Longevity Enchantments
This breakthrough allows an enchanted item for form a longevity ritual, which must then stay at touch range with the magi. The longevity ritual gains all the advantages for being enchanted. This follows all rules for an effect being enchanted, and gains all the normal benefits. If the magi is out of touch range with the item for part of the year they lose a proportional fraction from their aging bonus. Needless to say this can't happen if the Longevity Enchantment is placed into a talisman or bond, unless the talisman or bond is destroyed outright. This can be enchanted into a familiar bond. As with all powers in a familiar bond it does not cause warping.
Except when enchanting into a talisman or familiar bond another maga can still make the item for you. The maga it is intended for need not be present, although in that case an arcane connection is required. The Longevity Enchantment need not penetrate.
Type: Major/Hermetic, Virtue - arguably it doesn't push any Hermetic Limits, however it is quite revolutionary in effect.
Hermetic Second Sight
This is a supernatural ability with all the benefits of Second Sight. Learning it not penalized if the student has been opened to Hermetic Magic. Furthermore the character need not roll for second sight if they are using intellego magic that would also reveal the information through one of their senses except the penetration total was too low. Essentially when the Second Sight and Intellego magic are duplicating each other, the character need not roll Hermetic Second Sight nor penetrate.
Type: Major, Virtue
Hermetic Secondary Insight
This functions as the Secondary Insight Virtue. In addition if the Maga has Secondary Insight they gain an experience point in two techniques and 4 forms whenever they study an art or form.
Type: Major, Virtue
Controlled Botch Muto
This essentially introduces a controlled yet still unstable magical energies to a muto spell. If the maga's casting total is equal to the level of the spell they "botch", but the effect of the botch is always the same: The muto spell cannot be undone. This adds rego and vim requisites to the spell and requires it to be a ritual. (The requisites DO increase the magnitude) This does warp the maga by one point.
Should the maga's casting total falls short of the ritual level, instead of being cast double the number of botches she rolled (if any) and add one botch. Then the storyguide decides the normal effects for the botch. This also reduces the maga's casting total to 0.
Type: Hermetic - New Guideline
Inverted Parma
This is a second mystical defense inspired by Perdo Vim. Whenever a spell or power from any mystical source would be affected by magic resistance it is dispelled if its magnitude does not exceed the Inverted Parma ability. When the magus is suppressing his Parma he may suppress this as well. Any spells that affect him during this time will not be dispelled when the Parma comes back up, unless the magus chooses otherwise. This can be used in concert with Parma.
Type: Hermetic - Arcane Ability
Bloody Parma
This works in concert with a maga's existing Parma to harm the attacker. It only works on Hermetic Spells if they are directly targeted at the maga. If such a Hermetic spell fails to penetrate the maga's magic resistance AND its magnitude does not exceed the Bloody Parma's level AND the spell's magnitude is more than half the Bloody Parma's level, then the spell has its ranged reduced to personal, and the target is changed to individual or part if the new target is larger than the base individual. Furthermore the power and duration will be changed so as to not effect the spells level.
If the Hermetic spell's magnitude fails to exceed half the Bloody Parma's level AND fails to penetrate the incoming spell is completely transformed. The range is changed to personal, and the effect is changed to be horribly destructive to the caster. The result is generally spectacularly lethal. Even a level 2 spell can result in sand filling a casters lungs. The exception to this is intellego spells. They generally cause hallucinations, usually frightening, but rarely lethal.
The Bloody Parma can cause cosmetic changes to non-Hermetic Magic or other mystical abilities, but that appears to be the extent of it.
Type: Hermetic - Arcane Ability
Target: Book
This results in a spell that only affects books. It can be combined with any other target, and reduces the magnitude by two levels (but not below level 1). Furthermore books are NOT warped when using this spell. The books must have writing in them, and it can't be gibberish. You can however create a giant book, or make a book out of strange materials.
Type: Minor - Target'
We have a couple major virtues which are blatantly stolen from existing virtues. A cool new target based off that Hedgie Tool target. A major/Hermetic virtue to make House Bjornaer jealous. Then a couple virtues to make Wizard War's even more difficult to wage.