May not be all of them but it is a bunch of them. Helps for new character creation so sharing here. Would be nice if a complete list was added to the official Ars page.
If you like the list, please like this 1st post so others can find it more easily
Major Magical Focus (stone) Core book
Major Magical Focus (Flames) Core book
Major Magical Focus (Weather) Core book
Minor Magical Focus in wards HoH:MC p.14
Minor Magical Focus in Fear HoH:MC p.28
Minor Magical Focus in Legendary Creatures HoH:MC p.37
Minor Magical Focus in Wolves/Ghosts/Courage/Aging HoH:MC p.37
Major Magical Focus in illusions HoH:MC p.88
Major Magical Focus with Familiars, which applies to all spells and laboratory activities that affect familiars, either their own or those belonging to other magi. HoH:MC p.89
Major Magical Focus with Faerie HoH:MC p.96
Major Magical Focus with charms HoH:MC p.100
Major Magical Focus in counterspells HoH:MC p.102
Major Magical Focus with the wilderness, affecting natural materials unworked by human hands. HoH:MC p.106
Minor Magical Focus (Swords) HoH:MC p.121
Minor Magical Focus (Wooden Wands) - HoH:MC p.122
Minor Magical Focus with Storms HoH:TL p.143
Minor Magical Focus (soldiers) HoH:S p.17
Major Magical Focus with fire and flames HoH:S p.26
Minor Magical Focus Cold HoH:S p.28
Minor Magical Focus Darkness HoH:S p.28
Major Magical Focus Birds, Weather, Necromancy HoH:S p.29
Minor Magical Focus Poisonous insects, snakes, canines, teeth, acid, poison, boiling oil, lightning, poisonous gases, animated corpses, human bones, thorns, vines, plant toxins, blades, molten metal, stalagmites/stalactites HoH:S p.29
Major Magical Focus in Spirits HoH:S p.95
Minor Magical Focus in either disease, wounds, or aging. HoH:S p.96
Minor Magical Focus (in Mentem for spirits/ghosts, or Corpus for animated dead) HoH:S p.115
Minor Magical Focus (Healing) HoH:S p.123
Minor Magical Focus with Exotic Magic. This focus applies whenever the magus uses Hermetic magic to investigate, change, control or destroy non-Hermetic magic. It only applies to magic, not to the innate supernatural powers of creatures with Might, and only applies to powers derived from the Magic realm. HoH:S p.125
Minor Magical Focus (jinn). This focus applies to only jinn, not to other spiritual creatures of the Magic, Faerie, and Infernal realms. HoH:S p.133
Minor Magical Focus (Mentem – an emotion) HoH:S p.137
Major Magical Focus (transforming humans into animals) MoH p.6
Minor Magical Focus (fertility) MoH p.13
Major Magical Focus (trees) MoH p.33
Minor Magical Focus (arms and armor) MoH p.48
Minor Magical Focus (clothing) MoH p.52
Major Magical Focus (organs) MoH p.79
Major Magical Focus (cloth) MoH p.96
Major Magical Focus (Unnatural Fires) MoH p.106
Major Magical Focus (Glamour) MoH p.118
Minor Magical Focus: darkness MoH p.127
Minor Magical Focus (music) MoH p.136
Major Magical Focus (Auras) LoH p.26
Minor Magical Focus Commanding spirits which covers those Rego (Form) spells and effects which command insubstantial spirits, ghosts, elementals and the like. Only spells which give commands or instructions are included in the Focus, and no Technique requisites are permitted, but spirits of any Form are included. LoH p.49
Major Magical Focus Spirit magic which covers all spells and effects which affect insubstantial spirits, ghosts, elementals and the like, using Rego (Form). Requisites are allowed, as are spells of other Techniques designed with a Rego requisite, so long as they affect insubstantial spirits of any Form. LoH p.49
Minor Magical Focus (vines) LoH p.80
Minor Magical Focus in Emotions GotF p.40
Minor Magical Focus (Dispelling) for all destructive spells used against supernatural beings GotF p.59
Minor Magical Focus (Deception) GotF p.73
Major Magical Focus (Bodies of water) GotF p.96
Major Magical Focus (controlling human beings) F&F p.70
Minor Magical Focus with Fear or Obedience F&F p.122
Major Magical Focus volcanoes HP p.24
Minor Magical Focus ash, fire elementals, lava, volcanic fumes, or volcanic rock HP p.24
Major Magical Focus with ships benefits the magus with any effects enchanted into his magical vessels HP p.55. See errata.
Major Magical Focus (Sign or Planet) TMRE p.37
Minor Magical Focus (House) TMRE p.37
Major Magical Focus: Gemstones TMRE p.132
Major Magical Focus (Books) TME p.34
Minor Magical Focus in Magical Transportation TME p.115
Minor Magical Focus (Turmoil) TL&TL p.45
Minor Magical Focus (infirmity) TL&TL p.84
Minor Magical Focus (Shape-shifting) TL&TL p.121
Ancient Magic p.17 "All shamans have a personal familiar spirit, usually an ancestor spirit associated with their homeland that follows them and aids them."
Hedge Magic p.39 "Help in the Kitchen A folk witch cannot normally be assisted in her work by other characters. There are two exceptions: a folk witch’s familiar can assist her, and folk witches may assist one another during a witch’s sabbat (see later in this chapter)."
RoP:TI p.53 "The famuli are amongst the least of the False Gods; they are the demonic familiars given to some diabolists in return for service"
TC&tC p.41 "To establish the khadim bond, the sahir generates a Realm Lore Lab Total no
less than the spirit’s Might Score, using the Realm Lore associated with the spirit and his highest Solomonic art. He mustalso spend a number of form-appropriate pawns of vis equal to the magnitude of the spirit’s Might Score. This gives the sahir the same number of Bond Points (equal to the magnitude of the spirit’s Might Score) to spend on the following benefits
The Celtic Druids have Tortoiseshell Lineage
This lineage of cats has been associated with Celtic spellcasters since before the formation of the Order.
The Egyptians have Black Lineage
The Black Lineage of cats is descended from the Founder Jerbiton’s familiar, a prince of the Egyptian cats, descended from the great queens of ancient Bubastis.
The Vitkir can for a bond with animals via E, Ehwaz Rune
The target receives a bonus or penalty equal to the magnitude of the effect to all rolls that involve trust and loyalty between two individuals, creating a bond similar to that of horse and rider. This is similar to the effects of the True Friend Virtue.
Half TaltĂłs bind their spiritual weapons - The half taltĂłs may affect spirits with his personal armaments. These are usually a sword or whip, with a smaller weapon for emergencies. These are physical weapons with a spiritual nature.
Nightwalkers & SleepWalkers can have a Hamr - The hamr may vanish as the character dies. Or the hamr may remain on the battlefield until the battle is over, fulfilling the ghost’s last wish. Most hamr are able to remain in the world only until the flesh of their decaying body falls from the bones. But occasionally the hamr remains on Earth indefinitely, single-mindedly seeking out those who killed the magician. Nightwalkers seems to represent a dozen hedge tradition that can take the Mamr virtue.
Gruagach have Fetches - The fetch is a magical spirit that is an aspect of the character’s personality and an extension of his soul.
Holy traditions have it easy as they do not need Vis - Level 4: Bind a supernatural creature to the terms of a contract. (Invocation) Create a temporary holy connection to a person or thing within range of this effect. (Purity)
Muses - A&A p.129 Muses are supernatural entities from the four realms that seek prominent artists to promote their fortune. Once a supernatural creature becomes a character’s muse, a supernatural bond is created between the two.
Gwiber - RoP:F p.70 A human who has shared milk with a gwiber does not normally acquire Faerie Blood from this contact, but does gain the ability to understand the language of animals (Animal Ken Virtue). Further, the bond between the gwiber and human manifests as the Faerie Friend Flaw, and the milk-brother is often the only human who can approach the gwiber safely.
Homunculi Wizards RoP:F p.118 The person to whom a homunculus is bound effectively has a faerie version of The Gift. He can learn Supernatural Abilities, and even become opened to the Hermetic Arts
Faerie Bonding RoP:F p.132 If the Bonding succeeds, the summoner forges a special connection between himself and the faerie, or between the faerie and something he is touching. This bond acts as an Arcane Connection between the faerie and the bearer for as long as it endures. Through this bond, the bearer gains access to one of the following effects, chosen by the summoner at the time the bond is formed
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