Gifts are innate abilities in certain trainers and are generally quite rare. Players will acquire a gift either through rolling for it at initial creation, or one of the few methods allowing trainers to unlock gifts at later times.
Telepathy - The gift of Telepathy allows the user to communicate mentally with allies, friends, and their Natrelmon, even across large distances by invoking thoughts of the person they wish to communicate with. They cannot sense the location of the person they are communicating with and need direction. For communication with Natrelmon, much of location and sensoring information is passively exchanged between the Telepath and the creature due to bonds with each other (and the fact Natrelmon do not have clear methods to converse).
Invisibility - The gift of invisibility allows the user to turn invisible. Invisible people cannot be seen by traditional means. If standing still, invisibility is at its most potent and nearly infallible. When moving, Invisibility will fail if they are within 7 feet of an opponent and the user cannot run while invisible. Invisibility destabilizes all magical talents, making it impossible to cast for both the duration of invisibility and two exchanges afterwards.
Astral Projection - The gift of Astral Projection allows the user to slip into a meditative state and project their spirit. The spirit can move through the world unimpeded by physical obstructions. During the use of Astral projection, the user is unconscious until their spirit returns to their body and is otherwise defenseless. Spirits cannot interact with living beings unless the person is a medium or has some kind of tool to sense spirits.
Perfect Sight - Those gifted with Perfect Sight have permanent True Sight in a 30 foot radius. True Sight allows them to see through all physical and magical obstructions, with the exception of a specific Advanced Magic.
Intangibility - Those gifted with Intangibility are able to pass through solid objects without harm. Intangibility can only be used once every 5 exchanges in combat and they cannot move through a living being (although a living being could move through them). Intangibility cannot end inside of a living being.
Medium - Mediums are capable of sensing ghosts, even through the most advanced concealment and invisibility effects. Additionally, Mediums are able to interact with Eldritch Chains and Ghosts physically, as well as dispel any Eldritch Chains attached to them (provided they are not Silenced).
Magic Savant - Magical Savants gain an additional 10 spell slots, which can only be used for a non-elemental school.
Veritas - Those gifted with Veritas are capable of detecting when an individual is lying in their presence. Additionally, once each week, the gifted individual may force any one individual to answer a question of their choosing truthfully.
Lucky - Those gifted with preternatural luck are capable of modifying all of their rolls by ±1, once per roll.
Advanced Knowledge - Those gifted with Advanced Knowledge start with an additional spell school, which must be one of the hidden Advanced schools. The Creators will reveal the names of the schools but not the contents, and the spell must be chosen without knowing the contents of the schools.