Mage: the Awakening
Mage does magic well in that you have powers based on core elements of magic rather than individual spells which allows a person to be quite innovative in how they use their magic. A person with the Forces Arcanum can do anything using Forces up to a certain amount of versatility dependent on how many ranks in Forces you actually have. Individual spells, called rots, are magic uses that are more specialised and which you have practised enough to get down to a fine art form. Rotes can therefore be given as rewards for exploring locations, studying grimoires and helping out fellow mages without interrupting the levelling process. You could make them free, in order to really motivate the players, or allow experience point purchases of things that you would otherwise guard access to. One of the great things about Mage magic, too, is that the downside for magic involves the magic going haywire - which can inspire stories in and of itself.
Vampire: the Reckoning, Werewolf: the Forsaken and Geist
These genres all have a form of magical ceremony on top of their innate powers. Since their innate powers (some of which need to be purchased separately like Disciplines) are both specific and powerful they give a real sense of being mythic. A Gangrel who unsheathes their claws and a Daeva who captures attention with Awe are both really emphasising the themes and mood of their respective clans which can give a scene involving them an added potency. The actual ceremonies they each have (Cruac, Rites, Ceremonies) are also richly drawn and generally require some sort of ceremonial action to utilise that reinforces the type of magic invoked. Cruac requires the sacrifice of one's own blood. Ceremonies which require the use of a scrying mirror that has once reflected the target of which involves giving a cigarette (or flask of liquor) to someone in order to get them to really open up about the deceased provides power to certain archetypal tropes which really gives a sense of a more urban and modern form of magic.
Pathfinder and Dungeons & Dragons
The main thing I like about these systems is the use of verbal, somatic and material components. I once created a sorcerer where I listed out all of her spells and came up with a fitting Latin phrase as a verbal component for each spell. Pathfinder goes one better by listing out the material components for each and every spell which helps those trying to describe their spell casting. The main problem here is that most players aren't going to make that kind of effort nor will most Dungeon Masters, which is a shame, since it's a brilliant way to evoke casting in these systems.
Call of Cthulhu
The spells in this game all come with a heavy cost. As the mundane laws of our world are what helps keep us sane and awareness that such laws are false, fragile and easily broken can damage our puny little minds, so can bending those laws ourselves injure our sanity. In some cases the spells even have a cost in POW. Some of the spells describe ceremonial activities or relics that are required and that just adds to the sense of occultism. Due to the spells' power and cost, they are unlikely to be used by players with any degree of regularity and so each spell use feels important and memorable.
What about you guys? Dealt with magic systems that seemed to capture that occulty feeling more than others? If so, what made them feel so good?