In order to facilitate crossover rules, some assumptions and concessions have to be made. Find here the rules for calculating a mage's Banality and how they experience enchantment.

Essence and Banality

p. 281 of CTD2e lists the following Banality ratings for mages:

Mysticks (Verbenae, Ecstatics, Hermetics, Dreamspeakers) 2-4
True Believers (Nephandi, Celestial Chorus, Akashayana, Chakravanti, most Crafts) 4-6
Modern Cynics (technomancers, most Orphans and Hollow Ones) 6-8

Mages with Dynamic essences/Resonance are at the lower end of the above range. Balanced (Questing) mages are at the middle of the range. Entropic (Primordial) mages are at the higher end. Static (Pattern) mages are at the higher end +1.

For more information, see Character Creation for Mages.

Enchantment

There are a number of benefits to enchantment. The primary benefit is that a mage or mortal can see chimerical reality without using any magick of their own. Not only can see chimerical reality, however - they can also touch it, kiss it, beat it up and taste it. They can also more easily be healed by cooperative changelings - although, conversely, some faerie magics will be easier to cast on the subject.

While enchanted, any mage will have a track of chimerical health levels in addition to their normal health levels. This is a kind of 'psychic' or illusory damage - any chimerical wounds inflicted on the character will seem very real at the time, although only fae and enchanted beings will be able to see them. They will take dice pool penalties from such damage, but their physical body will remain unharmed.

In mechanical terms, the character takes the highest wound penalties from either their real or chimerical injuries (so a character with a -1 penalty from real damage and a -2 from chimerical damage will suffer a -2 wound penalty) as long as she is enchanted.

The final benefit of enchantment is that an enchanted mage can enter freeholds freely and while there will not age. Time spent in a freehold while enchanted does not count towards the length of time their enchantment stays in effect. So a character enchanted for two days who spends one day in the real world and a week in a freehold will still remain enchanted for a full day when they leave the freehold.

How to Enchant Someone
Imbued Gift: The best way is to construct something or bake something and while doing so imbue it with Glamour. If someone eats food prepared in this manner or freely accepts a gift made in this way they are automatically enchanted for a duration equal to one day per point of Glamour imbued in them unless resisted (Willpower roll, difficulty 8). Also if the target is a prodigal a Willpower point must also be spent. NOTE: Double the normal length of enchantment for mages and triple it for Garou.

Enchanted Blow: Another method of enchantment is by spending a point of Glamour and a point of Willpower, then making a successful attack roll using a chimerical weapon against someone. The target becomes enchanted for approximately an hour but the blow deals no damage. NOTE: Double the normal length of enchantment for mages and triple it for Garou.

Panic: The final option open to fae is to force enchantment upon someone. The changeling must touch their target and spend a point of Glamour. The changeling then rolls their Glamour against a difficulty of the target's Banality. Each success will enchant the target for half an hour. This method requires a Willpower point to be spent if used against a Prodigal. NOTE: Double the normal length of enchantment for mages and triple it for Garou.

Magic Item: Treasures can enchant people who pick them up. However, this does drain said Treasure's current 'charge', if it has one, and if used excessively will drain the item permanently. A Treasure is considered to have one point of Glamour per level of Treasure. The ST will roll 2 dice per level of Treasure against the Banality of the person picking it up. For each success, they will remain enchanted for 15 minutes. Note that chimerical Treasures cannot be seen or touched by humans anyway unless they are already enchanted, in which case they do not drain the Treasure's Glamour anyway. NOTE: Double the normal length of enchantment for mages and triple it for Garou.

As noted in the descriptions above, mages double the normal length of any enchantment, due to their magickal natures. At the end of this period, the mage will experience the Mists (see the Mists Chart below).

A mage can resist enchantment by rolling Willpower (difficulty 8). Each success negates one of the points of Glamour used to enchant the mage. If all the Glamour is negated, it diffuses harmlessly, and the mage avoids enchantment.

Voluntary Enchantment and the Mists: If a mage accepts voluntary enchantment for the purposes of this game, they may attempt to end their enchantment at any time later on via the system detailed above (rolling Willpower at difficulty 8). However, doing so immediately invokes the Mists, and they will sleep for a length of time detailed on the Mists Chart below.

Should a mage accept voluntary enchantment and allow the enchantment to wear off naturally, they may attempt to avoid the worst effects of the Mists by rolling their Willpower (difficulty equal to their Banality rating). This enables the mage to stave off their slumber until the end of the night, at which point they will simply sleep it off provided they have a good night's sleep. A point of Willpower can be spent for an automatic success on this roll.

Repeated Exposure to Enchantment: Mages who spend long periods of time with changelings, or who repeatedly get enchanted, become better able to see through the Mists for short periods of time. On each separate occasion that a mage meets a changeling, they get closer to seeing through the Mists and avoiding the deep sleep that accompanies it.

In game terms, a mage must meet or interact with a changeling or fae creature on one separate occasion for each equivalent dot of Banality they possess before they no longer experience the Mists. This does not allow them to see chimerical reality, however, but they will naturally begin to spot the telltale signs of fae interacting with said reality (e.g., a changeling feeding their chimerical companion).

Mages will lose this ability after they stop interacting with beings of the Dreaming. This will happen at the ST's discretion.

The Mists

The Mists Chart details the recovery time required for changelings after they are temporarily Undone or die of chimerical damage. The charts also detail the duration of a mortal's slumber after being enchanted (roll Willpower to overcome, with a difficulty equal to your Banality rating), plus what mortals remember if they're not regularly exposed to the Dreaming and its denizens:

The Mists Chart
Banality | Duration of Coma | Memory
0        | One minute       | Total Recall: Everything is remembered with crystal clarity.
1        | One hour         | Startling Clarity: The entirety of the encounter is remembered as if it were yesterday.
2        | Six hours        | Hazy Memory: Nearly everything is remembered, though some of the details may be hazy.
3        | 12 hours         | Disoriented: The individual is slightly confused and possibly shaken, but is able to recall most of his experiences, though many of the details are vague.
4        | One day          | Uncertainty: The person has a vague memory of what occurred, but is plagued by doubts as to the validity of the experience.
5        | Three days       | Haze: A hazy recollection of the experience is possible, but the individual doubts her own memories. She dismisses the experience as a momentary delusion, unless she has physical proof.
6        | One week         | Flashbacks: The person may experience occasional vivid flashbacks of his experiences, but they otherwise seem like a distant dream.
7        | Two weeks        | Dreamlike Quality: The individual recalls only vague, dreamlike images, and doubts that the experience ever occurred.
8        | One month        | Distant Dream: Something must provoke the memory and even then the experiences are recalled as nothing more than a faded dream.
9        | Four months      | Complete Denial: The character has only faint scraps of dreamlike recollections and completely denies the experience ever occurred.
10       | One year         | Complete Blank: The person remembers absolutely nothing of his experiences with the fae.

In general, the Gauntlet rating of a place is a good indication of the Banality of the people who usually reside there, too.