A one-dot Prodigy carries a very minor enchantment, often one that simply makes it better at doing whatever it was that it already did as a mundane object. This is the rating of tools that reduce the difficulty to use them by one, or which are incredibly durable or elegant. If a weapon is optimized in this fashion, it's immune to casual wear and tear and won't break on a botch, either (although it can still be destroyed by concerted, deliberate efforts to do so), and also enjoys two of the following benefits:
• +1 damage bonus.
• –1 difficulty to attack with.
• –1 Strength minimum to wield. • Double the normal Range.
Other one-dot Prodigies include minor enchantments that don't seem overtly supernatural, such as lucky dice or cards that always favor the character attuned to them, cups that neutralize poison, or small objects that are always in your pocket when you want them.
Two-dot Prodigies are enchanted with useful, mild supernatural enchantments. This is the level of a rope that ties things up for you (or unties itself on command), a car that doesn't take damage from intentionally ramming things, binoculars that can see through walls, or enchantments that make some part of the Exalt's life much easier or more convenient. Armored clothing that doesn't impair the Exalt is a two-dot Prodigy, as are highly-conditional effects that compromise another character's judgment.
Three-dot Prodigies include most useful combat enchantments, movement enhancements, illusions, and limited-scope mind control. This is the realm of utility enchantments that give you a significant advantage over people who aren't aware that you possess the Prodigy, such as invisibility cloaks or boots that let you walk up walls.
Four-dot Prodigies are powerful enchantments that provide three-dot benefits to groups (a flying bus), produce major tactical advantages in battle such as weapons that fight on their own or which launch area-of-effect attacks, and utility teleportation (a set of keys that, when thrown on the ground, teleports the Exalt and the keys to the car the keys go with). Four dots is the point where a Prodigy can move small groups into and out of other realms like the Umbra.
Five-dot Prodigies are the upper boundaries of magical items. They have a very wide swing range which may provoke steep costs at the upper bounds (see Prodigy Costs, below), but at their extreme upper end can include things like bringing the dead back to life or messing about with time.
These ratings can be modified by a variety of elements. Adding supernatural quality (as enjoyed by many one-dot Prodigies) to a higher-rated Prodigy raises its rating by a dot. Allowing a Prodigy to be used without requiring attunement raises its rating by a dot, while allowing non- Exalts to activate it adds another dot to the rating. If a modification would drive a Prodigy's rating above 5 dots, that modification can't be applied.
Some considerations can also reduce a Prodigy's rating. If a Prodigy possesses significant drawbacks, limitations, or handicaps, those can potentially lower its rating by one dot. Mostly, this is a matter of eyeballing and consideration. An enchantment that sears vampires with blazing rays of sunlight is pretty powerful if you put it on a silver cross and it's activated by brandishing it... but less powerful if it takes the form of, say, a door they have to walk through, which blasts them as they pass through, since you can't bring the door to the vampires.