The Glare: You can intimidate inanimate objects into doing what you want. DC 40 for things the object can do normally (doors open, wagons move), DC 60 for things the object can't do normally (browbeat a chair into hiding in a corner) or to convince a magic item into using its power.
Blastoff: For a -25 penalty to your skill, you may jump without moving any muscle - even when tied up or lying down. This includes the -18 penalty for not enough running speed.
Double Jump: You can jump again while in midair. You have a penalty of -20 to your skill for each extra jump. You're considered to keep the original speed you had when you left the ground for DC purposes, but you can change directions with each jump.
Muffle: You can prevent someone else from making noise. DC as usual, plus 10 per extra person, plus target's level + Reflex if they're actively resisting the effect.
Make Noise Silently: You can perform an action that explicitely generates noise (such as ringing a bell or shouting) without unintended parties hearing it. DC 40 for speech-level noise, DC 60 for loud stuff.
Use Magic Device
MacGyver: You can use a magical item as another item of the same type and equal or lower cost. DC 50 for 25% efficiency (uses four times as many charges, lasts a quarter of the time), DC 75 for half efficiency.
Trap Setting: This lets a character set a magic item to trigger, once, by a physical act of some kind (like a door opening or being stepped on) DC 40.
This was to be the meat of the book. Turn a rock into a delicious dessert, Cooking at DC 50. A Leatherworking roll at DC 60 would let you tan and prepare a hide without removing it from the animal. Roll Stoneworking at DC 80 to make a harmless statue out of a rock a giant's throwing at you.
And so on.