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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.

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