Using Valdemaran Gifts, Part II

One of the major tricks of using Gifts effectively is to work gradually. After all… if you’re not in too much of a hurry, treating a flu patient with specific level zero effects – “reduce production of mucus”, “expectorate”, “reduce inflammation”, “weaken virus”, “bolster immunity”, “heal trivial damage to the throat lining” (a variant of “cure minor wounds”), “bolster immune system”, “drain lungs”, “spring tonic” (A.K.A. “provide vitamins”), and “relieve aches and pains” – probably followed by bit of cleaning up and an “resist flu infection” effect on yourself – is just about as good as zapping your patient with a level three “Cure Disease”. It just takes a few minutes instead of a single turn and requires that you have some idea of what you’re doing. Sure, you might not be able to handle a retrovirus hidden in the patients genome, but how often does that kind of distinction come up in most d20 games?

Unfortunately, that kind of gradual approach isn’t too effective in combat, where you’re usually in a rather large hurry. It’s also less effective in the original books, since there even minor uses of a gift often seem to be a bit of a strain and going step-by-step would bore the readers – but telling the players that even trivial uses of their Gifts are draining is just going to frustrate them.

Personally, I’d recommend that the “chaining minor effects” approach be limited by how well you understand what’s going on in the first place – so you can’t effectively chain more minor effects than your baseline bonus (ranks plus attribute modifier plus permanent feats) in a/the relevant skill – possibly subtracting a few points for general difficulty. Thus the step-by-step treatment for the flu described above would call for a minimum of a +10 total in the Heal skill so as to know what to do and not forget things and might even call for a few more points than that if there’s a penalty. That’s not really much of a limitation, but in a low-level game it’s reasonable enough.


Gift Of Tongues

This barely gets a reference in the books – mostly as “Companions understand what people are saying” – but I’m going to presume that it covers vocal and written communication in general.

  • Basic Level Zero Effects: Double Meaning, Message, Read Magic, and Imitate Voice. You can also sketch accurately, make sure that your words cannot be accidentally misunderstood, and understand any normal language given a minute or two to listen to it being spoken. This won’t let you speak it though.
  • Level One Effects: Aphasia, Comprehend Languages, Compulsive Liar, Fumbletongue, Share Language, Memorize Page, Command, Enthrall, Litany Of Sloth (usually via distraction and insults) Litany Of Weakness, and Vocal Alteration. At this point you can get a general message across pretty much any language barrier, identify relationships between languages, give a fair description of the attitudes and beliefs of the author of any extensive written work, and give excellent motivational speeches.
  • Level Two Effects: Glibness, Codespeak, Heckle, Steal Voice, Hidden Speech, Suggestion, Tongues, Voluminous Vocabulary, Castigate, Litany Of Eloquence, and Speak With Animals. At this level you will also automatically take on an appropriate accent, use native turns of phrase, no one will notice anything odd about your speech, and you can reconstruct messages, books, and instructions presuming that you have at least a third of the original material to work with.
  • Level Three Effects: Curse Of Babel, Demanding Message, Confess, Lesser Geas, Illusory Script, Secret Page, Communal Share Language, Deflect Blame, and Triggered Suggestion. At this point you can understand utterly alien languages, translate technical and magical material, understand blueprints and other plans, reconstruct books and messages from small fragments, and communicate directly with computers.



In the original books healers are rarely chosen as Heralds, simply because they’re very badly needed in the general population and because Heralds have very short life expectancies. Of course, in d20, any rational party will find SOME excuse to have a healer along – especially since a d20 Healing Gift is far more effective than the ones in the books. Maybe the party healer was chosen in an utter emergency because bonding with a companion boosts gifts – and healing someone was vital to the future of the country. Maybe their Healing Gift was too weak to use without a Companion. Maybe it was triggered accidentally and unexpectedly. Maybe there was just a special reason – perhaps a healing gift that would have been wasted in a bad situation so there was no reason not to choose an otherwise-suitable person with the healing Gift. It’s not as if it never happens, as shown by Shavri, (and, according to the Valdemar wiki I consulted, a Herald named Shia whom I do not remember). Just go with it. There’s no point in arguing.

It is important to remember that – the way Gifts are built – cumulative effects are limited to 2-12 uses of the same basic effect per day per target – so “unlimited use of level zero effects” doesn’t equate to “unlimited healing”. What it means is “somewhat faster healing” – even if the baseline healing in d20 is already better than healer-assisted healing in the original books, a gifted d20 Healer can come close to matching some fairly significant Valdemaran miracles – and we’re bowing to d20 here. In the books many or most healers have ethical problems with using their ability to manipulate the body to harm others, but it’s possible (and, with player characters, all too likely).

  • Basic Level Zero Effects: Cure Minor Wounds, Detect Poison, Diagnose Illness (Hedge Magic), Transfuse (Hedge Magic), Stabilize, Touch Of Fatigue, and individual Polypurpose Panacea effects. A healer at this level can also remove rashes, reduce scars and birthmarks, sooth burns and frostbite, keep wounds from becoming infected, relieve arthritis and headaches, eliminate male pattern baldness (if they want to waste time on regular treatments), slightly extend lifespans (regular attention from a healer will add about two years to the effective duration of each age category, resulting in a total extension of about ten years), and alleviate the effects of many other minor illnesses and disorders.
  • Level One Effects: Biofeedback, Relieve Illness (Hedge Magic), Relieve Poison (Hedge Magic), Cure / Inflict Light Wounds, Dentistry (Hedge Magic), Invigorate, Itching Curse, Restful Sleep, Touch of Blindness, Resurgence, Touch of Gracelessness, Keep Watch, Ray of Enfeeblement, Ray Of Sickening, and Remove Sickness (Pathfinder Version). A healer at this level can also produce effects equivalent to the best individual earthly medications, surgeons, and physicians.
  • Level Two Effects: Cure / Inflict Moderate Wounds, Sleep, Lesser Restoration, Youthful Appearance, Acute Senses, Blindness / Deafness, Delay Pain, Delay Poison, Bears Endurance, Bulls Strength, Sustenance, and Body Purification. A healer at this level can use his or her skill and Gift to reattach severed limbs, perform open-heart surgery, and imitate a trauma team.
  • L3) Remove Blindness/Deafness, Neutralize Poison, Cause Blindness/Deafness, Cure/Inflict Serious Wounds, Accept Affliction, Channel the Gift, Deep Slumber, Mass Invigorate, Remove Curse, Psychic Leach, Pain Strike, Remove Paralysis, Ray Of Exhaustion, Poison, Remove Disease, Contagion, and Endorphin Surge. A skilled healer with a Gift at this level will – at least with skill and a good deal of Mana expenditure – be able to perform organ transplants, create almost fully-functional prosthetics, perform extensive biophysical reconstruction, and – for that matter – create tailored drugs and diseases.



Mage-Gift doesn’t work like the other gifts; the users have to learn specific spells and don’t get unlimited use of their level zero effects. On the other hand, it allows a MUCH wider variety of effects and Adepts can reach level four effects – which are generally beyond the reach of any other single character.

  • For 6 CP you can have Occult Talent, granting 4L0 and 1L1 effects that you can cast once a day each with a caster level equal to your character level.
  • For 12 CP you can have Advanced Occult Talent, granting 5L0 and 3L1 effects and a similar number of spell slots to cast them with.

Characters in the setting can have Occult Talents with a total base cost of 24 CP. If they wish they can limit their abilities to reduce the cost, but they can’t exceed that limit.

On the other hand, they CAN take higher level spells in those slots. They’ll just have to spend Mana to cast them – and while the Mage-Gifted have limited access to Rite Of Chi to recharge their mana reserves, mana is still a limited resource. Journeymen only have a bit and can only use spells one level above their base slots. Masters have a bit more, can recharge faster and can spend it to use spells one or two levels above their base slots. Adepts have even more, recharge even faster, and can spend it to use spells one, two, or three levels above their base slots.

But wait! That maxes out at ten L0 and six L1 slots! Adepts are far more versatile than that!

Are they? Almost everything complicated or powerful in the books falls under Ritual Magic. Most adepts only seem to have a handful of spells that they can really use immediately.

Pretty much every mage has Light (L0), a basic Shield (Immediate Action, L1 in a L0 slot so 1 Mana, blocks 15 points of damage), and some form of Energy Attack (Spells like Ray Of Frost, Magic Missile, Scorching Ray, or Lightning Bolt are popular depending on the user’s level of expertise).

For this particular “Gift”… here are some spells that fit in fairly well:

  • Basic Level Zero Effects: Almost anything fits in here. If you like, you can use the Continuum II cantrips. There are a lot of those to choose from.
  • Level One Effects: Disguise Self, Sleep, Alarm, Protection From Evil, Floating Disk, Magic Missile, Shocking Grasp, Color Spray, Shadow Trap, Shadow Weapon, Ventriloquism, Magic Weapon, Obscure Object, (Personal) Dream Shield, and Faerie Fire,
  • Level Two Effects: Scorching Ray (also Lightning and Force variants), Blur, Dust Devil (2’nd edition), Flaming Sphere, Wall Of Light, Glitterdust, Hypnotic Pattern, Invisibility, Armament (temporary force weapons, up to a dozen knives/arrows/etc). Spiritual Weapon, Contact Entity 1, Force Sword, Disguise Other, Invisibility, Mirror Image, Misdirection, Silk To Steel, Deeper Darkness, Daylight, Searing Light, and Dream Shield.
  • Level Three Effects: a long-term Disguise Self/other variant, Lesser Wall Of Fire (a weaker variant), Fireball, Circle of Protection, Dispel Magic, Pyrotechnics, Nondetection, Protection From Energy, Greater Stunning Barrier, Gloomblind Bolts, Ice Spears, Phantom Steed, Planar Inquiry, Arcane Sight, Contact Entity II, Daylight, Lightning Bolt, Sheet Lightning, Displacement, Call Lightning, Hedging Weapons, Infernal Challenger (only for evil blood mages), and Psychic Containment.
  • Level Four Effects: Dimension Door, Wall Of Fire, Lesser Gate (basically a time-consuming, exhausting, and error-prone teleport – or way to let various monsters come through. It might even be Ritual Magic rather than a spell), Summon Monster IV (“Adept Manifestation”), and Lesser Planar Ally.

That’s not exhaustive of course – d20 offers thousands of spells to play with – but a fair number of basics are on there.



The books represent Mind-Healing as being generally very slow, just as creating bonds that force someone to do your bidding is a very slow (and evil) process. You don’t see any mind-healers going “Zap! You’re Sane/Free/Rational!”. Honestly… given the principles of Lerandor’s Rule (the use-a-bunch-of-lesser-effects principle) even level zero mindhealing effects are more than they show in the books. If a character really wants “Mindhealing” the way it is in the books… take a bonus in Profession; Therapist or learn Ritual Magic. Because mental healing is normally pretty step-by-tiny-step anyway – which is just what level zero effects DO. So even with just cantrips you can finish up with anything within the power of level three effects within a few minutes – and that is NOT what the books show. In fact, it tends to wreck more than one of their plots – and it doesn’t add much to most games anyway since you can’t treat eccentric players and the villains aren’t going to hold still for it. That’s why d20 psychiatrists are not a favored class.

  • If you must be a Mind-Healer, buy Ritual Magic, Specialized and Corrupted / only for psychiatric purposes (2 CP) and put a few skill points in Profession: Therapist – and there you go.



Precognition or “Foresight” seems to come in two basic forms in the books – short-term combat precognition that provides warnings of attacks and clues as to likely strategies and long-term visions of the future that are sometimes useful warnings, sometimes grim prophecies that tend to come true no matter what, and are sometimes simply wrong or misunderstood. There’s also room for very short-term precognition (the sort of thing that warns you of someone swinging at you from a blind spot or of an incoming arrow) and kingdom-scale foresight that warns of upcoming major disasters and such, but most characters with Foresight have very specialized forms, such as being able to foretell the weather.

Honestly, a lot of that goes under “plot device”, both very literally in the books and mostly so in the games. After all, the game is built around dealing with problems – and “the group is warned of an upcoming attack in time to set up the defenses or race to the rescue” is a pretty classic problem. In terms of the game… precognitive warnings really aren’t any different than being warned by a scout, peasant, merchant, angel, or wizard. The same goes for kingdom-level threats. If someone’s special power requires the game master to give a warning, he or she will just step up the threat to keep it challenging and exciting.

So this list is going to be a bit generic and include a lot of short-term bonus tricks – as well as some ways to inflict penalties, which is pretty much equivalent.

  • Basic Level Zero Effects: There are pretty much all thematic; you can have meaningful dreams, get vague warnings of major threats, get details equivalent to having a few scouts (or perhaps a flying familiar) out in the case of more local problems, know about upcoming natural disasters in time to show up to help, give good agricultural advice, predict the weather, and will probably get a +2 bonus on saves against traps, checks to detect ambushes, and maybe even initiative. You might even be able to prevent the occasional disaster that would normally resulted from phrases like “I wonder what will happen if I push the red button / mix these two chemicals / try this unknown mystical ritual” – at least if the rest of the party is sane enough to look at the precognitive before actually doing it. Most NPC precognitives are pretty narrowly focused (since that is so much easier to write and run for), but PC’s are all about meeting unexpected challenges – so they’re going to be generalists.
  • Level One Effects: Anticipate Peril, True Strike, Bungle, Precognition (One minute per level. Variants include +2 to Attacks, to Armor Class, to Saves, and to Damage), Ward Of Heaven (The Practical Enchanter), Aura Of Favor (The Practical Enchanter). Low-Light Vision, Hawkeye, Improvisation, Omen Of Peril, Surefoot, Surefooted Stride, Divine Favor, Entropic Shield, Doom, Fallback Strategy, and Bless (via giving orders). This can also be used to anticipate attacks (dodging up to 15 damage as an immediate action), to negate surprise for the party, and to reroll a skill check since you “foresaw it’s failure”. On the larger scale, this is where you can start using the skill-based variant of True Strike (True Skill, The Practical Enchanter) to do things like pick out the very best moment to call for a tactical maneuver, or the best advice to give the farmers, and so on – as least as long as some relatively vague precognition would he helpful.
  • Level Two Effects: Honeyed Tongue, Tactical Acumen, Augury, Hunter’s Eye, Heroic Fortune, Gallant Inspiration, Find Traps, Sutra (The Practical Enchanter), Karmic Shield (The Practical Enchanter), and Harrowing (or any other form of fortune-telling), At his point you can also use your power as an immediate action to evade twenty-five points of damage, get some clues about the long-term hazards (and likely benefits) of a proposed course of action, and win outrageously at games of chance – up until you have to quit because the likely outcome of winning again is getting stabbed.
  • Level Three Effects: False Future, Find Fault, Minor Dream, Vision Of Hell, Find Fault, Perfect Placement, Good Fortune (The Practical Enchanter), (individual) Ruin Delvers Fortune effects, Find The Gap, Danger Sense, Ubiquitous Vision, and Prayer (via giving directions). At this level you can use your power to take an extra standard action as an immediate action, to try and manipulate the force of Destiny (see Destiny Magic), and to have set up Contingencies (See Politics) to deal with events that the player had no idea would happen. This is also far, FAR, beyond any Gift of Foresight used in the books.



  • Basic Level Zero Effects: D20 usually leaves low-grade information gathering up to skill checks – but this level of ability can date items, determine causes of death, determine if a weapon inflicted a particular wound, discern the true intent of a gift or missive, learn the final thoughts or terminal experiences of a corpse, tell which button opens the door and which one sets off the bomb, and otherwise pick up on the intent behind manipulations of physical objects – such as the intent to add poison to a drink, an attempt to get someone too drunk to resist being kidnaped, or the true intent of complex legal clauses in a contract. It can detect forgeries or the information someone was intending (but failed) to convey in a frantic scribble. Was someone recently murdered in a dark alley? Finding out about it will be trivial if a psychometrist takes a look.
  • Level One Effects: Call To Mind, Identify, Obscure Object, Nondetection, Cultural Adaption, Master’s Touch, Detect Secret Doors, Eidetic Lock, and Sanctuary (a bit of a stretch, but it’s basically infusing the area with a feeling). At this level you can easily trace the provenance of items and antiques, “imprint” messages on objects that can only be “read” by another psychometrist, make areas inspire particular moods and emotions, experience bits of the past strongly associated with particular objects – using a womans wedding dress to experience the wedding it was used in or using the cane a man carried everywhere for ten years to “talk to” the imprint of his personality. This sort of thing may take some time, but if you have the time to try and investigate something that rarely matters.
  • L2) Ancestral Communion, Blood Biography, Magic Weapon (Armor, Tools, etc), Object Reading, Sensitivity To Psychic Impressions, Find Traps, and Share Memory, The major distinction at this point is that the user can pull out fairly major bits of useful information very quickly, instead of having to sit around and meditate on it. It’s also at the point where forcing psychic energy into something actually starts to affect it – hence the ability to somewhat enhance items on a temporary basis.
  • L3) Borrow Skill, Akhasic Communion, Discern Value, Find Fault, Pierce Disguise, Pack Empathy, Mindlocked Messenger, Greater Magic Weapon (Armor, Tool, Etc), Channel Vigor, Speak With Dead, and Masterwork Transformation (no components required, but does take some time and use). At this point you are basically drawing information from the universe – and can push some back out into it (thus Greater Magic Weapon and Masterwork Transformation). Given time and the patience to keep asking questions, you can find out all kinds of things, weave warnings and messages into the fabric of the world, and explore almost any mystery. While adventurers rarely have that kind of time available, when they do this Gift can be devastating.



According to the books, a lot of the characters with this Gift have poor control over it, although there’s no apparent reason why it should be harder to control the power to heat things up then it is to control the gifts of Empathy, Telekinesis, and Telepathy. You can give your character some such disadvantage if you must, but there really isn’t any reason to. D20 characters routinely mess about with things a lot more dangerous than mere fire.

To account for the books, I’d suggest that ANY Gift that you are nervous about, or fail to get enough practice with, may be difficult to control – but while a rogue flare-up of Farsight may give you a headache, and a telekinetic flare may break a pot, such things don’t spread – while a bit of flame in the wrong spot may burn down a city. Ergo, in a self-fulfilling prophecy, Pyrokinetics tend to be nervous about their Gift and don’t practice as much for fear of losing control.

Of course, when it comes to player-characters… they’ll row out on a lake and sit on a rock or use snowshoes to visit a field under four feet of snow and practice boiling water, torching models, and making hot drinks until they have things well under control.

  • Basic Level Zero Effects: Dancing Lights, Flare, Ray Of Fire (Frost), Mending (Welding Only), Spark. Of course, a pyrokinetic can also start fires, warm their fingers, heat or cool small objects or minor amounts of liquid, instantly brew tea, light or extinguish many candles, several lanterns, or a torch, prevent or treat frostbite, control smoke rings, create puffs of smoke, and shape small flames and quantities of smoke into various forms.
  • Level One Effects: Control Flames, Blades Of Fire, Flame Darts (like Magic Missile), Lesser Orb Of Fire, Light, Animate Fire, Cure Light Wounds (Fire and Cold damage only), Blinding Flash, Endure Elements, Flare Burst, Burning Hands, Touch Of Combustion, Burning Disarm, Faerie Fire, Produce Flame, and Resist Energy (Fire and Cold only). There aren’t specific spells for it, but this also provides the ability to weld larger objects, cause small flames to flare up, put out groups of torches or a large campfire, and create and control a 10′ radius of fairly heavy smoke – whether to sculpt it or to make smoke signals.
  • Level Two Effects: Scorching Ray, Cause Nausea (via induced fever), Personal Haste (Practical Enchanter, via Boosted Metabolism), Heat Metal, Chill Metal, Obscuring Mist (smoke), Boiling Blood, Pyrotechnics, Burning Arc, Burning Gaze, Fire Breath, Frost Fall, Ice Slick, and Campfire Wall. Effects on this level can also be used to open safe paths through major fires, briefly form a cool and solid crust over a magma flow, to cause a fire to lash out and engulf someone, animate a bonfire, cause a quantity of wax or oil to detonate like plastic explosives or nitroglycerin, and to briefly create massive images of flame.
  • Level Three Effects: Fireball, Energy Wall (Fire), Haste (via accelerated metabolism again), Flaming Arrow, Protection From Arrows (they burst into flames), Heatstroke, Firestream, Dispel Magic (an immediate-action version that only works against Fire and Ice effects) and Quench. Effects on this level can also be used to contain forest fires by creating counterfires or driving the flames back to create firebreaks, to melt metal objects, to project a sphere that absorbs fire or cold damage (Resist Energy 10′ Radius), or to put someone into deep hibernation (roughly equivalent to Feign Death – although this is kind of dangerous).



In Valdemar, “Shields” are normally passive – and basically amount to “buying a good will save”. Only mage-shields normally seem to be active effects, so they’re handled under mage-gift.



  • Basic Level Zero Effects: Mage Hand, Hammertouch, Animate Rope, Launch Bolt, Launch Item, Breeze, Scoop, and Open/Close. While effects at this level are relatively short range and of fairly little force, you can produce a light zephyr, stir pots, work dangerous alchemical experiments from a safe distance, make bushes rustle distractingly, open latches from the outside, and pull off a wide variety of similar tricks.
  • Level One Effects: Guided Shot, Mage Armor, Force Shield, Feather Step, Lighten Object, Buoyancy, Coin Shot, Mending, Hold Portal, Stunning Barrier, Thunderstomp, and Gravity Bow. At this point you can move things to trip up opponents, yank chairs out from under people, guide pies to hit people in the face at considerable ranges, bind animals mouths shut, pull things to yourself, hurl small objects with force and accuracy, equivalent to a heavy crossbow, and get your armor on in mere moments.
  • Level Two Effects: Admonishing Ray, Alchemic Mist (turns a poison or alchemical item into a 20′ radius burst within medium range), Unseen Servant, Air Step, Protection From Arrows, Gust Of Wind, Gusting Sphere, Pilfering Hand, Knock, and Telekinetic Volley. At this point you can shove people away, manipulate objects at range, “feel around” for something you can’t see as if you were wearing heavy gloves, and cause masses of rope or vines to tie people up.
  • Level Three Effects: Web Bolt (using available materials). Raging Rubble, Make Whole, Tremor Blast, Hold Person, Wind Wall, Ape Walk, Arrow Storm, Telekinetic Force, Telekinetic Thrust, and Hedging Weapons. Effects at this level can also reduce missile damage in a small radius or create minor barriers.



  • Basic Level Zero Effects: Daze, Message, and Distract. At this level a telepath can make ideas occur to someone, perform “stage” hypnosis, share memories, lend someone one skill point (such as sharing a language) or borrow one, sense surface thoughts if the target isn’t resisting, detect hypnosis and other mental influences, and project a vague persona around yourself – things like “he looks rich”, “that’s obviously someone important”, or “just another janitor” that will often get by people who aren’t paying too much attention.
  • Level One Effects: Distract, Conceal Thoughts, Borrow Skill, Cause Fear, Hypnotism, Charm Person, Lesser Confusion, Innocence, Lock Gaze, Memory Lapse, Sense Link, and Mindlink. At this point you can broadcast vague ideas to a crowd, share detailed visions, pull an exact image out of somebody’s memory (and reproduce it if you have the required artistic skills), or communicate long lectures with a glance.
  • Level Two Effects: Inflict Pain, Silent Image, Sleep, Daze Monster, Detect Thoughts, Enthall, False Belief, Hidden Presence, Passing Fancy, Share Memory, Enshroud Thoughts, Misdirection, Telepathic Censure, Mental Disruption, Mass Missive, Thought Shield, Brain Lock, Suggestion, and Zone Of Truth. At this point you can generate group compulsions with some force, anticipate peoples arguments, send a message over a long distance (usually in times of desperation), and fairly easily pick up on things that people are worried about (or are trying to keep from thinking about).
  • Level Three Effects:) Minor Image, Audiovisual Hallucination, Aura of the Unremarkable, Confusion, Mass Feather Step, Malicious Spite, Seek Thoughts, Triggered Suggestion, Aura Sight, Seek Thoughts, Psionic Blast, Deep Slumber, and Crisis Of Breath. While the range is generally short – unless you’re working with another high-order telepath or a group to jump up to fourth level effects (such as Sending) at this point you’ve got a fair amount of range and can fairly readily overwhelm – or probe – the minds of normal people.



In the books “telekinesis” and “teleportation” are usually combined into “Fetching” – which seems to cover everything from traveling a bit faster and moving small items around up to shaking major structures and teleporting someone out of a locked cell a hundred miles away. I’ve split them up again because otherwise few d20 players would be able to resist. “Teleportation” is still a catch-all category for movement powers, but at least it’s not a must-have discipline.

  • Basic Level Zero Effects: At this level the user can grant themselves or others small bonuses to their movement skills, shift small items in contact with themselves around their body (making them very difficult to search), draw weapons as a free action, speed themselves up just a little bit, and cheat outrageously at many games.
  • Level One Effects: Skate, Catfall, Branch To Branch, Accelerated Movement, Expeditious Retreat, Feather Step, Liberating Command, Bladed Dash, Feather Fall, Jump, Longshot, Touch Of The Sea, Launch Item, Longstrider, Travelers Mount, Wings Of The Sea, Personal Haste (Practical Enchanter), Light Foot (Blog), and Benign Transposition. Not unexpectedly, given that basic physical obstacles are a significant problem for low-level d20 characters, the system also offers a wide selection of spells to deal with them. About the only thing that isn’t covered is the basic “teleport small objects” effect – which is simple enough; with this level of ability you can apport a small object from one spot to another within close range. Thus you can steal something off a table or (if you know the position accurately) from a bag, plant something on someone, and so on. Unfortunately, you can only teleport objects into open spaces, you can’t teleport them into creatures, and objects in someone’s possession get a save.
  • Level Two Effects: Retrieve Item, Returning Weapon, Trade Items, Moment Of Flight, Lions Charge, and Wall Walker or Spider Climb. Upgraded versions of the various first level effects also go here, as does teleporting small objects within medium range or somewhat larger ones within close range – even up to child size if you’re touching them and simply want to move them away.
  • Level Three Effects: Haste, Dimension Door, Blink, Urban Step, Greater Longstrider, Tailwind, Dimension Twister, Time Hop, and Hustle. You can even do the Lightning Step variant of Dimension Door from The Practical Enchanter.

And that’s about it for gifts from the books (in fact, it’s a rather drastic expansion on most of them) – and should be quite enough examples to work with if someone builds a more exotic gift.