally, something with real bite in this Discipline.
Mastery of Force 
It's good.
Focus
Advantage on str checks. It's  OK, if you need to break out of a grapple I suppose.
Push 
1d8+5' push per point. Str save. It's just ok.
Move 
You can lift a big rock over someones head and drop it on them for moderate damage. It has both combat, and non-combat applications. Good.
Inertial Armor 
Mage armor, for Mystics. Great at the price.
Telekinetic Barrier 
This ain't wall of force, you can actually break it with a single attack. Additionally, you cant even turn it into a bridge. Bad.
Grasp 
Picking up some pointers from Bigby This is a ranged grapple. It's VERY EXPENSIVE. But it is difficult to break out of, it can be used to move the target strait up into the air, crush them, and it can be used on creatures much larger than yourself. Good.
Mastery of Ice 
Better than Fire, also a bit better than force. Maybe not great, but there isn't anything bad or cost prohibitive.
Focus
Just resistance here, they couldn't even spring for extra damage or a rider. OK.
Ice Spike 
A ranged attack that also slows. OK.
Ice Sheet 
Superior area denial, that can also be used as a slip and slide. Good.
Frozen Sanctuary 
A bunch of Temp HP as a bonus action. Good, but it rapidly declines in usefulness as the levels go on.
Frozen Rain 
You can trap a bunch of weak creatures in an area until they die. Good, but possibly a war crime.
Ice Barrier 
The wall of ice is better than the wall of force. It even punishes the creature that tries to break it. Good.
Mastery of Light and Darkness 
Broke, and broken, in both meanings of the word. Do not engage, do not attempt to use at your table, back away slowly and hope they don't follow you home.
Focus
No longer do you need a two-level warlock dip to see in the dark! Of note, it's NOT darkvision, you can simply see perfectly in the dark, but only to 30' which makes this better in some cases. Great.
Darkness 
Wait, this doesn't have a duration? That's literally broken. Nul.
Light 
A combination of fairy fire and the light spell. Great.
Shadow Beasts 
This is the other kind of broken, as in it's too good. You can decimate any target you want with power. A few rounds of this kind of abuse will end anything that isn't a slab of meat, and even they will be crippled by such an onslaught. Note that you can make areas of darkness for them to hide from, which makes them even better. Broketastic.
Radiant Beam 
A fairly efficient source of radiant damage, that can also be used to blind targets. Good.
Mastery of Water 
Good to great.
Focus
Swim speed and water breathing. Good for pirates.
Desiccate 
A fairly potent source of necrotic damage. The fact that it's necrotic actually helps you here, as most people wouldn't expect that kind of damage from a water mage. Good.
Watery Grasp 
It's a weird one. An Aoe Prone and pull, str save, scaling damage. OK, but mostly because it sets you up for bad times after use.
Water Whip 
This one is much better, a line str save with scaling damage, but you can move any target to any square that touches the whip, which can lead to dumping targets off cliffs or shuffling combat formations Great.
Water Breathing 
Up to 10 targets for 24 hours. That's one heck of a return on your point investment. Good.
Water Sphere 
This one is weird. It's expensive soft control, but it is effective against front-line types. Good.
Animate Water 
Another summoning thing. 
Mastery of Weather 
Thunderbolts and lightning are very frightening. But not quite great.
Focus
Resistance to two forms of damage. Good
Cloud Steps 
A stairway to heaven. Or more likely just a way to get over a wall. OK, but only because it spirals strait up instead of being able to shape them on an angle.
Hungry Lightning 
Decent damage, and more likely to hurt targets in metal armor. Good.
Wall of Clouds 
It's an unusually shaped smokescreen. It won't hide much, but it will break LoS. Good.
Whirlwind 
An extremely cheep AoE damage, that also shuffles the battlefield to your picking. Good.
Lightning Leap 
Lighting Bolt with a baked in limited teleport. Good.
Wall of Thunder 
It can severely punish creatures who try to muscle though it, but it doesn't block LoS or arrows. OK.
Thunder Clap 
And it strikes like thunderball. Which is a fireball, but with extra riders. Good.
Mastery of Wood and Earth 
Good, and oddly enough it's even good for the more gish-type mystics.
Focus
More AC, its Great.
Animate Weapon 
It's a melee weapon attack at range with extra force damage, that also uses your casting stat. It's good. But the wording on this leads itself to crazy stacking possibilities. Good, but beware.
Warp Weapon 
It shuts down a weapon for one turn. But only nonmagical weapons. OK.
Warp Armor 
Negates armor for one turn. Also only nonmagical. OK.
Wall of Wood 
Why does this have more HP than the force option? And not just more hp. But it has 100 hps, which means that wall is going to stay up for a good long time. Great.
Armored Form 
Resistances to physical damage, but it takes concentration. OK.
Animate Earth 
Tops out with an earth elemental.
Nomadic Arrow 
The psionic Ranger is good.
Focus
Ignore disadvantage on ranged attacks. However you can't get advantage if you have disadvantage. So it's like half-advantage. OK.
Speed Dart 
The mystic seems to be plagued with “The not quite smites” that use a bonus action to trigger. This one deals good damage, and gets all the typical bow-benifits. But it does crossbow use. Good.
Seeking Missile 
Reaction reroll, better for archer types because they have less opportunity for reactions. Good.
Faithful Archer 
A very strange rendition of the extra attack feature, that lets you get in extra attacks even if you use other powers. It's good, but weird.
Nomadic Chameleon 
The normal stealth power is great at being a stealth power, who would have thought? 
Focus
Stealth checks are always useful. good.
Chameleon 
Oh, yeah, stealth rules are convoluted. This lets you ignore them for a trivial cost. Great, if only to avoid headaches.
Step from Sight
Invisibility the discipline. Can be given most of your group. Great.
Enduring Invisibility 
Improved Invisibility power. 
Nomadic Mind 
It's good. But in the unremarkable way that makes it not a first pick for anyone.
Focus
A floating proficiency. Good.
Wandering Mind 
A psionic ritual? That's different. This one gives you up to three extra skills for an hour. It's kind of bad, considering you would very rarely need this given your focus ability, and the time return on investment.
Find Creature 
Lets you hone in on a creature in an area of up to 3 miles square. Handy for finding lost persons, not handy for ambushes. Good.
Item Lore 
Identify. Good.
Psychic Speech 
Tongues. It's a bit on the pricey side, given that you have telepathy. Okish.
Wandering Eye 
A scry power, its Good for scouting.
Phasing Eye 
The upgrade to the previous power that can go through objects. Why was this not a scaling option instead of a full power? OK.
Nomadic Step 
If it's within a mile, you can go there. Good. But has some bizarre anti-synergies
Focus
Bonus wallking movement after your teleport. I guess it's OK if you need even more extra speed. But most of this power ironically doesn't stack with itself.
Step of a Dozen Paces 
Bonus action teleport that prevents you from moving afterwards. A bit comical considering the Focus. Good.
Nomadic Anchor 
Lets you designate a teleport position that doesn't have to be in your LOS, then later you can teleport to it.  It's an OK option that lets you replace one restriction for another at an additional cost. But it could be used to set up traps.
Defensive Step 
Memory of One Thousand Steps is better in most situations. But this is good if you aren't a Nomad. Good.
There and Back Again 
Finally a real use for your Focus. This is good for both escape and misdirection. Great.
Transposition 
Swapping places. Oodles of applications, even if it does that annoying 0 movement restriction. Great.
Baleful Transposition 
More powerful than the previous, lets you send enemies into the clever traps they placed for you. Great
Phantom Caravan 
Teleport your group up to one mile as an action. Great.
Nomad’s Gate 
A more powerful Phantom Caravan, but with the same distance and two-way travel. Great.
Precognition 
It's Good. But you would have already known that had you taken this discipline.
Focus
Advantage on imitative. Great.
Precognitive Hunch 
Personal Bless. Good.
All-Around Sight 
Another reaction based attack blocker, only disadvantage this time, but still good.
Danger Sense 
You can't be surprised and get a +10 bonus to initiative checks for as long as you concentrate. That's impressive, but I don't think it's worth the cost. OK.
Victory Before Battle 
This is more like it More points, but you don't have to use up your concentration slot to make it work. Good.
Psionic Restoration 
It's a one-stop shop for most of your healing needs. It's OK, because it should do more than it does currently, and most of the options are the bare minimum requirement.
Focus
Bonus action stabilization. Why is this a bonus action? It takes a bonus action to swap focus. You aren't just going to have this focus up all day, meaning it's not going to be available when you need it. Bad.
Mend Wounds 
Cure wounds by another name. I prefer Healing Word. OK.
Restore Health 
Lessor Restoration, plus a bit. Great, downright necessary for anyone trying to be a healer.
Restore Life
Revivify. Great.
Restore Vigor 
A weaker Greater Restoration. Curses and charms I can kinda understand, but it's odd this power can't remove petrification, OK.
Psionic Weapon
Good, but it would be better if you could reliably get extra attacks.
Focus 
This is confusing. It took me two reads to parse. You can make your weapon attacks count as magical, and deal psychic damage. But until level 6 you don't add your ability score mod to damage. It's OK, and needs a cleanup.
Ethereal Weapon 
As a bonus action, you make your next attack a DEX save, that gives half damage on a save. Good, but not something you will be using all the time.
Lethal Strike 
Bonus action smite is back. It's goodish.
Augmented Weapon 
Magic +3 weapon for as long as you concentrate. Good.
Psychic Assault 
Kicking it old school is good.
Focus
+2 damage to talents? That's like nothing at higher levels. At least let it do INT mod or something. Bad.
Psionic Blast 
The Magic Missile of Disciplines. Good. But it will cause people to freak out at first.
Ego Whip 
Int Save, Good damage, and good control against bruisers. Great.
Id Insinuation 
Int Save, Good damage, but it's a control against spellcasters, which makes it harder to land and less effective against monsters. Good.
Psychic Blast 
Good enough for the mindflayers, good enough for you.
Psychic Crush 
Better than Psychic Blast, because it also features hard control for a nominal point increase. Great.
Psychic Disruption 
Its good.
Focus
Deception, It can be good.
Distracting Haze 
Damage, and not-quite blinds the target, on INT. Good.
Daze 
Incapacitate for one turn until they take damage. INT save is the saving grace. Good.
Mind Storm 
Good for a one-two punch with your group. This turns a weak will save into disadvantage on all saves.
Psychic Inquisition 
Nobody expected the inquisition to be OK.
Focus
Detect lies. Good.
Hammer of Inquisition 
Turns a weak INT save into disadvantage on WIL. Oh, it also deals full scaling damage. Great.
Forceful Query 
Lets you play 20 questions, one question at a time. OK.
Ransack Mind 
Another psychic ritual. This one takes an hour, and divulges information up to 48 hours ago. Its ok. But  you better be targeting a sleeping creature unless you want to dispose of the target after the fact.
Phantom Idea 
The opposite of the above, you implant a memory. But it also takes as long, and you should target a sleeper to make a sleeper agent. OK.
Psychic Phantoms 
It's actually great.
Focus
More Deception Good.
Distracting Figment 
Advantage on all melee attacks and the target can't use reactions for a turn is great. It also has scaling damage because why not?
Phantom Foe 
Somewhat of a slow burn, this power shuts down reactions for a time, and deals ongoing damage. Its OK.
Phantom Betrayal 
An INT save to make the enemy meatshield start eating it's allies instead of you. Great.
Phantom Riches 
A bit of hard control that lets you move the target under their power. Great.
Telepathic Contact 
It's more like mind control than talking, but it's good.
Focus
Gives you telepathy feature if you don't have it. Also improves it if you do. Good.
Exacting Query 
You ask a question and get an answer, on INT save. Good.
Occluded Mind 
You lie to the target so hard that it believes a short statement that you say. Good.
Broken Will 
A one turn domination. Its good, in that it doesn't require concentration, so you can do other stuff.
Psychic Grip 
An INT based paralysis, that also lets you move the target, Great.
Psychic Domination 
Total control of the meatshield types. Great.
Third Eye 
The Third eye is mostly blinded in combat. But given that you will likely have other powers to do the fighting, it's OK.
Focus.
Yet another way to get darkvision, this time it does stack with normal darkvision, but only by 10'. Good.
Tremorsense 
Does what it says on the tin for a bonus action and concentration. OK, given the nature of the sense.
Unwavering Eye 
Advantage on all wisdom checks for 60 seconds without concentration. It could be handy, but this is just a glorified focus level power. OK.
Piercing Sight 
x-ray vision. Now we are talking, this ability is rare. Good.
Truesight 
Also what it says on the tin. But this one you will actually end up using sometimes. Great.