Chaos
Granted Ability: Expend psionic focus to deal an additional 1d6 damage with an attack against a nonchaotic creature.
Powers: Destiny Dissonance (1), Matter Agitation (1), Distracting Shout (2), Personality Parasite (4), Catapsi (5), Inconstant Location (6)
Psychic Aura: +2 Resistance on saves against non-chaotic creatures. Increases by 1 per 6 levels.
Summary: The Divine Mind's limited powers known and typically low Power DCs make the mid-level manifester-targeting powers very poor options. But the base abilities are generally useful, its low-level powers have passable utility and Inconstant Location is very valuable to a character whose location matters (and between the DM's typically melee role and limited-range buffing, its location matters)
Communication
Granted Ability: +2 Diplomacy while focused, reduced penalty on rushed Diplomacy.
Powers: Attraction (1), Psionic Charm (1), Missive (1), Telempathetic Projection (1), Mass Missive (2), Psionic Suggestion (2), Psionic Tongues (2), Correspond (4), Metaconcert (5)
Psychic Aura: Mind-Link throughout aura.
Summary: This is basically the Enchantment mantle: powerful offensive and utility effects, but limited by increasingly common immunities. Very powerful at low levels, less so at higher levels, when mind immunity becomes the game's default. Limited Aura range cuts down Mind-Link's utility.
Conflict
Granted Ability: Weapon Focus with a weapon of choice.
Powers: Metaphysical Weapon (1), Offensive Prescience (1), Psionic Lion's Charge (2), Dimension Slide (3), Immovability (4), Psychic Crush (5), Graft Weapon (5)
Psychic Aura: +2 on Critical Confirmation rolls.+5 At level 10.
Summary: Not a whole lot of stand-out abilities, but overall, a solid choice for a gish build.
Consumption
Granted Ability: Expend focus as an immediate action for 5 temp HP when someone within 10 feet is wounded.
Powers: Hungry Touch (1), Feat Leech (2), Power Leech (4)
Psychic Aura: Expend Psionic Focus to leech 1 power point from manifesting character in aura, possibly cancel manifesting. Leech 2 PP at level 7, 3 PP at level 10, 4 PP at level 20.
Summary: The granted ability and Hungry Touch power are powerful in soaking damage at low levels, but that fades. The other abilities make this out to be an anti-psionics build, but the Divine Mind will generally lack the PP or DCs to effectively fill that role. Despite its abilities being pretty average and generally interesting, I rank this red due to its limited options and the high cost of maintaining its power DCs.
Corruption and Madness
Granted Ability: While Psionically Focused, you cannot be confused.
Powers: Psionic Daze (1), Primal Fear (1), Brain Lock (2), Mental Turmoil (3), Mindwipe (4)
Psychic Aura: Enemies in Aura must make low-DC Concentration check to manifest, cast or use PLAs/SLAs.
Summary: Every power and ability allows an easy saving throw. Some of the mid-level effects are half-way decent, but nothing stands out as appealing. Even the granted ability loses its shine on a Wis-based Good Will class with Divine Grace.
Creation
Granted Ability: Any Ectopic Form Feat
Powers: Astral Construct (1), Psionic Minor Creation (1), Psionic Fabricate (4), Psionic Major Creation (5), Psionic Greater Fabricate (6)
Psychic Aura: Constructs in Aura heal HP slowly.
Summary: Very powerful low-level powers with quite a bit of utility; start reliably creating Astral Constructs at lower levels, and milk Boost Construct or other AC-improvements even harder. At higher levels, the mantle gets redundant and utility-specific.
Death
Granted Ability: Expend Psionic Focus to kill a dying creature, as Death Knell.
Powers: Stygian Discernment (1), Stygian Ray (2), Psionic Speak with Dead (3), Death Urge (4), Stygian Dominion (5)
Psychic Aura: Deathwatch for all allies on creatures in Aura.
Summary: The Granted Ability doesn't require an action that I can tell, which would make it useful at low levels. The utility powers are relatively niche, and Death Urge can get expensive, but they provide a strong array of effects targeting and providing a variety of useful defenses.
Deception
Granted Ability: Expend focus as an immediate action for a 50% miss chance.
Powers: Psionic Charm (1), Cloud Mind (2), Concealing Amorpha (2), False Sensory Input (3), Escape Detection (3), Mass Cloud Mind (6)
Psychic Aura: +2 to allies' Feint, you may expend psionic focus to feint as move action.
Summary: All the abilities and powers granted by this mantle are useful, but they tend not to scale well (static DCs or escape detection's ML cap). With Divine Mind's slow start, this makes the mantle hugely dependent on campaign design: the more lower-leveled opponents are in a campaign, the more powerful this mantle is.
Destruction
Granted Ability: Improved Sunder while focused; expend focus to reduce hardness of an object by 4.
Powers: Dissipating Touch (1), Dissolving Touch (2), Dissolving Weapon (2), Dispel Psionics (3), Psionic Disintegrate (6)
Psychic Aura: All allies ignore half of items' hardness when sundering.
Summary: I love sundering, which gives me a soft spot for this mantle. But to be fair about it, its powers are useful, but nothing that really stands out the low level powers are a bit of blasting that happen to work nicely with melee builds; the mid- and high-level powers are more useful, but they're staples that another caster is going to be able to provide. This mantle is solid for a DM playing up its melee role, but it's not outstanding.
Elements
Granted ability: Minor abilities relating to elements when psionically focused (fall damage reduction, balance/bull rush resist bonus, inconsequential fire damage bonus, swim speed)
Powers: Control Flames (1), Elemental Steward (1), Control Air (2), Earth Walk (2), Breathless (3), Adapt Body (5), Blackstone Hammer (6)
Psychic Aura: Allies ignore damage reduction of creatures with an Elemental subtype.
Summary: The Aura ability is useful, but is pretty specific. The powers and granted ability all make decent filler in terms of utility, but they aren't going to carry a character on their own.
Energy
Granted Ability: Expend focus to gain energy resistance for a few rounds.
Powers: Energy Ray (1), Energy Push (2), Energy Bolt (3), Energy Burst (3), Energy Wall (3), Energy Manipulation (5)
Psychic Aura: Allies deal an extra 1 point of elemental damage with weapons. +1 damage per 5 levels.
Summary: The powers aren't bad in terms of DPS, but they are problematic for a Divine Mind. DMs probably aren't going to have the PP to sustain a blasting-based offense, or the DCs to use the area blasts effectively. The granted ability and energy ray can be nice to have, but Energy isn't much good as an initial or secondary mantle choice.
Evil
Granted Ability: Expend psionic focus to deal an additional 1d6 damage with an attack against a nonevil creature.
Powers: Psionic Protection from Good (1), Psionic Death Knell (2), Planar Apothesis (4), Fiendish Conduit (5), Planar Embrace (6)
Psychic Aura: Allies' weapons count as Evil to overcome DR.
Summary: For an abomination unto the face of fluff, this mantle isn't too bad. The lack of decent low-level power options should rule it out for an initial mantle, though.
Fate
Granted Ability: Expend focus once per day to add class level to a d20 roll.
Powers: Defensive Precognition (1), Offensive Precognition (1), Clairvoyant Sense (2), Remote Viewing (4), Greater Precognition (6)
Psychic Aura: Allies can gain +2 insight bonus on any one d20 roll once per day. Bonus increases by 1 for every 5 levels, up to +5 total.
Summary: All-around useful abilities decent low-level buffing powers, bonuses that can be applied to anything, some divinations for utility. A solid choice, but unless you're lacking a divining caster, it's not going to bring much to the table but numbers.
Force
Granted Ability: +1 deflection to AC when psionically focused.
Powers: Force Screen (1), Deflection Field (1), Concussion Blast (2), Telekinetic Force (3), Ethereal Volley (3), Telekinetic Maneuver (4), Concussive Detonation (6)
Psychic Aura: Expend focus to let allies ignore incorporeality's 50% miss chance with their first subsequent attack.
Summary: Pretty lackluster overall. With Armor proficiencies and little PP, Force Screen isn't particularly useful, the blasting powers are overpriced, TK Maneuver is based off Intelligence, and Ethereal Volley can be replaced relatively inexpensively with a Force bow or arrows. Possibly worth a Tap Mantle for Deflection Field's inexpensive AC boost and TK Force's utility, but Force doesn't offer much but filler.
Freedom
Granted Ability: +10 ft speed, spend Psionic Focus to add ML to resist checks against Grapples.
Powers: Dimension Hop (1), Hustle (2), Psionic Fly (4), Psionic Freedom of Movement (5), Psionic Teleport (5), Evade Burst (6)
Psychic Aura: +2 to resist and escape grapples. +1 per 4 levels.
Summary: Almost everything about this mantle is great swift action movement and psionic focusing, teleports, flight, immunity to battlefield control, resistance to bigger monsters' grabs this is basically a grocery list of abilities that most gishes would give a leg for.
Good
Granted Ability: Expend psionic focus to deal an additional 1d6 damage with an attack against a nongood creature.
Powers: Psionic Protection from Evil (1), Empathetic Transfer (2), Planar Apothesis (4), Celestial Conduit (5), Planar Embrace (6)
Psychic Aura: Allies' weapons count as Good to overcome DR.
Summary: Slightly better than Evil, but basically the same none of the abilities are bad, but it lacks the low-level options to be useful as a first mantle.
Guardian
Granted Ability: Expend psionic focus to take damage in place of an adjacent ally.
Powers: Deaden Blow (1), Thicken Skin (1), Damp Power (2), Dispel Psionics (3), Wall of Ectoplasm (4), Protection from Psionics (5), Mind over Energy (6)
Psychic Aura: Allies gain DR 1/-- while you are psionically focused. DR increases by 1 for every 5 levels.
Summary: Lots of swift and immediate action abilities play nicely with the action economy. The powers aren't anything game-changing, but they're generally inexpensive and mostly effective at what they do. Good filler.
Justice
Granted Ability: Expend focus to take AoO against enemy who attacks one of your allies.
Powers: Call Weaponry (1), Call Armor (1), Incite Bravery (2), Psionic Zone of Truth (2), Aura Sight (4), Psionic Discern Lies (4), Psionic True Seeing (5), Perfect Riposte (6)
Psychic Aura: Grant +1 to attack an enemy who's attacked your allies. Increase by +1 for every 6 levels.
Summary: The Granted Ability probably isn't supposed to count you as your own ally, but it does, which is quite good. The aura is also a reliable attack and very nicely stacking attack bonus. Justice can work as an initial mantle, but most of its more useful powers are back-loaded.
Knowledge
Granted Ability: While focused, make Knowledge checks as if trained; expend focus for +5 on one check.
Powers: Call to Mind (1), Detect Psionics (1), Detect Teleportation (1), Know Direction and Location (1), Detect Hostile Intent (2), Psionic Identify (2), Object Reading (2), Touchsight (3), Detect Remote Viewing (4), Trace Teleport (4), Psychometry (6)
Psychic Aura: Grant +1 to Knowledge checks, +1 per 6 levels.
Summary: Surprisingly useful, mainly due to Knowledge Devotion and every one of the mantle's powers being loaded into 6 levels. Many of the powers are utility divinations, whose use depends largely on campaign and party composition. With a party wizard (or other divination specialist), it's a pretty average filler discipline; without a wizard, it's very powerful.
Law
Granted Ability: Expend psionic focus to deal an additional 1d6 damage with an attack against a nonlawful creature.
Powers: Grip of Iron (1), Hammer (1), Psionic Lock (2), Heavy Earth (3), Immovability (4), Steadfast Perception (4), Tower of Iron Will (5)
Psychic Aura +2 Resistance on saves against non-lawful creatures. Increases by 1 per 6 levels.
Summary: Generally strong granted and aura abilities, powers are mostly useful, but tend to be expensive (Hammer and Tower of Iron Will, especially). There are worse mantles, but there's not a lot of incentive to choose this one.
Life
Granted Ability: Expend focus to treat manifester level as 1 higher for powers from this mantle.
Powers: Touch of Health (1), From the Brink (2), Body Purification (3), Stygian Ward (4), Psionic Revivify (5), Mend Wounds (6), Psionic Restration (6)
Psychic Aura: +2 on allies' saves against Death effects, +1 per 5 levels, up to +5.
Summary: For healing abilities, these are expensive, and Divine Minds don't have a lot of room to splurge on PP costs. The mid-to high-leveled powers are a bit more usable, but they're not going to see play if you have a Cleric, Archivist or Favored Soul in the group. With a Cleric/Archivist/FS, this mantle is a waste. Without one, it's a decent choice for high-level filler.
Light and Darkness
Granted Ability: Low-light vision, 60ft Darkvision or +30ft Darkvision.
Powers: Control Light (1) [plus darkness/daylight augments], Elfsight (1), My Light (1), Claws of Darkness (2), Light Beam (4), Psionic Shadow Walk (5)
Psychic Aura: Treat Light and Darkness powers as 1 level higher.
Summary: Buy a torch.
Magic
Granted Ability: UMD is a class skill, Full Magic-Psionics transparency
Powers: Metaphysical Weapon (1), Dispel Psionics (3), Power Resistance (5), Psionic Analyze Dweomer (6) [plus augment for additional targets], Null Psionics Field (6)
Psychic Aura: Weapons treated as Magic for overcoming DR.
Summary: Mostly useful abilities, but a bit lacking for low-level powers. Good choice for a secondary mantle.
Mental Power
Granted Ability: Treat Wisdom as 2 points higher for bonus PP
Powers: Mind Thrust (1), Id Insinuation (2), Mental Disruption (2), Mind Trap (3), Intellect Fortress (4), Psychic Crush (5), Cranial Deluge (6)
Psychic Aura: +2 save bonus against mind effects, +1 per 6 levels.
Summary: Nice abilities, very bad power selection especially with the Divine Mind's PP constraints.
Natural World
Granted Ability: Wild Empathy
Powers: Chameleon (1), Metaphysical Claw (1), Stone Mind (1), Animal Affinity (2), Psionic Scent (2), Metamorphosis (4), Oak Body (5)
Psychic Aura: Animals, plants and fey within aura gradually heal.
Summary: Blue for Metamorphosis alone. The handful of other useful gish powers leave it worthwhile, but aren't anything stunning.
Pain and Suffering
Granted Ability: Expend focus as immediate action to deal half the damage you receive from a melee attack to the attacker.
Powers: Disable (1), Inflict Pain (2), Recall Agony (2), Hostile Empathetic Transfer (3), Forced Share Pain (3), Empathetic Feedback (4), Psychotic Break (5), Fuse Flesh (6)
Psychic Aura: +1 weapon damage against wounded enemies.
Summary: Almost all powers rely on saving throws, often with further limitations like static DCs, HD caps or Mind Effect descriptors. A shame, because Fuse Flesh is pretty cool.
Physical Power
Granted Ability: Expend focus to game +2 Str, Dex or Con for 1 round.
Powers: Adrenaline Boost (1), Vigor (1), Animal Affinity (2), Graft Weapon (3), Psychofeedback (5)
Psychic Aura: +1 on Strength Checks, +1 per 5 levels.
Summary: Some solid gish powers here, and abilities that can be useful for a tripper. Linked Adrenaline Boost+Vigor is a workable HP engine and Graft Weapon can act as a spell channeling type of ability.
The Planes
Granted Ability: Expend Psionic Focus for +4 bonus overcoming outsider's power resistance.
Powers: Astral Traveler (1), Astral Caravan (3), Psionic Dimensional Anchor (4), Psionic Dismissal (4), Psionic Plane Shift (5), Planar Champion (6)
Psychic Aura: Pinpoint outsiders and extraplanar creatures within aura. +2 to allies CL/ML checks against outsider SR/PR.
Summary: Extremely campaign-dependent: the granted and aura abilities can mean essentially ignoring outsider SR (but that's only useful if outsiders are common enough that their SR is worth investing resources in negating) and many of the powers are group utility-oriented, rather than tactical in nature, meaning that either a prepared caster or easy access to Magic items will render them useless as powers known.
Repose
Granted Ability: When focused, +2 to Concentration checks. Expend focus for +5 to Concentration checks.
Powers: Empty Mind (1), Serenity (2), Empathetic Transfer (2), Solicit Psicrystal (3), Steadfast Perception (4), Suspend Life (6)
Psychic Aura: Suppress Fatigue effects, reduce Exhaustion to Fatigue.
Summary: The aura ability is quite nice, the granted ability can be useful at low levels, and there's nothing wrong with the powers, but there's very little that's actually appealing here.
Time
Granted Ability: +2 Initiative; 1/day delay damage or effects.
Powers: Deceleration (1), Sustenance (2), Time Hop (3), Anticipatory Strike (5), Temporal Acceleration (6)
Psychic Aura: +2 Initiative, +1 Reflex saves.
Summary: Starts slow, but has strong built-in abilities, considerable utility through Time Hop and game-altering action economy tools for the late game.