What kind of stuff can those do?
So, Fetishes.
They're fairly simple, make an object appropriate to what you wanna do, stick a spirit appropriate to that task into said object, and have fun. They're rated 1-5 in terms of power and have their own Gnosis score, generally rated 5-8. To activate a Fetish, either make a roll with a difficulty of the Fetish's Gnosis or spend a point of Gnosis/Essence. A Fetish will usually have only one power, but high level ones may have secondary powers. The core book example being the Jarlhammers, those being stuff like also doing fire damage or shatter stone on strikes or adding extra dice to resist mind magic.
Some examples from the core book;
Level 1:
Harmony Flute: While playing, aggressive creatures stop attacking but may still fight back to defend themselves. Creatures with Rage can resist.
Magpie's Swag: A bag, sack, satchel, or similar that can hold three times the amount of stuff it should carry. Doesn't work with "Complex Weaver Objects" like guns or laptops, but a Level 2 version can.
Level 2:
Cup of the Alicorn: A cup that neutralizes any poison or harmful substance poured in it. A Gnosis roll against the Intelligence + Science of the poisoner lets you recognize the kind of poison used.
Spirit Tracer: Traces spirits.
Level 3:
Baneskin: An amulet that lets one pass as a Bane to Bane Spirits. The effect breaks if you attack them.
Vampire Killer Sun Whip: A whip that glows with sunlight or fire and deals Strength +4 Agg to vampires, Strength +1 lethal to everything else.
Level 4:
Feathered Cloak: You can fly with some terms and conditions. Roll Stamina + Athletics(difficulty 5) for every ten minutes of flight due to the strain of using the cloak.
Klaive: Murder Stick. Difficulty of 6 to attack with and does Strength +2 Agg to everything. Is silver and unsoakable to Werewolves and most Fera.
Level 5:
Grand Klaive: Big Murder Stick. Difficulty of 7 to attack with and does Strength +5 Agg to everything. Is silver and unsoakable to Werewolves and most Fera. May have secondary power.
Runestones: Note, need not actually be stones. Shows a vision of what is to come, with how truthful that is being up to how many successes you roll and how complex what you're trying to look at is. Plot Dispenser for GMs.
Wonders, I'm not too familiar with. AFAIK, they are items that have some kind of permanent Sphere based effect in them. Given how Mage has always been a shinning beacon of simple, easily understood, and well balanced game systems, I am certain that they are not at all a broken and exploitable mess.