Optionally, a kind-hearted GM might allow a PC to start with (level of Occultism) spells to start... 

  Not that I need any, but I did have a few in mind, stolen right from d20 Modern:
[sblock=Magic ID]Illusion  
Level: Arcane 0; 
Components: V, S, F; 
Casting Time: Attack action; 
Range: Touch; 
Effect: Illusory identification card; 
Duration: See description; 
Saving Throw: Will disbelief (if interacted with); 
Spell Resistance: No
 
With this glamer, you make a small card or slip of paper appear to  be a valid identification card of your choosing. The card bears your  name, likeness, and all other data expected by anyone examining such a  card. However, it is only visually accurate and does not contain any  valid machine-readable data or electronic coding. You cannot use this  spell to make an electronic passkey. The illusion lasts only as long as  you touch the card, to a maximum of 5 rounds.
  
Focus: A small card or slip of paper.[/sblock][sblock=Haywire]
Transmutation 
Level: Arcane 0, Divine 0
 
Components: V, S, M
 
Casting Time: Attack action
 
Range: Close (25 ft. + 5 ft./2 levels)
 
Target: One object of up to 100 lb./level
 
Duration: 1 minute/level
 
Saving Throw: Will negates (object)
 
Spell Resistance: Yes (object)
 The haywire spell causes a single device to behave randomly and erratically, defying any attempts to bring it under control. 
 
Cash registers display random prices and open their  money drawers repeatedly. Escalators surge forward, then reverse  themselves. Automatic teller machines flash random patrons’ account  balances on the screen as they spew forth receipts (not money, though).
 
It’s impossible to describe the exact effects of  haywire on every modern device. In general, a machine subject to haywire  functions as if someone were pressing random buttons or otherwise  manipulating it randomly.
 
Turning off a device subject to a haywire spell doesn’t work, because  the spell disables the “off” switch. Cutting off the power supply (by  unplugging it, for example) disables the device 1d4 rounds later, ending  the spell.
 
Material Component: A small magnet.[/sblock]... and the traditional Faerie Fire, 'cuz, you know, Fae.