Touch Spirit, Manipulate Gauntlet - The mage now gains the ability to briefly touch spirits and objects he can see on the other side of the Gauntlet - the Penumbra. He can pick up a fetish stick dropped by a Garou, push a spirit out of a room or even hit one over the head with an object from the spirit world, and the spirit may do nothing to stop this unless it possesses some Gift which allows it to manifest on the other side of the Gauntlet. Although this limited expertise allows only brief contact, it can be enough.
Pierce Gauntlet, Rouse & Lull Spirit - A mage may now make a hole in the Gauntlet, allowing himself to enter the Umbra, a feat called "stepping sideways" by the Garou. The mage's body and possessions are translated into ephemera, the stuff of spirit, but will possess a certain glow which the more aware denizens of the spirit realm will recognize as belonging to a living being. At this level, any action he takes against an Umbrood creature, physical or otherwise, will be felt. Once in the Penumbra a mage can go anywhere she likes, up to the borders which mark the Horizon between the Near and Deep Umbra.
Rend Gauntlet, Seal Breach, Bind Spirit - The mage may now rip the fabric of the Gauntlet asunder and he - and anyone else who wants to, mortal or spirit - can travel through without difficulty. This is, of course, highly vulgar; most polite mages will seal the breach after they and their friends pass into the Umbra. The mystick can also repair breaches which others have made in the Gauntlet, and reinforce the barrier's fabric to make it that much harder to tear.
Forge Ephemera, Outward Journeys - A Master of Spirit gains a divine power, for he may now take ephemera, the substance of Spirit, reweave it in whatever fashion he desires, repair it or rip it asunder. The mage may now heal spirits' Power, help create Horizon Realms or Umbral domains or even attack a victim's Avatar.