For 4E:
Skills (primarily Thievery, Stealth, Perception, Nature, Dungeoneering, and maybe Arcana, for Detect Magic)
Rituals (there's a whole category for "Exploration", but others would qualify)
Powers (particularly certain Druid forms)
Magic Items (Portable Hole [I like 4E's take on it better than 3.5's], Flying Carpet, etc.)
Now, I don't necessarily think they're good rules; I don't like how binary and flat skills are, and Rituals are too often either useless, or turn-key solutions to problems, requiring little creativity.