Wonders are items of magical power usually only usable by mages, although changelings and sorcerers in Cottonopolis may be able to use them (at the ST's discretion).

A Wonder costs one dot per level of the highest Sphere used in its effects. Additional effects beyond the first increase the Wonder cost by one dot. For one additional dot a Wonder can also hold five points of Quintessence. Some Wonders will only hold Quintessence and have no additional effects (they would hold five points of Quintessence per level in the Wonder background, as standard). Accessing the Quintessence in a Wonder is free, but requires a turn to channel (Arete maximums apply). However, refuelling such a Wonder requires a Prime 2 effect with the required number of turns to channel the Quintessence back into the Wonder.

In the case of weak disposable Wonders, you can get a set of 10 or 10 doses at a -1 point cost (e.g., a set of tass candles). Such Wonders that can be refuelled or that are permanent cost the full price. Normal use of a non-disposable Wonder usually requires the expenditure of a point of Quintessence.

If the Wonder is used to cast a vulgar effect it does garner Paradox, which attaches to the user.

As for the utility of Wonders: they grant powers that can be totally outside the ken of a mage under normal circumstances. For example, a Euthanatoi without any levels of the Life Sphere can use a staff with the Heal Self spell contained within it to heal himself at the cost of one Quintessence.

Fetishes are non-Paradox inducing Wonders, as are Treasures. To activate a Fetish, the inhabiting spirit's Gnosis must be rolled (difficulty 7), but there is not a Quintessence cost. To activate a Treasure, the user must either spend Quintessence or perform the relevant bunk, as per the Treasure's description. Some Treasures are entirely chimerical in nature and cannot usually be used by mages.

Unmarked Film Reels [1 - 13] (Level 4 Wonder)
This 'Wonder' is a roll of film for a cinematograph. The film is not marked, but if played the reel begins with no title card, but instead an odd black symbol. The film itself doesn't seem particularly unusual, typical people in the early 1900s Manchester. Weird.

Thirteen identical unmarked reels were found in a box hidden away in the attic of an old office building. From a basic examination, the reels seem to be containment devices that hold some sort of creature of energy. The suspected creator of these wonders is an Etherite. A first viewing of the first two reels showed nothing, but there was something unusual noticed on the third reel. The mage in charge of the viewings, a practitioner of the Verbena tradition, voiced concerns that the viewings may have released the creatures held in the first three reels, so no further viewings of any of the other reels have been made. (Spheres Involved: Spirit 4/Mind 3 (Binds drones, some chimerae and some inanimae (Flickers)). (Written by Sir Ipsum.)

System: Using any old-style film camera with the reels allows the user to capture whichever spirits, chimerae or flickers are present and get 'caught' on camera. Playing the reels back releases the entities. This costs one point of Quintessence but no roll is needed. Any sentient spirit captured in this way can attempt to escape with three non-cumulative successes on a Willpower roll (difficulty 8) or any relevant countermagic(k). If the spirit fails, it is captured until released, although a wraith may plunge itself into a destruction Harrowing to escape and a chimera might temporarily disperse itself. Non-sentient spirits and chimerae (and those with Willpower 3 or lower) are unable to escape.

Baskerville Powder (Level 2 Wonder)
Also called Dragon Phosphorus, this is a mere bottle of a crimson powder. Supposedly of Verbena origin, the powder has been in use since the 12th Century as a way to create impromptu guards or distractions from inquisitors. It was the sight of the use of this powder which inspired Sir Arthur Conan Doyle to supposedly write the Hound of the Baskervilles, and thus gave the substance its more common name.

The powder is used by throwing a portion of the powder upon a living creature (naturally more powder for the larger size of creature). The powder soaks into the skin and causes the target to become capable of emitting flames from the mouth and from its feet, and as a side-effect gives the creature an overall frightening appearance. The most popular choice for use of this powder tends to be dogs, leading to rumors of 'hell hounds'. (Spheres Involved: Life 3/Forces 3) (Written by Sir Ipsum.)

System: A single bottle of this powder contains about 10 measures. One measure would turn a dog or cat into a beast. Two measures would turn a child into a beast. Three measures would turn a human into a beast. Four would turn a horse into a beast. Five would turn an elephant into a beast. Six or more would turn almost any creature into a beast.

S&D's Special Salt (Level 2 Wonder)
During the early 1900s, a pair of brothers from the Celestial Chorus, named Sean and Dan Smith-Wesson, travelled around the UK battling demons, vampires, ghosts and other creatures. They created their own supply of 'special salt' that was made in large quantities and often given to local mages to ensure whatever evil they defeated didn't come back.

According to the label: Form a circle to protect from zombies, ghosts, witches, vampires, demons and old boyfriends. (Spheres involved: Correspondence 3/Spirit 3/Mind 3/Prime 3/Life 3) (Written by Sir Ipsum.)

System: Each box contains enough salt for 10 uses. Create a ward by making a circle around the person(s), area or item(s) to be defended. Nightfolk cannot enter the circle, although if they attempt countermagic(k) or counterweaving of any kind, they may penetrate the circle by rolling three or more successes in one turn.

Bitty-Bitty Clang Clang (Level 3 Wonder/Level 4 Treasure)
A few of these were built by an Etherite known as Savanticus, intending to create a motor car capable of travelling between horizon realms. He succeeded, however his first trip into a 'horizon realm' ended up with him accidentally landing in Cottonopolis, and the local nockers were quick to whip up their own version of the design and share the schematics worldwide. Rumours say there are still nockers who make them occasionally, though some prefer to use much newer models of cars. Sightings of flying motorcycles and even flying Volkswagon Minivans are usually attributed to these machines. (Spheres Involved: Correspondence 3/Mind 3/Prime 1)(DreamCraft 1 and Wayfare 4) (Written by Sir Ipsum.)

System: The vehicle operates as normal, and moves at its usual speed, but can now fly at an altitude that exceeds the highest skyscrapers in the city. One point of Glamour or Quintessence is required to power the vehicle for a scene. Sometimes these vehicles are fitted with their own Quintessence/Glamour batteries, which can store up to five points of Quintessence/Glamour for each additional level of the Wonder purchased (the level can exceed five). Changelings must wyrd themselves and the vehicle before flying, or else they will appear to be flying through the sky on their own, and if seen by mortal eyes will be shunted into the Dreaming by the force of disbelief. The Treasure version of this item does not incur Paradox.

Shadow Suit (Level 3 Wonder)
The Shadow Suit was designed by Son of Ether Edgar Wallace Worthington III, also known as the Shadow Saint, who prowled the streets of London as a costumed crimefighter in the 80s until he was brought down by the Technocracy. They never found the Shadow Saint’s secret hideout, though someone obviously eventually did and the suit ended up on the open market. The suit regenerates damage it sustains at a slow rate, meaning that so long as it isn't destroyed, it will repair itself. It is a sleek black design which can be worn under normal clothing and comes with a cowl that covers the wearer’s face. (Written by Thomas Morrow.)

System: The suit provides three extra soak dice due to tensile strength. By spending a Quintessence point, the suit also adds three points of Arcane for a single scene. Small tears and minor damage repairs completely after 24 hours, although more severe damage can be repaired with the expenditure of Quintessence. In short, if the suit would normally be destroyed (by any attack that scores more than six levels of damage at once), the wearer can instead choose to spend a point of Quintessence to preserve the armour.

Mystic Crystal Ball (Level 2 Wonder)
A classic crystal ball is crafted from quartz. It takes great skill and time to craft a perfectly round crystal ball. (Written by Thomas Morrow.)

System: The crystal ball lets the mage see into other locations and cast spells through the crystal ball as if using the Correspondence 2 effect by spending a Quintessence point.

Seven League Boots (Level 3 Wonder)
These seven league boots have been written about in several fairytales such as Jack the giant killer, Hop o' my thumb, Faustus, and The Bee and the Orange Tree. (Written by Thomas Morrow.)

System: These boots use a Correspondence 3 effect to transport the wearer across a vast distance with a single step by spending a Quintessence point. The distance travelled and the location where the user emerges are determined by the ST.

Spidergloves (Level 2 Wonder)
These gloves slightly extend the fingers and tips them with sharp barbs. (Written by Thomas Morrow.)

System: The gloves do strength +1 damage when grappling or slashing. When spending a point of Quintessence, the Spiderglove can fire a web at a target, entangling him as if a distance grappling attack had been made. The webs are Strength 5 for purposes of breaking them.

Devil-in-a-Box (Level 3 Wonder)
This box looks like an antique jack-in-a-box with garish bright colors. Opening the box allows a small flying devil into the material world. It serves the opener of the box from dusk till dawn as its familiar and then disappears again.

System: A summoned imp exits the box if it is opened after a Quintessence point is sacrificed after the last rays of the sun have disappeared behind the horizon. The imp serves as a temporary level 3 familiar for the duration of the effect or until the sun comes up. It will not come out if it is daytime.

Bag o' Bugpowder (Level 2 Wonder)
Bugpowder creates a giant insect problem. The powder when it comes into contact with insects causes them to grow to about the size of a large dog. Insects can be dangerous or harmless. A Black Widow is deadly to humans and will hunt them for food, soldier ants will attack agrgesive intruders, giant termites can brings down a wooden house in no time flat, a giant earthworm is pretty harmless, a giant butterfly is just pretty to look at.

System: As the description says this powder can make insects (and arachnids) grow to giant size. The effects last for a scene. There are 10 doses - each will affect one insect.

Little Green Bag (Level 2 Wonder)
This super-fertilizer can cause plants to rapidly and abnormally grow.

Away from Sleepers these plants have a normal lifespan and will follow its normal life cycles, spawning giant size offspring. While at first it was assumed these bags of fertilizer were a Verbena invention it was later discovered that mild mannered doctor Viridian Green of the Progenitors. doctor Viridian later defected to the Sons of Ether and vanished in the amazones, on his way to find a secret valley to grow giant orchids in.

System: As the description says, this liquid can make plants grow to giant size. The permanently enlarged plants will die over a few days when exposed to Sleeper disbelief but have a normal lifespan in umbral realms. One dose will affect one household plant, while five or more may be required for a tree.

Acme Bag of Boulders (Level 3 Wonder)
This bag was found in the Grand Canyon, snatched from the hand of a one almost certainly was created by a Marauder. It is a small bag with a bunch of pebbles in it. If a pebble is taken from the bag it grows in a single second grows into a giant boulder. Time enough to throw it, roll it or drop it or if you're suicidally stupid swallow it. From there on a boulder does what a boulder does: crush whatever's under it. (Written by Thomas Morrow.)

System: Each bag has 10 boulders. For an additional point, the bag can store five points of Quintessence. Each point can be spent to replenish one boulder in the bag, but must be invested in the bag first by a mage with Prime 2.

Astro Lancaster B25 (Level 5 Wonder)

This famous Avro Lancaster WWII bomber was retrieved from the Shadowlands by Euthanatos Lord Gerald Farnsworth III in 1970. He used the resonance of the plane to craft the bomber into a flying Wonder. With his crew he attacked a Cappadocian vampire who resided in a tower on a floating island in the Maelstrom. While the mission was a success, spectres attacked the plane on its way back to the fleshlands and Lord Farnsworth was mortally wounded. He barely managed to return. His copilot landed the plane and Farnsworth died.

It is said the spectres tracked him down in the Shadowlands, drawn by the glowing light of his vitality, and dragged his soul into Oblivion. Let it serve as a lesson. The plane is in pristine condition. When it flies into a storm, the plane can enter the Shadowlands, arriving by means of being exelled from a Maelstrom.

Its guns can affect wraiths, regardless of whether the plane is in the shadowlands or the lands of the living.

System: The effect costs one point of Glamour for every passenger, plus an additional point for the vessel itself (this can be spent by the pilot or between all the mages present). In order to leave the Shadowlands again, the plane must be navigated back to the original entrypoint before the end of the scene or be trapped forever. No other objects can pass through the portal, only the plane, although in theory it is possible that Underworld creatures might ride inside the plane through into the Skinlands. Mortals that remain in the Underworld begin to turn into plasm after time and may find themselves no longer retaining their physicality. Any mortal that leaves the plane will immediately die unless they have supernatural means to sustain themselves.

Collapsible Home (Level 4 Wonder)

This doorframe can be collapsed to a size that fits in a backpack. When the door is folded out the door can be opened and entered. It is the entrance of a pocket dimensional house. The house is centered around a large living space, two stories high. The top floors count 12 bedrooms with bathrooms. The ground floor contains two workspaces, a kitchen, a salon, an indoor garden and a pool. The basement area is storage space. Amenities are magically regulated and generated. the ultimate portable home for travelers who hate leaving their stuff behind when traveling.

Systems: A Correspondence 4 effect forms the basis of this wondrous hideout. A Quintessence point is spend each time it is opened. Each day the home is in use by someone inside costs a point of Quintessence. When no one is inside, the house collapses into a special nullpoint and doesn't cost any quintessence. Only the one holding the key to the frontdoor can open the door. As long as someone is inside, the door cannot be collapsed. The house generates Paradox as normal in the human world, although in the Dreaming it does not.