Wonders

Disclaimer: I’m leaving this up here mostly un-edited since it has some helpful information and I don’t have the time to re-write it (yet), I haven’t fully parsed every implication within it. Anytime you want a magic item here, whether in cgen or in game, it’ll be the start of a conversation with me (Sundance), anyways.

Purchasing Wonders

When purchasing one or more wonder (generally in Character Generation), one has to spend a certain number of background dots into the Wonder background. But since Wonders have a sliding scale of costs down from the cheapest Gadget to the most powerful Device, one only calculates that cost at the very last step.

Instead of background dots, most wonders are costed in “points.” These points are not freebies. These points are not experience points. These points are a Wonder-specific point system. When buying wonders, one needs to figure out its point cost, add up all the points for all the wonders desired, and use that total to look up the cost in background dots.

The final cost may be found on Mage 20th page 328:

⚫️⚪️⚪️⚪️⚪️: 1-3 points
⚫️⚫️⚪️⚪️⚪️: 4-6 points
⚫️⚫️⚫️⚪️⚪️: 7-9 points
⚫️⚫️⚫️⚫️⚪️: 10-12 points
⚫️⚫️⚫️⚫️⚫️: 13-15 points

Wonders from the book

We’re charging different costs for some book wonders. Here are the HRs so far.

VDAS (Mage 20th p. 655): Wonder 2 at Enlightenment 3. Extra dots of Enlightenment for additional dots of wonder, up to Wonder 5 at Enlightenment 6.

DEI (Technocracy Reloaded p. 186): Enhancement 2. Functionality by the book.

Sword of Mars is banned. Do not purchase it, or attempt to repurpose its effects in a new wonder.

The Flaw ‘Geas’ may be purchased for a wonder bought or created, but its demands will be chosen by the storyteller, not the player. Be warned.

Trinkets

Trinkets are not wonders. They are mundane items that a Mage has augmented with Magick to be superior, but still in a mundane way. 

Exception: A Trinary Deck is classified as three-dot Trinket.

Charms and Gadgets

Charms and Gadgets are one-use items that come in batches. To calculate the cost to purchase a Charm, first identify which and how many dots of all Spheres are required to generate the Charm’s effect.

For example, to build a Thermal Detonator, one would require Forces 3 and Prime 2.

Next, take the highest sphere and divide by 2, rounding up. Add one for each additional sphere used. That is the point cost of the charm. The number of copies you get is equal to the highest sphere of the effect.

For example, our Thermal Detonator would cost 2 (3 divided by 2, rounded up) points for Forces 3, plus 1 for Prime, for a total of 3 points. The purchase would come with 3 of them.

Finally, the point cost may be adjusted up or down with features and flaws.

Artifacts and Inventions

Artifacts and Inventions allow a mage to use an effect prepared by another mage, regardless of spheres known. Again we start by identifying which and how many dots of all Spheres are required to generate the Artifact’s effect.

For example, to build a portable Voidcast Device (Convention Book: Void Engineers page 87), one might need Correspondence 4 and Dimensional Science 3.

Next, take the highest sphere, then add one for each additional sphere used. That is the point cost of the artifact.

For example, our Voidcast Device would cost 4 points for Corrrespondence, plus 1 for Dimensional Science, for a total of 5 points.

Finally, the point cost may be adjusted up or down with features and flaws.

Talismans and Devices

Talismans and Devices are powerful objects which possess their own Arete scores, and can produce effects even when used by an unAwakened person. We start by identifying the number of effects it has, and then for each effect identify which and how many dots of all Spheres are required to generate the Artifact’s effect.

For example, to build a Crown of Telepathy that works from any range, one might need Mind 3, Correspondence 3.

Next, take the highest sphere, then add one for each additional sphere used. That is the point cost of the effect. Double that cost if the effect is continuous

For example, our Crown of Telepathy would cost 3 points for Mind 3, plus one for Correspondence, for a total of 4. But the effect is continuous, so the cost becomes 8 points.

After summing the point costs of the effects, the Arete and Quintessence scores must be determined. The base Arete score of the object is equal to its highest sphere score in any effect, which is also its base Quintessence capacity. Additional Arete dots may be purchased for 3 points each. Each point of Arete added adds 5 to the object’s Quintessence capacity.

The number of effects a wonder has is limited to its Arete score. Quintessence is vital as quintessence determines how much Paradox the Talisman may carry before it is destroyed.

Finally, the point cost may be adjusted up or down with features and flaws. It is at this time the Talisman’s activation roll will be determined, whether mystickal or technomantic.

Primers, Grimoires, and Principiae

These do not use the point cost system. Instead they have a flat background dot value, with the number of background dots equalling the “rank” of the Grimoire. That rank is increased by one for each additional ability, sphere, or Arete support added. The mechanics are then specified in Book of Secrets, page 143-144.

A Primer is costed as a Rank 1 Grimoire.

Periapts and Matrices

These do not use the point cost system. Instead they have a flat background dot value, with the number of background dots determining the storage capacity of the Periapt. The mechanics are specified in Book of Secrets, page 145-146.

Fetishes and Talens

Fetishes and Talens may be purchased from the Werewolf or Mage books, with no custom Fetishes or Talens allowed. The costs are per the books. When a Werewolf book item is purchased, directly convert the Fetish dot value to the Wonder dot value.

Relics and Enhancements

Relics will be costed as Enhancements, Mage 20th page 313. The “points” values for Enhancements applying the same as above for Talismans and Devices. Though Enhancement or Relic freebie costs are doubled, because Enhancement is a “$” double cost background.

Wonder Creation Guide

Creating a wonder is a special project. While it does not cost experience points, it is expected to cost time and effort, and those efforts are expected to be reflected in role play. The character is working hard to achieve something significant, and that should be reflected in scenes.

Trinkets

Trinkets are technically not wonders. They are mundane items that a Mage has augmented with Magick to be superior, but still in a mundane way. To create one, there is no particular level sphere required. Different effects may be used to give the character a supernatural advantage in augmenting an item, in combination with mundane talents, skills, or knowledges.

For example an engineer may pair Intelligence + Science with Matter 2 in order to create remarkably good metallic alloys. A painter may pair Perception + Artistry with Entropy 1 to spot flaws in a work, and carefully work to create a perfect portrait. The sky, and the Mage’s spheres, are the limits.

A Trinary Deck is a particularly difficult trinket to make, requiring specialized equipment and expertise.

The steps to create a wonder

  • Calculation of the cost: Look at the Wonder Purchasing Guide (see above) to calculate the number of dots of Wonder it would take to purchase the item being created. This number is used later.
  • Preparation of the foundation: High-quality, focus-appropriate base objects or materials should be used to create the base item. See Book of Secrets page 161 for the benefits of good materials on Infusion later. Exactly how this step is accomplished will vary with focus and item. When creating a Primer, thirty (30) successes are required.
  • Infusion of energy: Using Tass or Quintessence, in any way the mage so chooses, energy must be infused into the Wonder. This is a Prime 2 effect if Tass or avatar Quintessence of a matching resonance is used, Prime 3 to pull energy from Tass or the Mage’s own avatar, Prime 4 to pull quintessence by sacrificing materials, and Prime 5 to sacrifice living things. Number of successes required: Three times the Wonder dot cost of the item. Fetishes and Talens do not use an Infusion.
  • Purification: This optional step implements some sort of focus-appropriate means of creating the correct environment for investment. A Prime 2 effect must be at the core, with two successes allowing for one level of purification to be completed. Three levels of purification, each done with a separate Prime 2 effect, are allowed. See Book of Secrets page 161 for the benefits of purification on Investment later.
  • Investment: It is at this point that the Mage adds the Magick to the item. The specifics of this step vary with the kind of wonder created. See below.

Charms and Gadgets

Investment for a Charm is a vulgar Prime 2 effect if a matching Quintessence resonance was infused in the item, Prime 3 normally, or Prime 4 + Life 3 if a living base is used. Additionally the spheres of the intended effect are required. Three successes per dot of Wonder are required. The Mage receives a number of the Charms equal to 2x the Arete level, which is the highest sphere of the effect.

Artifacts and Inventions

Investment for an Artifact is a vulgar Prime 4 effect. Additionally the spheres of the intended effect are required. Three successes per dot of Wonder are required.

Talismans and Devices

Investment for an Artifact is a vulgar Prime 4 effect. Additionally the spheres of the intended effect are required. Three successes per dot of Wonder are required. Investment of a Talisman requires one point of avatar Quintessence per success, on top of the Quintessence from the Infusion step. At the end, one point of permanent willpower is also invested.

Primers

Investment for an Primer is a vulgar Prime 4 + Mind 3 + Spirit 3 effect effect. The Mage creating the Primer must have Arete 5 or greater, and invest two permanent Willpower points. Three successes per dot of Wonder are required.

Grimoires and Principiae

Investment for a Grimoire is a vulgar Prime 4 + Mind 3 effect. Three successes per dot of Wonder are required. One permanent point of Willpower must be invested.

That Mind 3 requirement is lowered to Mind 2 if the Mage has Art, Expression, Science, or Hypertech 4 or greater. Which abilities qualify is Focus dependent.

Fetishes and Talens

For Fetishes and Talens, the spirit is what is invested into the Talen, whether willing or unwilling. An unwilling temporary binding (for a Talen) is a Spirit 3 effect. An unwilling permanent binding (for a Fetish) is a Spirit 4 effect.

What if the spirit is willing, you ask? Then we’re not talking about an effect. We’re talking about chiminage and a bargain.

For Talens, the mage receives a number of the Talens equal to Arete level.

Relics and Enhancements

Investment in a Relic or Enhancement is a Prime 5 + Life 5 effect, plus the spheres required for the desired Effects. One permanent point of Willpower must be invested. Then, at the end, the Relic or Enhancement must be bound to the organism somehow (such as with a blessing, or a surgery).

Matrices and Periapts

Investment in a Matrix or Periapt requires Prime 3 + Life/Matter 5, depending on the kind of base material or being used. 10 points of Tass must also be invested.

Botches

Note that botches in the process can result in flaws being added to a Wonder that are not compensated for by lower success requirements.

Primal Utility

Infusion and investment of Wonders requires one less dot of Primal Utility than Prime. Thus Prime 3 Gadgets may be ‘purchased with Tass/Currency’ at Primal Utility 2, and Inventions or Devices at Primal Utility 3. Matrices require Primal Utility 3.