OK, here's a few spells and items I've been cooking up based on moving stuff:
Relocate
Air or Spirit 6 shifts
Calling up winds or unseen force, you move the target as if it were the wind. That might be moving yourself to the top of a nearby building to avoid your enemies. Or it might be pushing an enemy off a bridge or into a specially prepared trap. Very multipurpose spell.
Effect: 6 shifts of athletics "sprint" for 1 exchange, moving the target 6 zones over that time (based on the escape potion example). Opposed by target's might or conviction, whichever is higher.
Ironbolt
Earth, Metal or Spirit 6 shifts
Using controlled gravity, magnetism or direct force, you throw a foot-long metal spike at the target. Striking at the speed of sound and more, the spike is a deadly projectile.
Requirement: 1 metal spike
Effect: weapon 6 attack. Because the spike itself is nonmagical iron, it might have trouble affecting things only harmed by magic such as some spirits. On the other hand, it can't be blocked by defenses vs magic (it could be hurled through a circle for example) and it is deadly against faeries.
Special: the spell could use a silvered spike vs werewolves or a wooden spike vs vampires. Using the same base idea, one could even hurl other interesting projectiles; tranquilizer darts, darts loaded with poison or potions, pressure-sensitive explosives and the like.
Mass Escape
Air or Spirit 6 shifts, invoke an aspect.
Prior to a dangerous situation, a wizard uses a quick ritual to mark his allies with his special sigil. Then, if the danger threatens to overwhelm the group, the wizard casts this spell to shift the entire group the length of a city block. The wizard can call more power after the spell is cast to boost the duration considerably, if the group for some reason wants to move several city blocks.
Requirement: ritual to add the sticky aspect "Arcane Mark" on the group.
Effect: as per relocate, except that invoking the "Arcane Mark" you affect all the people with the mark in the same zone. Calling more power for duration in subsequent exchanges can increase the duration and range of the spell. A wizard could cast it at exchange 1 for 6 zones of movement then call 6 shifts of power in the following 3 exchanges, burning all his mental stress track. That would move the group for 19 exchanges for 6 zones per exchange, enough for a "teleportation" across a small town.
Ring of Evasion
Strength 5 defensive item.
This plain ring is made out of copper coated with teflon and a tiny amount of grease. It is very slippery and the wearer must be careful not to lose it if it slips off his finger when he isn't looking. The magic bound inside is very minor but very useful; when the wearer is threatened by a trap, collapsing walls, explosions and similar dangers that fall on an area, the ring makes the target slide away from that area as if slipping on a greased, slippery surface and shoved by an unseen force or a strong wind.
Requirement: effective Lore of 5 for crafting, 1 item slot.
Effect: five times a day, the wearer can be instantly moved by 1 zone (as if sprinting with athletics 1) if the area he stands in becomes dangerous. Explosions, traps, collapsing masonry (totally not the wearer's fault!) and similar dangers can be avoided. The wearer could attempt to use the ring against melee attacks or ranged attacks but a melee attacker could take a supplemental action to move 1 zone and keep up-a mortal taking a -1 to his attacks but anything with inhuman speed not even inconvenienced-and a ranged attack could be easily re-aimed. (though very short range effects like a flamethrower or breath weapon might not reach that far)
Gatewall
Spirit 6 shifts ritual.
By focusing his power, the wizard opens a gateway between himself and any danger. Though the gateway could be used for traveling, that isn't its purpose. It provides cover against attacks that might require line of sight, at least until the enemy maneuers to shoot around it, and if it is positioned to block a passage, it could stave off pursuit as a practically impassable barrier unless the enemy has some way of dispelling it.
Requirement: effective Lore and Conviction of 6 for transportation to both pull off a gateway without additional material and call the power of a complexity 6 ritual in a single exchange. (though you might take some backlash for it)
Effect: one gateway, creatively used. This should open a gateway even in places where the veil is of superb strength and barring dispels and several exchanges to degrade, attacks would not harm the barrier; they would simply be shunt off to the Nevernever.
Side Effects: while for the Gatewall you might not care where it leads in the Nevernever, shunting off attacks to another dimension might annoy its denizens. Especially if you "accidentally" shunt off a small enemy army into the Erlking's domain.
Telegate
Spirit 6 shfts ritual x2, Spirit 9 shifts evocation x4, invoking an aspect.
One of the most powerful transportation magics a powerful wizard could perform, a Telegate could effectively teleport an entire group of people from Chicago to Endimburg or even further. This magic is actually a combination of spells that work as one to open a gateway to the Nevernever, rapidly transport a group through it and open a gateway to your destination. Still, it is extremely draining for the wizard and requires the group to be marked to facilitate the teleportation.
Requirements: effective Lore and Conviction of 6 for transportation, effective Spirit Evocation Conviction and Discipline 9 and you might still take some backlash.
Effect: You mark the targets with "Arcane Mark" in advance. Then, when the situation demands it, you open a quick gateway, cast a 9-shift version of mass escape, spend the rest of your mental stress track to call up three times 9-shift power for duration, the group uses the mass escape to move 252 zones through the Nevernever (a bit over half an hour of walking done in 2 minutes or so) to the desired destination and you then open another gateway to return to the physical world.
Note: this is a big honking amount of magic to teleport a group of people across the earth. Then again, sometimes you need to move that army right now.