You can take the Magic (Attune) action and touch an armor or a weapon to attune to it, regardless if the armor or weapon requires attunement or not. While attuned to an armor or weapon through this feature, the armor or weapon can't be unequipped from you against your will, provided you are not incapacitated. Moreover, the weapon counts as a spellcasting focus for your magician spells, and you can provide the somatic component of a spell with the same hand that is equipped with it.
When you make a saving throw against a spell or magical effect to only take half damage, you can take the Magic action as a reaction to take no damage if you succeed on the saving throw, or half damage if you fail.
You can take the Magic (Spellcast) action to cast detect magic.
You can take the Magic action to create a non-consumable artifact of level equal to a third of your rogue level or lower by touching an equivalent level 0 object (GM fiat). For example, to create a bag of holding, you must provide a level 0 bag made of cloth, leather, or similar material. An artifact created by this feature becomes a level 0 item if you take the Magic action to end its effects, if you use this feature again, or if you die.
You can take the Magic action to conjure a thievery kit, which lasts until you use this feature again.
You can take the Magic action to end one spell on yourself or on a willing creature that you touch, provided the spell is a magician spell that you can prepare.
When you cast the mage hand spell, you can cause the magical hand to be considered a simple weapon (1d4 force damage) with the finesse property, which uses your spellcasting ability for the attack and damage rolls you make it with.
You can take the Magic action for 1 hour to regain an expended level 1 or 2 spell slot.
When you make an ability check or saving throw against a magical effect or spell from the school of illusions, you can take the Magic action to gain advantage on the check or save.
You can take the Magic action to gain advantage on your weapon attacks until the end of the turn, provided you are attuned to the weapon used for the attacks.
You can take the Magic action and expend up to your movement speed to teleport to an unoccupied space you can see within 60 feet.
You can take the Magic action, touch a thievery kit, and choose a prepared magician spell. For the next 24 hours, a creature can use the thievery kit used with this feature to cast the chosen spell using your magician spellcasting ability.
You can take the Magic action to prepare any cantrip without counting against the maximum number of magician cantrips you can prepare. The cantrip remains prepared until you use this feature again or you finish a long rest.
You gain proficiency in the Arcana skill, you gain the Telekinetic feat option, you have 1 mana point per rogue level, you learn the mage hand spell, and when you gain a Rogue Feat option, you can choose a Artificer Feat, Magus Feat or Wizard Feat option instead. Moreover, when you cast the mage hand spell, you can control the magical hand as one action, instead of two, and the maximum number of pounds it can carry is multiplied by your Intelligence modifier (minimum of ×1).
You can prepare a number of wizard spells equal to your rogue level (minimum of two) as magician spells, provided each spell is of the same level or lower as a quarter of your rogue level. To cast a prepared magician spell, you use Intelligence as the spellcasting ability and a arcane focus as the focus.
You can take the Magic action to become invisible, which lasts until you take the Attack or Magic (Spellcast) action, or make a saving throw.
Once you use this feature, you can't use it again until you finish a short rest, unless you expend X mana points again.
Any creature within line of sight or earshot are weakened against your spells, provided you are hidden.
When a creature takes a Magic (Spellcast) action to target you with a level 4 spell or lower, you can cause the creature to make a saving throw against your magician spell save DC. On a failed save, the creature's Magic (Spellcast) action fails (but no spell slot is consumed, if any), and you can take the Magic (Identify) action as a reaction targeting the creature. On a successful check, you prepare the spell as a magician spell without counting against the maximum number of magician spells you can prepare. The spell remains prepared until you use this feature to prepare a new spell or you finish a long rest.