Комментарии:
I do worry that the powers could get out of control in their number. It almost has the effect of searching through the book for how spells work. Vow is a good example. Is it possible to have just the one vow entry, and then let the gm take the reigns in deciding if the vow could apply to the situation? That way the impetus is on the person who has the best knowledge of the game and the person who is most able to control the tempo.
So you have the vow and depending on the situation you give a quick target. If they make it with the mystic die (or other relevant die) roll, you get it. Kind of pick a number and roll with it type game mastering. Just get on with it.
I like the list of choices you have to work with. I haven't had time to read everything yet but just in case I think you need to be careful about the trap that 3E D&D and PF fell into (Pathfinder handled it better I think) of having all of these "Synergy" feats (powers in your case) and "Feat Chains" that only paid off at the end. When building a character I don't want to hurt myself in the now to get something cooler later. I would much rather have each Power/Feat to build upon each other or offer new things for me to do.
I recall the first time I read through the list this was the case but with the growing list of them, I think this is important to consider/keep in mind.
All of that said, I appreciate the content and your explanations.