The following is the voyager power list. Powers marked with a dagger (†) are single-target, and powers marked with a double-dagger (‡) are personal, and thus legal for use with power channel.
0-level Voyager Powers (Talents)
Blinding Flash†: Dazzle an opponent.
Conceal Thoughts‡: You conceal your motives.
Detect Akasha: You can detect the presence of akasha and essence.
Detect Psionics: You detect the presence of psionics.
Far Hand: Move small objects at a limited distance.
Missive†: Send a one-way telepathic message to subject.
Psionic Repair: Mend an object.
Telepathic Lash†: Humanoid creature of 4 HD or less loses next action.
Trick Shot: Your ranged attacks defy the laws of physics.
1st-level Voyager Powers
Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Burst‡: Gain +10ft. to speed this round.
Call To Mind, Lansis's‡: Gain additional Knowledge check with +4 competence bonus.
Catfall‡: Instantly save yourself from a fall.
Circumstance Shield‡: Gain a +2 bonus to Initiative. Discharge for a bonus to a single Reflex save.
Chameleon‡: Gain +10 enhancement bonus on vision based Stealth checks.
Dazzling Swordplay†: Dazzle next creature struck.
Deceleration†: Target’s speed is halved.
Déjà Vu†: Your target repeats his last action.
Destiny Dissonance†: Your dissonant touch sickens a foe.
Detect Teleportation: Know when teleportation powers are used in close range.
Dissipating Touch†: Your touch deals 1d6 damage.
Empty Mind‡: Gain +2 on Will saves until your next action.
Environment Shield: Insulate target against hostile environmental effects.
Essence Defilement: Burn a creature's essence and weaken them.
Essence Infusion: Grant target one temporary point of essence.
Hidden Pocket: Transport a small item into an extradimensional space.
Inertial Armor‡: Tangible field of force provides you with +4 armor bonus to AC.
Inevitable Strike, Roshan's‡: Gain an insight bonus on your next attack.
Judge‡: Gain a +2 bonus to Sense Motive checks.
Kinetic Legerdemain: Make Disable Device checks without the need for a toolkit.
Know Direction And Location‡: You discover where you are and what direction you face.
Locate Secret Doors: Reveals hidden doors within 60 ft.
Malfunction: Cause technological equipment to glitch.
Metamorphosis, Minor‡: You can change your physical form to a minor degree.
Metaphysical Weapon: Weapon gains +1 bonus.
Mindlink: You forge a limited mental bond with another creature.
Precognition, Defensive‡: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive‡: Gain +1 insight bonus on your attack rolls.
Precognition, Tactical‡: Gain +2 enhancement bonus to combat maneuvers.
Prescience, Offensive‡: Gain +2 insight bonus on your damage rolls.
Prevenom Weapon: Your weapon is mildly venomous.
Psychic Tracking: Track a creature by thought, rather than by physical tracks.
Reject Essence: Target that fails its saves has its essence burned and takes akashic damage.
Restore Essence: Target's burned essence is recovered.
Sense Link: You sense what the subject senses (single sense).
Skate‡: Subject slides skillfully along the ground.
Sunder Investment: Target's essence is forcibly uninvested.
Transfer Energy: Move charges from one technological device to another.
Veil Magnification: Target suffers a penalty when saving against your veils.
Veil Restoration: Restore a suppressed veil.
2nd-level Voyager Powers
Body Adjustment‡: Heal 1d12 damage.
Body Equilibrium‡: You can walk on nonsolid surfaces.
Breach: Opens locked or psionically sealed door.
Cloud Mind†: You erase knowledge of your presence from target’s mind.
Concealing Amorpha‡: Quasi-real membrane grants you concealment.
Deflect: Avoid a single ranged attack.
Defy Gravity‡: You move up and down, forward and back, via mental support.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Dimension Swap: You and an ally switch positions.
Distracting Strikes†: Next creature struck suffers penalty on attack rolls and cannot make attacks of opportunity.
Endorphin Surge‡: You incite a rush of endorphins, augmenting your physical form.
Essence Theft: Deal damage and burn target's essence, gain a temporary point of essence.
False Future†: Show the target incorrect glimpses into the future, moving them 5 feet.
Feat Leech†: Borrow another’s psionic or metapsionic feats.
Gravitational Well†: Cause the target to draw attacks toward it.
Natural Linguist‡: Communicate even if you do not understand a language.
Object Reading: Learn details about an object’s previous owner.
Proximity Strike†: Next attack deals additional damage and allows you to teleport the struck creature back to you.
Psionic Lock: Secure a door, chest, or portal.
Psionic Recharge: Grant charge to technological item.
Recall Agony†: Foe takes 2d6 damage.
Repositioning Strike†: Next attack swaps your position with the struck creature; expend focus to allow an ally to treat the struck creature as flanked.
Sensitivity to Psychic Impressions: You can find out about an area’s past.
Sidestep: Avoid a single melee attack.
Sonic Blast†: Next attack deals sonic damage; expend focus to trip target.
Suppress Veil: Suppress one veil.
Wall Walker‡: Grants ability to walk on walls and ceilings.
3rd-level Voyager Powers
Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Danger Sense‡: You gain +4 bonus against traps.
Delayed Response†: Cause the target to act last.
Dimension Slide: Teleports you very short distance.
Dispatch: Set up and deliver spectacular finishing strikes.
Dispel Psionics: Cancels psionic powers and effects.
Ectoplasmic Form‡: You gain benefits of being insubstantial and can fly slowly.
Escape Detection‡: You become difficult to detect with clairsentience powers.
Essential Block: Target cannot reallocate or burn essence, or has one receptacle blocked on a successful save.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Expose Weakness†: Cause a creature to become clumsy.
Flexible Trajectory: Ranged attacks follow imaginary path to target.
Gravitational Anchor†: Alter gravity to direct toward the creature or object you touch.
Hustle‡: Instantly gain a move action.
Id Autopilot: Control a vehicle or mech through psychokinesis.
Metamorphosis‡: Change your physical form.
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Mindhunter: Discover the location of your target while you sleep.
Physical Acceleration: You move faster, gain +1 on attack rolls, AC, and Reflex saves.
Reconfiguration: Alter the functionalities of a mech or vehicle.
Short Circuit: Disrupt function of technological equipment.
Time Hop†: Subject hops forward in time 1 round/level.
Touchsight†: Your telekinetic field tells you where everything is.
Ubiquitous Vision‡: You have all-around vision.
Vampiric Blade‡: You heal half your base weapon damage.
4th-level Voyager Powers
Augured Answer‡: Provides useful advice for specific proposed action.
Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
Backlash: Attack a creature who has attacked you, but suffer a daze effect.
Detect Remote Viewing‡: You know when others spy on you remotely.
Energy Adaptation‡: Your body converts energy to harmless light.
Expulsion†: Forces a creature to return to its native plane.
Flight‡: You fly at a speed of 60 ft.
Fold Space: Teleports you short distance.
Remote Viewing: See, hear, and potentially interact with subjects at a distance.
Shift The Tide†: Target rerolls a d20 roll or may be staggered.
Slip The Bonds‡: You cannot be held or otherwise rendered immobile.
Steadfast Perception‡: Gain immunity to illusory effects, +6 bonus on Perception checks.
Thundering Step: Attack creature and deal additional damage and daze, then teleport away.
Trace Psychoport: Learn destination of subject’s teleport or psychoport.
Vanishing Strike†: Make a single melee attack and then become invisible and teleport away.
Wrench†: Bars extra-dimensional movement.
5th-level Voyager Powers
Baleful Teleport, Kolbjorn’s†: Destructive teleport deals 9d6 damage.
Barrage: Execute a flurry of swift attacks against nearby targets.
Clairtangent Hand: Emulate far hand at a distance.
Gravitic Charge: Amplify object’s gravitational pull.
Manifest Veil: Shape a veil onto the target.
Pierce the Veils‡: See all things as they really are.
Planar Travel: Travel to other planes.
Psychic Crush: Brutally crush subject’s mental essence, reducing subject to –1 hit points.
Psychoport‡: Instantly transports you as far as 100 miles/ level.
Psychoport Trigger‡: Predetermined event triggers psychoport.
Retrieve, Nimar’s: Teleport to your hand an item you can see.
Second Chance‡: Gain a reroll.
Summoning Strike†: Teleport a nearby creature to you and attack it.
6th-level Voyager Powers
Barred Mind, Personal‡: You are immune to scrying and remote viewing and gain a bonus to mental effects.
Cosmic Awareness‡: You gain insight bonus on single attack roll, check, or save.
Defer Fatality: You avoid death through suspended animation.
Dispelling Buffer: Subject is buffered from one dispel psionics effect.
Dream Travel: Travel to other places through dreams.
Ethereal Passage: Invisible passage through wood or stone.
Hypercognition‡: You can deduce almost anything.
Mechanical Combination: Merge multiple constructs into single form.
Metamorphosis, Major‡: Radically change your physical form.
Reposition: Teleport multiple creatures short distances to different locations.
Temporal Acceleration, Willian’s‡: Your time frame accelerates for 1 round.
Trigger Power‡: Sets trigger condition for another power.