Don't scrutinize the wording please, I have a headache and this isn't the final version. (Though suggestions are always great.) Some thoughts would be el awesomeo.
Magic Rituals:
These are only examples; they are provided for reference, but a player should not feel as though these are the only options available to them.
Rank I:
Detection: When you use a primary action to focus on your third eye, you can 'see' the presence of normal magic being used within 30 spaces. Extremely powerful magical beings that make no effort to hide themselves may be detected. Extremely powerful effects may be detected at a longer range, or passively.
Summon Small Animal: If you tucked a hand-sized animal or object elsewhere within 1 space of you, you can pull it out of your hat as a primary action.
Spirit Sense: You can see fey of all kinds.
Light: As a primary action, you can create a small orb of light in the palm of your hand that illuminates the area like a flashlight.
Sound: You can amplify, muffle, or create sounds up to 105 decibels as a primary action. The quality of the sound depends on how intimately familiar you are with it; a musician could play their part in a symphony, but a casual fan could not.
Rank III:
Subtle Magic: You can disguise your magic to be undetectable to most. If the magic ability normally uses a primary action, you must also spend a secondary action that round (and vice-versa). If it has a longer casting time, double it. If you do so, then the spell becomes undetectable to people with fewer ranks in Magecraft than you, and harder to detect for those with equal or more ranks.
Climate Change: You can affect the future weather in minor ways. If you spend two hours a day in the same place for four weeks engaging in magic rituals, you can affect the weather in a 20-km radius for four weeks exactly one year in the future. (Measure time from the beginning of the ritual casting.) The temperature may rise or fall by 5 degrees, you can add or subtract an inch of precipitation per day, or determine if the days will be cloudy, windy, or clear.
Enough magi engaging in synchronized rituals can even avert major hurricanes or other natural disasters. A category 5 hurricane generally requires at least two dozen magi to avert.
Summon Object: You can summon a handheld personal effect to your hand as a primary action. If the distance summoned is greater than 10 squares, the item can take anywhere from a few minutes to a few hours to arrive - but it will come as long as you are not barricaded by an impenetrable or unavoidable barrier, or more than 50,000 kilometers away.
Arcane Wards: You can place an arcane ward on an adjacent object or creature with a minute of focusing. Anyone not specifically intended by you (either by name, or by a broad general category such as 'those wishing to harm me' or 'idiots who didn't solve the puzzle here and say the solution aloud') to come into contact with the ward takes 1 point of energy damage every turn they do so. If you personally force the ward into contact with a person designated as anathema to the ward, the ward is destroyed. You cannot place more than one ward of your own make within a space of each other, or all of your wards within 10 spaces will spontaneously explode, dealing 2 points of energy damage to everyone adjacent to a ward. You also take 2 points of energy damage if you are within 10 spaces of the reaction.
Sealing a lock or orifice with the ward essentially prevents anyone from tampering with it effectively, though you can still remove the entire lock mechanism safely in many cases.
You can dismantle a ward placed by a lesser magus if you take a primary action to touch it. If they have an equal number of ranks in Magecraft as you, dismantling the ward requires an hour of study. A ward made by magus with more ranks in Magecraft than you requires at least a day of study to dismantle, if it can be dismantled at all.
Alchemy: You can brew a variety of alchemical potions. Each alchemical potion requires at least a week to brew successfully; more time may be required for very potent potions. The traditional love potion, an instant curative that restores one life within a half-hour of ingestion, water-breathing elixirs, and very complex and deadly poisons are popular favorites.
Finding: As an hour long ritual, you can cast a finding spell which leads you to the nearest creature or object within 20 km that matches your specifications. A more powerful magus or magic-inhibiting materials such as veritaurorum can stop your finding attempt.
Rank V:
Ward Projection: You can place a Ward on two different unoccupied squares within ten spaces of you as a primary action. (But note the resonance effect as mentioned in Rank III.) Wards placed as a primary action count as being made by a magus 2 ranks lesser.
Instant Weather: You can affect the present weather in significant ways. If you spend an hour engaging in an elaborate magical ritual, you can change the weather for the next eight hours in a 5-km radius significantly. You can banish clouds, bring rain on a sunny day, amplify already present rain, create lightning during a blizzard, etc. Bizarre changes - like snow on a hot day, or rain in the middle of a drought - are generally impossible for a single wizard, but multiple acting in tandem may be able to perform something.
Divination: As an hour-long ritual, once per week you can peer into the murky mists of the ley and see what they predict. You get a vague and unclear vision of the future. You can try to specify what the vision should be of, but there is no guarantee that you will be able to direct the vision, and trying too hard may result in your divination failing.
Erase Magic: As a primary action, you can undo the effect of the most recently placed, currently active magic effect on an adjacent target (such as Quickness VI, Mental Static, or Mind Slave). This has no effect on abilities with a mundane or technological origin.