The Peggle Masters can bail you out of some pretty sticky situations, so it's important to know how, when and where to wield their Magic Powers. Click on a thumbnail to learn more about each master:

Magic Power: Super Guide
Activation: Next shot
Duration: Three shots
The mystical Super Guide shows you where the ball will go on its first bounce. You can use it to pick out style shots and light up tricky pegs, but you can also play around with it to get familiar with how the ball will bounce (a key skill for all Peggle Masters).
Most Effective: The Super Guide works best on static levels with all pegs (and no bricks), like Snow Day, Love Story or Don't Panic. Though always helpful, the Super Guide tends to be most useful later in the level when the board's not so crowded. As we mentioned above, it's fundamental to do multiple things with each shot, and that becomes a lot easier with the Super Guide.
Double Guide: Hit both green pegs in the same shot, resulting in the Super Guide being active for the next six shots.
Points: 25,000

Magic Power: Multiball
Activation: Immediately
Duration: Length of the shot
This totally tubular power causes a second ball to eject from the opposite side of the green peg, almost guaranteeing high scores and loads of style points.
Most Effective: Multiball works best on boards with dense pegs and bricks like Birdy's Crib, Getting the Spare or Spider's Web.
Triple Play: Hit both green pegs in the same shot, resulting in a three-ball shot.
Points: 25,000
Multiball Madness: Get the Multiball after hitting the final orange peg for Extreme Fever.
Points: 25,000 (5,000 in Duel Mode)
Free Ball Frenzy: Have more than one ball go into the Free Ball Bucket in one shot.
Points: 100,000 (10,000 in Duel Mode)

Magic Power: Pyramid Power
Activation: Immediately
Duration: Five shots
Kat's power adds pyramid-like bumpers to the sides of the Free Ball Bucket. This dramatically increases the chance that the ball will bounce back up into play or fall into the bucket. It lasts a long time, too (just like mummies).
Most Effective: Use on levels with tricky low-lying pegs (you can snag them on the bounce) like Our Favorite Eel, Waves or End of Time, or when you're in need of free balls.
Pyramid Pileup: Hit both green pegs in the same shot, resulting in the Pyramid being active for the next nine shots.
Points: 25,000
Pyramid Pickup: Bounce a ball off the Pyramid bumpers and into the Free Ball Bucket.
Points: 10,000 (5,000 in Duel Mode)

Magic Power: Space Blast
Activation: Immediately
Duration: Instant
This one-eyed alien knows how to shake things up. Hit a green peg and Splork creates an explosion that instantly eliminates all pegs in the area.
Most Effective: Use the Space Blast for clearing clusters of pegs on boards like Maid in Space, 9 Luft Balloons and Beyond Reason.
Big Bang: Light up both green pegs in the same shot, either by hitting them both with the ball or by catching one green peg in the Space Blast of the other.
Points: 25,000

Magic Power: Flippers
Activation: Immediately
Duration: Three shots
Claude uses his Magic Powers to turn Peggle into pinball. Hit the green peg and use the Flippers in the bottom corners of the screen to pop the ball back up into play. Click the left mouse button to flip the Flippers.
Most Effective: Flippers work best on boards where the ball is forced to drop to the right or left of the board, like Pearl Clam or Infinite Cheese. On these boards, you can trap the ball with the Flippers and keep it in play for maximum points and peg removal.
Flip Out: Hit both green pegs in the same shot, resulting in Flippers being active for the next five shots.
Points: 25,000
Flipper Maniac: Bounce off a Flipper and hit at least one peg; do this four times.
Points: 25,000 (5,000 in Duel Mode)

Magic Power: Spooky Ball
Activation: Immediately
Duration: Length of the shot
When you hit a green peg, the Spooky Ball will travel through the bottom of the board and do a reappearing act at the top for a second pass through the pegs. The Spooky Ball will reappear at the top of the screen in the same spot as it exited the bottom of the screen.
Most Effective: Spooky Ball works best on boards that have an even distribution of pegs and few clusters, like Das Bucket, Birdy's Crib or Insane Aquarium.
Spooktacular: Hit both green pegs in the same shot, resulting in the Spooky Ball going around the screen twice.
Points: 25,000

Magic Power: Flower Power
Activation: Immediately
Duration: Instant
How does your Peggle garden grow? With Tula's Flower Power, of course! This Magic Power lights up the closest one-fifth of the remaining orange pegs when you hit a green.
Most Effective: Use Flower Power early on boards that have lots of bricks to maximize its effect, or hold off until the end of the level to light up particularly hard-to-reach orange pegs. Tula's also your go-to gal for the 25-, 35- and 45-peg challenges.
Petal to the Metal: Hit two green pegs in the same shot, resulting in one-fifth of the remaining orange pegs lighting up each time.
Points: 25,000

Magic Power: Lucky Spin
Activation: Immediately
Lucky Spin is the most effective point-scoring Magic Power, assuming you're lucky enough to land on the Triple Score. When you hit a green peg, you get to spin the lucky wheel. It has several options: Free Ball, Triple Score, Magic Hat, a randomly selected Magic Power and the opportunity to buy a vowel (er, wait, that's a different game).
Duration: Variable. Free Balls are awarded instantly. Triple Score and Magic Hat each last for two shots, including the activating shot. The randomly chosen Magic Power lasts as long as it normally would.
Most Effective: Call on Warren when you're feeling lucky, want to score a ton of points, or when you're simply not sure what to do (just to mix it up). If you hit both green pegs on one shot, it's possible to have multiple powers at once (Flippers with the Magic Hat for instance) — mind-blowing, isn't it?
Spin Again: Hit both green pegs in the same shot, resulting in two chances with the Lucky Spin.
Points: 25,000
Hat Trick: Have a ball wearing the Magic Hat fall into the Free Ball Bucket.
Points: 10,000 (2,500 in Duel Mode)

Magic Power: Fireball
Activation: Next shot
Duration: One shot
Lord Cinderbottom doesn't play around. Hit a green peg and your next ball is a large, burning sphere. The fireball doesn't bounce when it hits other pegs; it just burns a path through the board, lighting up and instantly eliminating any pegs in its way.
Most Effective: This Fireball-breathing dragon is good for clearing paths and getting tricky pegs. Use him on levels with lots of obstacles (this way, you have a lot to bounce off of and you can get the most out of each Fireball).
Great Balls of Fire: Hit both green pegs in the same shot, resulting in the Fireball being active for the next two shots.
Points: 25,000
Hot Stuff: Bounce a Fireball off the cap on the Free Ball Bucket, then have the Fireball land in the Free Ball Bucket.
Points: 25,000 (5,000 in Duel Mode)

Magic Power: Zen Ball
Activation: Next shot
Duration: One shot
Master Hu's been playing this game for quite some time and has more than a few tricks in his turban. When the Zen Ball is activated, the wise old owl considers a range of possible paths for the ball based on where you aim your shot. He nudges your aim toward the highest-scoring path, with additional weight on dropping the ball in the Free Ball Bucket and lighting up orange pegs.
After you take the shot, Zen Ball will tell you how much it has improved your shot. "No improvement" means Zen Ball has not improved your shot. "Zen achieved" means your shot has been improved (by dropping the ball in the Free Ball Bucket, for instance) but not for additional points. "(Some Percentage) More Zen" means that your shot has been improved by the given percentage. "Maximum Zen" means your shot has been improved by more than 500% over the original shot.
Most Effective: Zen Ball is useful on just about any board, but it's best to use it early on. The more orange pegs on the board, the more options Master Hu can consider.
Zen Maniac: Hit both green pegs in the same shot, resulting in Zen Ball being active for the next two shots.
Points: 25,000