Conjuration Implements
Implements used in conjuration involve magics that transport or call creatures.
Implements: Compass, figurine, lantern, mirror.
Resonant Powers:
Summoning Focus (Su): The implement allows creatures to pass through it into the material world, strengthening their connection and extending their stay. The bearer can add the implement as an additional focus component to any conjuration [summoning] spell he casts that has a duration measured in rounds per level. If he does so, the spell’s duration increases by 1 round for every 2 points of mental focus stored in the implement (to a maximum of your occultist level). Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell. You cannot choose this ability with a compass.
Base Focus Power:
Servitor (Sp): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You cannot have more than one servitor in effect at a time. When the duration expires, you can expend 1 additional point of mental focus to extend it by another minute (and can continue to do so as long as you have mental focus remaining). This extension is not an action.
Transmutation Implements
Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Resonant Powers: Each time you invest mental focus into a transmutation implement, choose one of the following resonant powers. The implement’s bearer gains the benefits of this power until you refresh your focus.
Legacy Weapon (Su): You unlock a latent ability from the power of the implement’s history. When you choose this resonant power, select a weapon special ability with an equivalent enhancement bonus less than or equal to +1 for every 3 points of mental focus invested in the implement
(to a maximum of 1 + 1/4 your occultist level). As long as the implement qualifies for the ability, it gains that weapon special ability as long as it contains at least 3 points of mental focus per +1 equivalent of the special ability. You can choose this ability only with a weapon.
Base Focus Power: All occultists that learn to use transmutation implements gain the following focus power.
Psychic Weapon (Sp): As a swift action, you can expend 1 point of mental focus to imbue one weapon, unarmed strike, or one natural attack with psychic power. This grants the weapon a +1 enhancement bonus. This bonus stacks with any enhancement bonus the weapon might have, as long as it does not increase the total bonus to greater than +5. This effect does not stack with itself. This bonus lasts for 1 minute.
Focus Power:
Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.