Artifice : This ability allows characters to study magical artifacts, so that they might discern their purpose. As well, Artifice is required to use these functions, once discovered. With a few moments of study, a character can learn the use of most items. The more ancient, alien, or complex the magical device, the harder it is to determine its properties. Characters with the Attuned Trait add 1 to their Artifice level for each level they posess in it. Magic items will be clearly tagged with the required Artifice level(s) they need to be identified and used, and any information on them is out-of-game for those who do not have this ability at the right level.
Mastery Bonus : At levels 1, 3, and 5, a character gains a permanent +1 bonus to their Mastery. As a reminder, a character's total Mastery is equal to their highest spell school, plus their level in the Willful Trait, plus any bonuses from this skill.
Adept : A character with this ability has increased their understanding of fundamental magical forces such that they can branch out and learn a second School of Magic. They must find a tutor of that school who posesses Arcane Teaching, and who is willing to teach them. Both student and teacher must spend an out-of-game action on instruction for the character to learn the new style of magic, and a character can learn only one style per downtime session.
Arcane Teaching : This ability allows a character to teach the magical schools they know, as per the above rules.
Wizard : Like Adept, Wizards have an enhanced understanding of magical forces, but to a greater degree. Characters with this ability can learn a third School of Magic.
Channeling : A character with this ability can draw Charges out of magical items or places of power. In order to channel, a character must hold the item/remain in the area, close their eyes, and then take a slow three count: "Channeling 1, Channeling 2, Channeling 3." When complete, they have taken a charge. Most charges from locations and items will be Generic, meaning they can be used with any arcane school, and making this a powerful ability, indeed. Places of Power are all unique, and my have other requirements for channeling within them. All Places of Power, however, limit the number of charges a character can take from them per day, based on their overall size and potency.
Remember that characters may hold no more charges than twice their Mastery, including any they have from rituals, Feats of Attunement, or other sources.
Savant : A character with this ability is so wise to the ways of magic that they may learn from any school, as long as someone can teach them.
Countermagic : When struck by a hostile magical effect, a character with this ability may call "Countermagic," which negates the spell by expending one charge of their choice. This can also be used against magical effects that are not packet delivered, such as Thunder Strikes, circle/wall effects, or the spell Rune of Hatred's Name. Any charge a character bears can be used with countermagic.
Primal Essence : Once per season (game year) for each time this ability is chosen, the occultist may manifest truly frightening magical potential; they are able to absorb the raw magical essence of the world around them as easily as breathing.
After spending a full 10 minutes in deep meditation, the caster then activates this ability by announcing "Primal Essence!" in as loud a voice as they can muster. At this point, the occultist gains the maximum number of charges they can hold (2x Mastery, usually), all of which are considered generic. Until the next sunset, the occultist may again gain that many generic charges at any time by simply meditating for 10 minutes. As well, they may instantaneously channel all of the charges from charge-bearing objects or places of power. All the occultist needs to do is touch such an item or be inside such a place of power, say "Channeling: Primal Essence," and thus all the charges are taken. Any excess charges that the occultist cannot hold are completely lost. Normal channeling may NOT be used when this effect is in place.
While under the effects of Primal Essence, a character may not perform rituals of any kind. The effects of Primal Essence are dispelled if its user dies.
Investiture : This ability allows an occultist to enchant a single object with a portion of their power, as a downtime action. This item may be any solid, permanent, well-crafted object a character could wear, wield, or easily carry, and it MUST be tagged item. Items that are already magical may not be enchanted with this ability, unless otherwise noted.
The types of enchantments available are almost unlimited; note, however, that no investiture attempt is guaranteed to succeed, by any means. Note also that effects may be somewhat unpredictable in their result, and more powerful enchantments are proportionately more difficult to achieve. The higher a character’s Artifice, the more likely they are to succeed. Additionally, the description of the enchantment itself—and the process of its casting—will have a significant effect, as will the time and place of the enchantment and the type of item enchanted.
Investiture comes with a significant cost; while a character has such an item enchanted, the maximum number of charges they may carry is reduced to their base Mastery. An occultist can revoke an investiture at any time by holding the item and concentrating upon it for 5 minutes, calling “Revocation” at the end of this period. If the item is lost or stolen, the character must spend a downtime action in order to slowly revoke its power.
For each time this ability is chosen, the artificer may have an additional invested object active at one time, and these additional items only reduce their maximum charge amount by 1 each.
Ex]A character with Mastery 9 (18 normal charge limit) and 3 levels of Investiture decides they are going to enchant their full allotment of items. Their reduced charge capacity, once the three enchanments are in effect, will be 7: (18/2 - 1 - 1).
Note that anyone can use an invested item, more or less, depending upon its nature. Invested enchantments will last until the item they are enchanting is destroyed or the investiture is Revoked. Enchantments on broken items will not function, but are not revoked; they will be restored in full upon the object’s repair.
Arcane Might : Once per day for each time this ability is chosen, a character may focus a combat spell's power to such an extent that its force becomes almost impossible to resist. This ability may only be used with packet-delivered instant spells.
This ability is activated by the caster saying “Arcane Might!” in a loud voice, followed by them speaking the spell verbal as normal. Spells cast in this way do not require a charge; the ability itself powers the casting. If the target is hit, the spell takes effect, in all probability. Arcane spells cannot be Dodged, they cannot be defended against with other combat maneuvers (though they may be evaded mundanely), nor can they be Warded or resisted by magical or feat-based means. The only way to stop an arcane effect is to Countermagic it... and this takes 3 charges instead of the normal 1.
Arcane enhanced spells will ignore threshold, damage reduction, or other similar effects of all types, though they will not affect targets who are explicitly and categorically immune to the effects of the spell (a mental effect on something mindless, as an example). Arcane spells which harm items may not be resited by either the holder of the item or the item itself, unless it is somehow immune to the effect, as above. Countermagic may still be used in this instance, of course, at the 3 charge rate.
Alternately, Arcane Might may simply be activated on its own, so that its user instantly gains 1 generic charge, subject to normal restrictions.
Ritualist : An occultist with this ability has perfected their mastery of ritualcraft; they may choose three rituals that they know, which may be in any combination of magical schools. These rituals, when performed, will hereafter grant two charges of their type instead of the usual one.
In addition, this ability grants a +3 bonus to Research for any Scholarship action which involves magical rituals.
Magesmith : A character with this ability has truly unlocked the secrets of creating lasting enchantments. By combining exotic materials with sources of eldritch power, and using expertly crafted items as the basis for their enchantments, a magesmith can create full-blown magical artifacts. Note that this kind of enchantment, unlike investitures, must be attempted in game, and success is by no means guaranteed. All acts of Magesmithing must be done in the presence of a Marshal.
The success of this ability is modified by the occultist’s Artifice level, the items/sources of power/situation involved, as well as the outright roleplaying of the act of enchanting the item. As can be imagined, a great many of the secrets of this ability are left up to the player to find out in play.
On a final note, Magesmiths automatically get a +3 bonus to their Artifice when enchanting items they have crafted themselves, which also applies to any Investitures they use on these types of items.
Sorcerer : A character with this ability is so practiced at manipulating charges that they may "force" any spell they cast; by spending two charges for a casting instead of one, the Sorcerer adds +6 to the Mastery of that spell. Only one of these charges needs to be from the spell's school; any type of charge can be used for the other. As well, Sorcerers increase their maximum charge multiplier by 1, which means they go from 2*Mastery to 3*Mastery as their maximum charge limit.