What follows is a sample list of magickal effects.

See also this list of published rotes.

A quick note: Any mage can see the Near Dreaming via Mind 1/Spirit 1, but without this, any effects targeting the Dreaming are at +3 difficulty. Usually, effects that would normally affect spirits or the Umbra would affect the Dreaming or chimerical reality with the addition of Mind 3/Spirit 3. The one exception is for mages who have sworn an oath to the Dreaming (such as the Oath of the Compact of Cottonopolis). Such mages do not need Mind 3 and Spirit 3 in addition to their normal Spheres, because they have voluntarily tied themselves to the Dreaming, and the connection works both ways. For more information, see True Magick and the Dreaming.

Body Magick
Note: Life 3 is required to heal or harm other people. Any Life magick used in the Dreaming requires the use of Mind 3 and Spirit 3 too in order to affect chimerae or changelings.
Adapt to Environment Life 2 (3)
Animate Corpse or Parts Life 2/Prime 2
Animate Bones & Remains Matter 2/Prime 2
Cause/Cure Disease Life 2 (3)
Cosmetic Alteration Life 2 (3)
Create Body Life 2 (simple) or 5 (complex)/Prime 2
Duplicate Body Life 5/ Prime 2
Grow New Limbs or Other Features Life 3 (4)
Heal/Harm Living Being Life 2 (3)
Heal/Harm Fae Life 3/Mind 3
Heal/Harm Vampire Life 3/Matter 2
Heal/Harm Werecreature Life 3/Spirit 2
Increase Physique/Traits Life 3 (4)
Increase/Reduce Speed Time 3
Revive Recently Dead Life 4/Spirit 4/Prime 3
Rot Body Entropy 4; or Life 4
Shapeshift Life 4 (5)
Sleep Spell Mind 2 (suggest sleep); or Mind 4, Life 3, or both (compel instant slumber)
Soak Aggravated Damage Life 3
Transform into Element Life 3/[appropriate elemental Sphere] 3+ (Life 4/3+[appropriate Sphere])

Illusions (see Feats of Illusion chart)
Mental Illusions Mind 2+
Mental Illusions That Inflict Damage Mind 3+; or Mind 3+/Life 3+
'Physical' Illusions Forces 2+/Prime 2
Immersive Illusions Forces 4+/Mind 4/Prime 4+
Chimerical 'Illusions' as above but with Mind 3/Spirit 3

Feats of Illusion
One success - Simple, one sensation (sight, sound, scent, etc.)
Two successes - Simple and moving, one sensation
Three successes - Complex and stationary, or simple and moving (two sensations)
Four successes - Complex and moving (several sensations)
Five successes - Complex and reflexive (multiple sensations)
Six+ successes - Complex and interactive (full sensations)
Types of Illusions
• Mental illusions = Mind 2+ (only in target’s mind; usually coincidental)
• 'Physical' illusions = Forces 2+/ Prime 4+ (visible to all witnesses; manipulate elemental forces to manifest sensory components)
• Immersive illusions = Forces 4+/ Prime 4+ ('holodeck' level of apparent reality)
Damage & Duration
Illusions don’t normally inflict damage unless 'damage levels' are purchased as described below. Illusions may indirectly lead witness into dangerous situations, as described under Environmental Hazards.
• Mind = bashing damage
• Mind 3/Life 3 = aggravated damage
• Forces = bashing or lethal, depending upon elements involved Default Duration is one scene. Additional levels of Duration, or 'damage levels' of two dice of damage, may be purchased for one additional success, each level, above the Base. One day + two dice of damage, for example, would require two additional successes.

Spirit Powers
See Chimera (or Chimerical Reality) Spirit 1/Mind 1
Awaken Object’s Spirit Spirit 3
Bless/Curse Entropy 3+; or Prime 5
Command Spirit Mind 4/Spirit 4
Conjure Spirit Spirit 3
Create Fetish see Crafting Wonders
Drain Spirit’s Essence Prime 4/Spirit 4
Drain Chimera's Essence (Glamour) Mind 3/Prime 4/Spirit 4
Harm Ghost Entropy 3/Prime 2; or Spirit 3
Harm Spirit Spirit 3 (acts like Life 3)
Harm Chimera Mind 3/Spirit 3
Open/Close Gateway Spirit 4
Open/Close Gateway to Dreaming Mind 3/Spirit 4
See Spirits Spirit 1
Speak to Spirits Spirit 2
Speak to Chimera Mind 3/Spirit 3
Step Sideways Spirit 3
Step Sideways into Dreaming Mind 3/Spirit 3
Touch Spirit Spirit 2
Touch Chimera Mind 3/Spirit 3

Fate & Fortune
Alter Probability Entropy 2+
Bless/Curse Entropy 3/Life 3; or Prime 4+
Cause Decay Entropy 3+
Spot Weakness Entropy 1

Objects & Elements
Call Storm Forces 4+/Prime 2
Conjure Element Forces 3/Prime 2 (fire, wind); or Matter 3/Prime 2
(earth, metal, water); or Life 3/Prime 2 (living wood)
Conjure New Object Matter 3+/Prime 2
Conjure Physical Illusion Forces 2+/Prime 2
Direct Existing Elements Forces 2+
Disintegrate an Object Entropy 3/Time 3; or Matter 3
Enchant Object/Organism see Crafting Wonders
Invisibility/Silence Field Forces 2
Invisibility on Living Being Forces 2/Life 2
Consecrate/Harden/Perfect an Object Matter 3+; or Prime 2
Levitation/Flying Forces 2+; or Correspondence 3/Life 2; or Matter 2
Object Inflicts/Resists Agg. Damage Prime 2
Speed/ Slow Velocity Forces 2+
Transform Objects Matter 2+/[appropriate Sphere] 2
Transform Forces Forces 3+/[appropriate Sphere] 2

Perception & Psychic Powers
Astral Projection Mind 4+
Astral Body of Light Mind 4+/Spirit 3/Prime 2
Clairvoyance Correspondence 2; or Mind 3/Correspondence 2
Conceal/Alter Aura Mind 1 or Prime 2
Conceal Avatar Spirit 2/Mind 1
Conceal Thoughts Mind 1
Conjure Mental Illusions Mind 2+
Enter a Dream Mind 3
Influence Mood Mind 2
Influence Subconscious Mind 3+
Mind Control Mind 4
Prophecy/Hindsight Mind 2/Time 2; or Time 2
Psychic Pain Blast Mind 3; or Mind 3/Life 3 for Agg. Damage
Scramble Thoughts Mind 3
See Auras Mind 1; or Spirit 1
See Avatar Mind 3/Prime 2/Spirit 1
See Chimera (or Chimerical Reality) Spirit 1/Mind 1
See Through Another’s Eyes Mind 3
See Through Mental Illusions Mind 4
Sense Energies [appropriate Sphere] 1
Share Perceptions Mind 2/[appropriate Sphere] 1
Shield Mind Mind 1 (2)
Telepathy Mind 3
Telekinesis Forces 2+
Translate Languages Mind 3; Mind 3/Forces 2 (to translate language so that other people can understand it too)

Time & Distance
Affect Distant Object/Being Correspondence 2+
Aging/Reversing Age* Time 3+/Life 4 (living being) or Matter 2 (object)
Conjure Earthly Being Correspondence 4/Life 2
Create Multiple Images Correspondence 3; or Forces 2+/Prime 2
Create Multiple Objects Correspondence 5/Matter 3/Prime 2
Open Gateway Between Locations Correspondence 4
Rewind Time Time 3*
Set Time Trigger Time 4
Speed/Slow Time Time 3
Teleport Correspondence 3 (4)
Time Travel* Time 5
Ward/Ban Correspondence 2+/[appropriate Sphere] 2
* Turning back time adds +3 difficulty and is always vulgar.

Quintessence Energy
Absorb Quintessence Prime 3
Channel Quintessence Prime 3
Create New Node Prime 5
Create Quintessence Weapon Prime 3*
Destroy by Draining Quintessence Prime 4 (object) or Prime 5 (creature)
Drain Node Prime 4
Drain Quintessence Prime 3
Employ Periapt Prime 2, or Correspondence 2/Prime 2 (Avatar rating to use reflexively)
Enchant Weapon/Armor Prime 2
Energize Periapt Prime 3
Fuel New Pattern Prime 2/appropriate Sphere
Nullify Paradox Prime 5
Refine Tass Prime 4
Share/Exchange Quintessence Prime 3
Tap Wellspring Prime 4
Weave simple Body of Light Prime 2 (body only – no astral travel)
See also Crafting Wonders and Quintessence Amounts chart.
* Costs one Quintessence per health level inflicted.

Crafting Wonders
Artifact Prime 4 + [Spheres in Wonder’s Effects]
Device Prime 4 + [Spheres in Wonder’s Effects]
Fetish Spirit 4 (to bind unwilling spirit); or Prime 4 (willing spirit)
Periapt/ Matrix Matter 5 (inanimate); or Life 5 (living) + Prime 3
Talisman Prime 4 + [Spheres in Wonder’s Effects]
Trinket Prime 2 (to consecrate), or [Spheres used to craft Trinket’s special properties]
For details, see M20 Appendix II, (pp. 651-653).

See also Uncommon magickal effects.