Arts are faerie magic, the special powers every Changeling has. These can range from changing size, to healing wounds, to flight. Regardless of what they are, every Changeling has them, and they vary as much as the different races of the fae. Some fae even have Arts specific to their race, while others have an easier time learning certain Arts.
Some of the Arts here are fan made, and will be marked with a *.
These Arts are commonplace and may be learned by most if not all Changelings.
Chicanery is the art of deception and favored by those who utilize guile to lead the unwary astray. This art deals in fooling the senses and ensnaring the mind at higher levels. Practitioners of Chicanery are usually considered suspect by nobles and their chancellors and are closely watched. A few nobles have become infamous through injudicious use of this art, although Chicanery is generally considered to be the commoner's art.
Fuddle allows the caster to alter a target's perceptions. Proper use of this art can be difficult, however since it cannot create something from nothing -- there must always be some basis for the deception the caster wishes to create. In a sense, the caster is limited by the target's perceptions. A target who is blind and deaf cannot be made to suddenly see and hear the ocean, for instance, but she might be fooled into smelling the tang of the salty sea air. Fuddle relies upon already existing factors to deceive the senses, and cannot completely negate a sense or create a sensation. In other words, an eshu trying to make use of Fuddle could not turn invisible while standing in plain sight, nor could he conjure up the sound of police sirens in a silent night. If the eshu were hidden in shadows, he could use Fuddle to cause a person to overlook him, or he could cause the sounds of barking dogs to be perceived as police sirens. This cantrip can never cause any direct harm to an individual, though it is possible for a target to inflict accidental injury upon himself due to his confused senses.
System: The target of the cantrip determines the nature of the Realm needed to use this art. The Scene Realm is required to affect multiple targets. For example, casting Fuddle upon a small group of tourists to cause them to believe that a troll has turned into a wolf requires Actor 4 ( mortal tourists ) and Scene 2 ( for the group ). The number of successes indicates how long the subject is Fuddled. Multiple castings of Fuddle are not cumulative; if such is attempted, the casting with the most successes is the one that takes effect.
1 success -- one minute
2 successes -- 10 minutes
3 successes -- one hour
4 successes -- one day
5 successes -- one month
- Veiled Eyes
As its name implies, Veiled Eyes muddles a targets senses into ignoring anything the caster desires. The cantrip does not turn an object invisible, but rather convinces the observer that the object is really not worth his notice. Veiled Eyes would not cause a store to vanish from plain sight, but it would convince passersby that the store sold nothing of interest to them, causing them to ignore it. People cloaked with Veiled Eyes are merely ignored.
System: The person or object being veiled determines the Realm needed when using this art. This art functions differently than most Chicanery cantrips in that once cast upon an individual or item, the target of the cantrip becomes veiled to all passersby. The Actor realm would be used to veil a mortal, and the Scene realm would be appropriate to veil a building ( though a Scene and Actor could be used to veil and entire room of people, making the room appear to be empty to anyone who entered or looked inside. ) The obscurement lasts for one turn per success. A changeling can double the amount of successes by spending an extra glamour point. A changeling can penetrate Veiled Eyes by rolling Perception + Kenning ( difficulty 4 + the number of successes scored in the initial casting before any glamour points were spent ). Only mortals who have had contact or foreknowledge of the veiled object get a chance to resist. Supernatural beings with magic senses ( Kenning, Awareness, Auspex, etc. ) may make an attempt to penetrate the obscurement when they first encounter it. This cantrip can be cast multiple times to increase the duration of obscurement.
While fuddle allows a changeling to alter a person's perceptions, fugue lies within the province of memory. With fugue, the changeling may remove or steal whole chapters of a person's life and beliefs, or home in on one salient detail, such as the moment the target bumped into him while walking down the street. Fugue can never add anything to an individual's memory and its effects are rarely permanent.
System: A changeling only needs the Realm of the target to cast Fugue. The number of successes determines the duration and amount of memory lost. The caster divides the number of successes between the memory loss and duration, according to the charts below. A changeling who rolls 4 successes could cause her target to forget about his lunch for one minute, a person's identity for one turn, or the location of his car keys for a day.
1 success -- Forgetting a simple, immediate object or information ( car keys, phone number, etc. )
2 successes -- Loss of memory of an uninteresting scene in the past ( "What did I have for lunch?" or "What was her name?" )
3 successes -- Complete eradication of a specific event, person's identity or object's presence
4 successes -- Powerful, forthright beliefs or memories may be forgotten
5 successes -- a tabula rasa; total memory loss ( a vampire could be made to forget her nature, but finds herself inexplicably craving blood )
1 success -- one turn
2 successes -- one minute
3 successes -- one hour
4 successes -- one day
5 successes -- one week
Multiple castings of this cantrip are cumulative. A changeling who achieves 10 successes on three castings of Fugue could, say, force a mage to completely forget her Awakened nature for a week ( endeavors of this kind do not usually have tidy endings, however, and this is a great way to rack up powerful enemies )
- Haunted Heart
The caster of Haunted Heart can control and fan the emotions of her target. She can evoke any type of feeling she wants: fear, envy, love, gaiety, sadness, etc. This cantrip can cause a target to feel anything he is capable of feeling, even if he has never experienced the desired emotion before. The cantrip is more potent if the emotional evocation is similar to an episode from the target's past. However, the feelings can be drawn from anything: books, movies, observing wildlife, etc. For example, linking a memory of a lost love to a banana could cause the target to weep piteously as he remembers how much his ex-lover used to love bananas. Casting a feeling of spite in a crowded bar would start a bar fight. Old memories ( even those forgotten or blocked ) could reactivate with a canny use of Haunted Heart. Evoking hatred toward policeman in a man wrongly jailed would have a recurring effect well beyond the duration of the cantrip. Provoking a fear of a lake may cause the subject to suddenly remember almost drowning at age six and give the subject a permanent fear of water. Lucky ( or shrewd ) casters who manage to awaken a feeling that is significantly linked to an incident in the target's past get one free success using this cantrip.
System: The Realm is needed to cast this cantrip is determined by the target. Actor and Fae realms are by far the most common. This cantrip lasts one minute per success. The duration can be extended by spending one glamour per additional minute. Multiple castings of this cantrip are cumulative, as long as the object and the emotion evoked remain the same. Opposite emotions cast upon the same subject cancel each other, no matter how many successes the casting had. A phobia of snails cast with five successes would be neutralized by a cantrip of mollusk love with one success.
1 success -- Invokes a mild reaction
2 successes -- The target feels wild, chaotic surges of intermittent emotions. As long as the emotional object is not in sight, the target acts normally
3 successes -- Creates a continuous state of passion. The target's conversation drifts towards the emotional object; +1 difficulty to all rolls involving Mental Attributes
4 successes -- The target is passionately engaged. She actively seeks ( or avoids ) her object of passion; +2 difficulty to all rolls
5 successes -- Total obsession; the target can do nothing but engage in his passion. He becomes violent if restrained. Resistance requires the expenditure of a willpower point ( and a life threatening reason )
- Captive Heart
Whereas Haunted Heart controls the emotions, Captive Heart has greater magnitude. The target of Captive Heart becomes pliant to the caster's commands; his personality can be completely changed with a few words. Use of this cantrip allows the changeling to change broad or narrow facets of the person's behavior. A person could be made to believe he is Mick Jagger, a lawn chair or a secret agent for Planet Z. The victim of this cantrip makes every effort to conform to the caster's wishes: jumping around and singing, hopping and croaking, or simply standing quietly in the corner - anything. This has certain limitations, however; the target cannot be commanded to do anything directly harmful to himself. Commands such as "Take this knife and draw it across your throat" will send the target into confusion as her self preservation instinct manifests. On the other hand, a command that is not directly harmful ( "See that man in the crown? Attack him!" ) is obeyed with as much speed as the target can muster.
System: The nature of the cantrip's target determines the Realm needed. Only one person can be affected with a single casting of this Art, so the Scene realm cannot be used to affect multiple targets. The number of successes determines how long the cantrip lasts. Whenever the subject must perform an action that runs counter to her personality, she is allowed one ( extended ) resistance roll ( Willpower, difficulty 8 ). If the total successes on the resistance rolls exceed the caster's current glamour, the cantrip is broken. As with all cantrips, non-mortals may spend Willpower to break the cantrip. Any expenditures of willpower they make count as successes on extended resistance rolls. Captive Heart can be cast multiple times with cumulative success, if the caster spends a glamour point for each extra casting. If two casters use conflicting commands on one target, the cantrip with the most successes determines the outcome. A target told first to be a tree and then a dog follows the cantrip with the highest successes and ignores the other one.
1 success -- the enchantment lasts for one turn
2 successes -- lasts for one scene
3 successes -- lasts for one hour
4 successes -- lasts until sunrise or sunset, whichever comes first
5 successes -- lasts 24 hours.
Dream-Craft is fundamental to any changeling who both wishes to explore the Dreaming. This Art allows the fae both understanding and power over the Dreaming. Although the sidhe are particularly puissant in this area, many commoners wield it with considerable facility.
- Find the Silver Path
Trods are stable, but the Dreaming constantly fluctuates. Between the Firchlis and the often dense growth in the Mythic Realms, to keep sight of a trod is sometimes a harder task than it first seems. Additionally, many chimera use illusory Silver Paths to lure the careless away from trods and into the Dreaming, where the protection of the Silver Path has no power to repel chimera. This cantrip is very useful for telling false trods from the real thing and is sometimes helpful for locating a Silver Path when one has gone astray.
While Find the Silver Path is beneficial, the cantrip can't accurately indicate what lies ahead on a trod. The Firchlis prevents anyone from seeing farther than a changeling can see naturally.
The illusions created by chimera are often remarkably complex. If confronted by illusions, fae using this cantrip must make a Perception + Alertness roll, against a difficulty equal to the illusion-crafter's Glamour, in order to determine where the true trod is.
System: In most cases, the Realm Fae 5 (Dweomer of Glamour) is used in attempts to find the Silver Path, though creative changelings certainly find uses for the other Realms as well.
The number of successes indicates the range of the cantrip, regardless of the Realm being employed.
1 success -- Can detect target within a few yards.
2 successes -- Can detect target within 100 feet.
3 successes -- Can detect target within 100 yards.
4 successes -- Can detect target within 1,000 feet.
5 successes -- Can detect target within a mile.
- The Merry Dance
The Firchlis is a powerful force within the Mythic Realms. The Dreaming is constantly changing, and the Firchlis is a key source of that change. Skilled fae can, with concentration and preparation, influence the changes that the Firchlis brings. This cantrip is always a risky proposition, as a botched roll is almost certain to bring disaster.
System: The Realm Fae 5 (Dweomer of Glamour) is almost always used when casting this cantrip.
The number of successes indicates the range and duration of this cantrip, regardless of the Realm being employed.
1 success -- Can influence the Firchlis in your immediate area, within a few feet, for one turn. Only very minor alterations are possible. (Can lessen or increase the intensity of one aspect of the newly altered surroundings.)
2 successes -- Can influence the Firchlis within line of sight, for one turn. (Can lessen or increase the intensity of two aspects of the newly altered surroundings.)
3 successes -- Can influence the Firchlis within one mile, for one scene. (Can lessen or increase the intensity of three aspects of the newly altered surroundings.)
4 successes -- Can alter the type of Dream Realm that appears when the Firchlis is done with the changes it brings. (Can modify the moods of the arriving chimera or dictate the weather that arrives with the Firchlis.)
5 successes -- Can radically change the arriving Dream Realm until the next Firchlis passes through. (Can cause a Nightmare Realm, Dream Realm, desired landscape or certain type of chimera to appear. Note, however, that the chimera are still independent creatures, and any negotiations with them must be handled in the usual fashion.)
With this cantrip, a changeling can "solidify" the Dreaming to a certain degree, which allows her to establish a permanent fortress within the Mythic Realm. The number of successes indicates how stable the location is, as well as how strongly the location is tied to the local trod. As the changeling must anchor the newly created fortress to the Shining Path, a certain element of protection against chimera and the Thallain is granted. The "fortress" may be of any shape the changeling wants, provided he can skillfully sculpt the Dreamstuff.
System: Although most items anchored in the Dreaming are made of chimerical materials, the nature of the item determines the Realm needed. Thus, if a signpost were to be anchored, Prop might be used.
The number of successes indicates the size of the fortress, the strength of the fortress, and its proximity to the trod to which the fortress is anchored.
1 success -- Closet-sized barrier area giving only the barest protection (+1 difficulty for attacking forces); must be in contact with the trod.
2 successes -- Apartment-sized barrier allowing a +2 difficulty for attacking forces; must be within a dozen feet of the trod.
3 successes -- Cottage-sized barrier, allowing a +2 difficulty for attacking forces; must be within a dozen yards of the trod.
4 successes -- Mansion-sized barrier, allowing +3 difficulty for attacking forces; must be within 100 feet of the trod.
5 success -- Castle-sized barrier, allowing +3 difficulty for attacking forces; must be within 300 feet of the trod.
This cantrip allows a changeling to interact with a mortal dream while the Kithain is in the Dreaming. It is not always a wise thing to do, as the Kithain's actions can cause bizarre alterations to the dream itself. While interaction is possible, actual control of the dream is not. Using this cantrip in the waking world offers changelings the chance to "ride" a mortals's dreams into the Dreaming. However, such actions almost never leave the character anywhere near a trod, and nearly always leave her at the mercy of the local chimera. The character has no control over where the Dream-Ride takes her within the Dreaming.
System: The appropriate level of the Actor Realm must be always used when casting this cantrip.
The number of successes indicates the level of influence.
1 success -- Can change target in subtle ways, such as increasing emotions or softening textures, etc.
2 successes -- Can hold active conversations with the chimera in the dream and participate on a verbal level.
3 successes -- Can touch and interact with the dream, which allows for manipulation.
4 successes -- Can remove aspects of the dream or alter them in radical ways.
5 successes -- Can reshape the dream, at the risk of whatever consequences such action creates.
- Dream Weaving
Dream Weaving is a powerful cantrip that allows the fae literally to create a chimerical structure or entity from Dreamstuff. The cantrip allows the changeling to create a chimerical home, a forest or even a chimera to suit her needs. Despite the power of this cantrip, few use it save in dire circumstances, as it's far too easy for a chimera to break free of its creator's will and establish its own existence within the Dreaming. Each use of the Dream Weaving cantrip costs 2 Permanent Glamour, but the Glamour is easily replaced, as Dream Weaving works only within the Mythic Realms.
System: The nature of the object to be created determines the Realm needed: To create a tree, the Nature Realm would be appropriate, while the creation of a suit of clothes would require Prop.
The number of successes indicates the strength and durability of the creation.
1 success -- Strength of a ten-year-old mortal: A rickety old shack
2 successes -- Strength of an adult mortal; a well-built trailer home
3 successes -- Strength of a small horse; a well-built home
4 successes -- Strength of a Clydesdale; a good vault
5 successes -- Strength of a team of Clydesdales; Fort Knox
Euphony is the Art of music, sound and noise. It is believed to have originated in the mundane homeland of the Fae, Ireland. Music controls the mind, influences it, moves it, caresses it. Sound and Music act like a rhythm to a drum, beating and pulsing. This art is the ultimate mastery and final and most complete form of music and sound to all its ends and power. This art is generally possessed by musicians, satyrs, and is favoured for entertainers in the Seelie Courts. Additionally, as per some ancient oath Satyrs have –1 difficulty on all Euphony cantrips.
(This is a fan-made Art recovered from Welcome to the Endless Dreaming. I had to add types onto the last two levels, I hope they seem accurate.)
- Harmony or Dissonance
This Art essentially puts an aura of music around a certain thing. Have you ever noticed how sometimes the right theme song in a movie seems only to enhance a certain emotion? Well, this art essentially does that. With this cantrip the Fae weaves a song, a melody, or a sense of music around a given object infusing it with a certain aura of emotion, passion, or sense. A person infused with a song of love will be pleasantly admired by the people in the room as sexy or attractive. A sword may be ignored simply because the song is full of disgust and anger.
System: The Realm determines what exactly the song will be placed on, e.g. Prop to place a song around a sword or Actor to place a song around a person. In the minds of others, the people will experience the thing as per the song feeling a particular emotion or ethos, e.g. a song of hate will make people surrounding the object feel a sense of antipathy towards the object. All people within sight, earshot, scent, touch, or any other sense whether mundane or magical will feel the song and its effect. When using Harmony one attaches a positive song to the target and dissonance to attach a negative song. An additional side effect of this cantrip is that when Harmony is attached, a person must roll a Willpower roll with the difficulty equal to the number of successes gained on the cantrip to even attack or damage the target of the cantrip magickally, physically, or mentally. However, when Dissonance is placed, a person must make a Willpower roll with the difficulty equal to 10 – number of successes rolled on the cantrip, to prevent damaging the target once provoked.
In ancient times, men feared the power of song. Sirens would sing to lure sailors to rocky shores and their death. The Pied Piper made a song to lure the Children of Hamlet deep into the otherworld. The songs of the Wee Folk would still the mind and lure the unwary off their tracks into Faerie games. Spriggans would lure children deep into the forests with a song. This power is feared among many for it allows the caster to lure and seduce with unparallel mastery. Those fallen under the sway of enter a zombie like state, mindlessly following the source of the music wherever and whenever as long as the song lasts. Even supernatural creatures are not immune and lose all abilities of their magicks once under the Fae’s spell. Additionally, any lyrics the caster sings will become highly suggestive and will reside in the unfortunate’s mind long after the spell has ended.
System: The Realm determines whom will fall under the song’s sway. Obviously this cantrip has little effect on trees, mountains, knives, etc. Although, the cantrip will effect anything that can move by itself, e.g. a car will follow the source of the music. The caster of the spell must provide some form of music for the targets to follow (tape recording, violin, singing, whistling, etc.) outside of the bunk. A target may attempt to resist by rolling their Willpower (difficulty 8) with successes equal or greater than the casters. However, once the target falls under the sway of these magicks, it may not attempt to injure or otherwise resist or stop, but falls into a completely catatonic state and will only follow the music. The unfortunates that fall under the spell will not be able to hear, think, or interact during the duration of this cantrip and will remember nothing upon regaining consciousness. The target will follow the music anywhere and anyhow to the best of its ability regardless to risk.
Duration:1 Success – 1 minute
2 Successes – 5 minutes
3 Successes – 15 minutes
4 Successes – 30 minutes
5 Successes – 1 hour
In ancient times, the Goddess of Beauty, Cliodhna, was by the shore near Cork where she was in passionate love with the mortal, Ciabhan. The sea god Manannan Mac Lir put her to sleep with Faerie Music and put her in a wave on the sea taking her back to the Otherworld, home. This cantrip is based on the ability of Fae music to put to sleep from legends like Sleeping Beauty to many a folktale.
System: The Realm determines who will fall asleep. This has little effect with Prop and plants and the inanimate, although, machines will stop working once this spell is placed on them and plants like the Venus Fly-Trap will be inactive even if food happens to come by. The target may resist by spending a temporary Willpower point and making a Willpower roll (difficulty 7) with one success. Sadly, once the target has fallen under this spell they will not awaken without intense damage to their body or till the end of the duration. The Duration determines how long the target will sleep:
1 Success – 1 Hour
2 Successes – 1 Day
3 Successes – 1 Week
4 Successes – 1 Month
5 Successes – 1 Year
- The Bean Sidhe’s Keen
This cantrip focuses the internal glamour of the caster into a powerful sonic blast. It is based on the ancient legends of the powerful wailing gail of the Bean Sidhe when mourning for the dead. A powerful scream and wail is emitted out of the caster’s mouth in one solid blast harming all those within hearing range. Glass will shatter. Organs will rupture. Eardrums will bleed. With enough power, an adept can break down walls, structures, and other buildings by sheer force.This cantrip also has a second use. By screaming at such intensity, the caster may focus the sound waves upon his body at such intensity that he flies by the sheer push of the sound waves.
System: The Realm detemines who will emit the sonic blast. It should be noted that tape and CD players are also able, along with anything else that creates sound, to emit the necessary sonic blasts. Each success from the blast causes 1 level of damage to anyone within hearing range and causes 2 levels of aggravated damage to the undead due to the delicate nature of their atrophied internal organs. Even the deaf are effected.
To use the second level of the cantrip, the Realm is again determined by who will emit the sonic blast. The caster may cause his own sonic blast to telekinetically lift objects and inflict damage are per Legerdemain level 2 (See Changeling the Dreaming 2nd Edition). Each success equals a scene for which the emitter can release this sonic blast, however, unlike the first usage of this cantrip, this type of sonic blast causes no physical damage but rather causes a large humming noise.
This ability allows the adept to weave song into the very being of a person, place of thing. This ability allows one to manipulate and change the very essence of a person. The Sane can be cured. Vegetables can taste good to childlings. This cantrip allows the caster to manipulate the very soul and essence of an object.
System: The Realm determines what the song will be infused into. In game terms, the effects of the cantrip change the spiritual or mental nature of the object, with a few minor physical alterations at best. The duration of the cantrip lasts for a month per success, longer if you achieve 5 or more successes (up to Story teller's discretion). Effect:
1 Success - Minor Alterations (A woman loses her taste for rocky road ice cream, a tree produces less fruits this year)
2 Successes - Significant Alterations (A depressed man suddenly becomes cheerful, a building becomes more dark and ominous)
3 Successes - Major Alterations (A successful business man becomes suicidal, a tree becomes infertile)
4 Successes - Greater Alterations (A person becomes inflicted with a mental disease, people stop visiting a building because it is so horrifying and ugly)
5 Successes - Life Changing Alterations (A home becomes weak and the wood soft, a once brillant scientist is reduced to being a vegetable)
Feracity is one of the eldest of all Arts. Twenty thousand years ago humanity worshipped a woman's ability to procreate through tiny venus-dolls. Fifteen thousand years ago men worshipped bull's horns as a symbol of fertility. In Ireland, two giant mounds were built by the fae as honourary breasts of Dana, the Mother Goddess. Humanity has always had a great respect for the forces of nature and fertility and those that control them. The Fae were feared for their ability to blight to crops. Demeter showed her vengeance upon the world by coating it in icy blanket and destroying all agriculture. Historically, the Fae could cure sterility, cause growth, and ultimate create from nothing. Feracity deals with fertility, creation, and mother nature in all its forms. This is art is typically associated with the Seelie Court, but Unseelie practice it with equal mastery. This is generally considered a Commoner's Art and is common among the Nunnehi, Boggans, Nockers, Ghille Dhu, etc.
(This is a fan-made Art recovered from Welcome to the Endless Dreaming. I had to add types onto the last two levels, I hope they seem accurate.)
- A Sense of Life
This cantrip allows the caster to view the condition of life over a specific group things determined by what Realm is used with this cantrip. This cantrip allows the caster to see how ill, old, weak, strong, etc. a particular realm: actor, scene, fae, nature, and prop. This cantrip basically allows the caster to see the aura and life signs of a particular magickal realm. The caster may tell what shall soon be dead or what is decaying, sense cancer, detect the entrophy in objects, etc. Anything belonging to the Realm used in this cantrip will be viewed by the caster with a full sense of the lifeforce of the things belonging to that realm. This cantrip also allows the caster see wraiths and vampires for what they are with the actor realm. This site doesn't actually manifest itself in the form of vision or any other sense but rather in the form of intuition and psychic sensation.
System: The realm determines what type of objects, persons, or things may be viewed by the caster in such a way that the caster may decern the lifeforce, energy, and entrophy within those things, e.g. when this cantrip is combined with the Nature realm the target will be able to discern the lifeforce and entrophy within any animal, organism, tree, fungi, etc. It should be noted that this cantrip may not be combined with with a secondary realm, e.g. Actor and Fae may not be used in a single casting of this cantrip; although, you may cast this cantrip two more times with different realms and therby view the lifeforce and entrophy of all the realms used on the castings of this cantrip. The duration of this cantrip is one scene, mutiple castings of this cantrip are not culmative and different castings with different realms will still last for only one scene.
1 Success - You can relatively discern how healthy the objects within the Realm are (this allows one to view Wraiths and Vampires as they are)
2 Successes - You may detect the relative age of objects within the Realm.
3 Successes - You may sense death, destruction, and decay within the objects of the Realm (this allows the caster to view the abnormal physiology of Shifters as they are)
4 Successes - You may detect specific diseases or maladies affecting the objects of the Realm.
5 Successes - You may sense and understand the full state of biology or anatomy of the objects of the Realm.
Cantrip Type: Chimerical
The ancient gods were not only asked for heal the crops and make nature grow but to bestow luck and fortune. To grant success in next's years crop. The favour of the ancient Fae could mean success in a hunt or winning a particular atheletic competition.
This cantrip bestows the ability on a particular target granting it luck, fortune, and will. This cantrip has multiple effects and uses usually in some way granting the target a form of luck. Mayhaps, things just happen to have a way of falling in place around a person. An animal has phenominal success in its latest hunt.
System: The Realm determines what type of target the Luck will be given to. In terms, the target is given an extra number of dice equal to the number of successes achieved. Those dice may be spent at any time, once exhausted they remain exhausted until all dice are gone. Mutiple castings are not culmative, one must exhaust the dice before this cantrip may be casted again with the new extra dice. However, rather than extra dice the blessing may also manifest itself as a subtle form of luck, everything around the target seems to fall in place around target; trees remained unharmed during a foresting purge, a senior citizen wins 12 consecutive games of bingo, etc. How exactly this luck manifests itself is up to the ST's discreetion. The Duration of this subtle form is:
1 Success - 1 Day
2 Successes - 3 Days
3 Successes - 1 Week
4 Successes - 1 Month
5 Successes - 6 Months
Cantrip Type: Chimerical
- Demeter's Will
Natural fury of nature is a decimating and feared force throughout humanity's mind. Droughts, monsoons, hurricanes, disease, cancer, sterility, miscarrages, etc. may all be caused with this cantrip. Conversely, the adept may also cause bountiful crops, muscle growth, and cure diseases and maladies.
This cantrip causes any natural occurance to grow or weaken. Rust overwhelms a bike and covers it completely. Once sterile couple become verile and nubile. Crops become blighted and dry. An area will lose its rain.
System: The Realm determines what is affected. Anything naturally occuring in nature may either be hyperstimulated or neutralised, nurtured or abused. Droughts can affect a large crop with land. Decay and Rust may attack the province of Prop. The number of successes determine the degree of growth or decay.
1 Success - Minimal growth/decay (the target catches a cold, the flower attracts a large number of bees this season)
2 Successes - Minor growth/decay (fungus starts to grow within a computer, a light rain comes over an arid landscape)
3 Successes - Significant growth/decay (a woman becomes sterile, a tree that hasn't beared fruit for years suddenly bears fruit)
4 Successes - Important growth/decay (a bike becomes rusted over, a wooden pony is attacked by a swarm of termites)
5 Successes - Major growth/decay (a person is inflicted with cancer, plants grow wildly through a computer system)
Cantrip Type: Chimerical or Wyrd
- Gaia's Fury
This is a power in greater degree than Demeter's Will. Now, not only are natural occurances created, accelerated, or neutralised but not Nature is controlled at a cellular level and as wild as pure raw Glamour. Cells grow wildly out of control. Plants seem to take a life of their own and attack with the fury of animals. Fungi swarm over electronic equipment in seconds. Animals enter a frenzy and attack and respond to the commands of the caster. This ability is feared by supernaturals and fae alike. It is most often used ruthlessly and mercilessly against those who have trangressed against mother earth. System: The system determines what will be affected. The number os successes determines how powerful the effects are.
1 Success - Minimal Changes (Plants achieve minor animal like behaviour, animals respond in hostility towards their masters)
2 Successes - Minor Changes (Animals change species, humans change brain types)
3 Successes - Significant Changes (Wooden objects start to grow again, organs in biological organisms change)
4 Successes - Important Changes (an arm of a person grows wildly out of control, a wild storms centers in a science lab)
5 Successes - Major Changes (an electro-magnetic field builds up within a car, a person's blood cells stop functioning)
Cantrip Type: Chimerical or Wyrd
The gods created the world. It was Odin and his two brothers that made earth and its life from the corpse of the giant Ymir. The Mayan Gods who gave their own red lifeblood to create the world. Prometheus was the one who created man and all other beasts from the river clay. Pan Ku who became the sun, moon, rivers, seas, grasses, wind, rain, and thunder. All cultures have their stories about how their gods created the earth and all life. Although the fae have long ago lost the true power of this gift that their ancestors once had, a small trace of the power exists today.
With this power, the adept sorceror can create nature from his own glamour. The adept weavers his glamour together to create life or any naturally occuring element. They can create a human from nothing, mountains will rise from the earth, rivers shall appear in the middle of the desert, animals can be made from nothing, etc. One can create anything that would naturally occur in nature or that possessed the biological qualities of life. For example, one could create a giant wall of earth to seperate one from his enemies, but one cannot create an desert eagle rifle from nothing; one can create a crude club of wood, but not a sword. In sum, one can create anything that naturally forms on earth that has not been tampered with the tools of man.
System: The Realm determines what you can create. For example, Actor can create a person, Prop can create a club, and Fae could create a winged cat; the fae realm is used to create something fantastic and with natural qualities. You should also note that this cantrip will either create a physical or chimerical object. Banality also heavily plays into physical creations, e.g. you cannot convert a suberb with people living in it into a mountainous region. Any time that you create a physical object that people will not accept exists, it will fade once it reaches contact with a disbelieving mortal. For example, a physical winged cat or angel will simply fade once a mortal sees it. What the tolerance for human believability is at the Storyteller's discretion. Supernatural beings may not disbelieve a creation out of existence.
Wherein in earlier times, the fae could create great beasts of unimaginable power, these days the fae stick to creating humans, animals, and creating beautiful gardens.
Ice isn't nearly so feared on land as it is in the water, but it can often spell death for the mer. Although this Art was created by the mer, trolls who witness its ice-sculpturing beauty often beg to be taught its ways. Its beauty has a double edge to changelings, who sense its connection to the forces of Banality -- immobility, rigidity, crystalline symmetry -- all too readily. Although still devastating on land, the powers of Kryos all work underwater at a -1 difficulty.
(I'm listing this Art as basic if only because, if we're going to have a fire Art, it seems just to have an ice one too. Couple that with the fact that, in Changeling, the entirety of Canada is called The Kingdom of Northern Ice, and restricting its useage just seems stupid.)
- Cold Shock
This cantrip makes a target bitterly cold, not quite to the freezing point, but certainly enough to cause discomfort. The cold bites down almost instantly, and it is as though the person or object has been in freezing weather for some time. Although uncomfortable to mortals, it can be theoretically devastating to cold-blooded animals. Underwater, this serves as a nasty punishment; on land it tends to see more mundane uses (such as keeping drinks cold). Tattered Mel, a pooka unfortunate enough to taste this cantrip's effects after an unwanted play for a merfolk's affections, called the effect "something like an ice cream headache when Satan's working the soda fountain."
System: The Realm determines who or what the cantrip affects. If used against a living target, the victim must make a Stamina roll (difficulty 5+ the number of successes) or lose two dice from all dice pools due to the numbing cold (cold blooded creatures lose four dice and are in physical pain from the effect.) The effect lasts for a scene.
- Gelid Rime
This cantrip covers the target in a thin crust of ice. Although not thick enough to hold a person, it can certainly slow a target down, and can be used to jam up things like keyholes.
System: On land, Gelid Rime is often used in conjunction with the Scene Realm to make a slippery trap for a pursuer (it's also great for ice skating). The Realm determines who or what is covered by the ice.
The number of successes determine the thickness of the ice.
1 success -- "Wafer thin."
2 successes -- Quarter-inch
3 successes -- Half-inch
4 successes -- Three-quarters of an inch
5 Successes -- One inch
- Frost Facsimile
This handy cantrip allows the changeling to create a tangible facsimile of an item out of ice. This changeling is almost never caught without a weapon, and always seems to have an extra tool handy. While the facsimile is still crafted of ice (a magnetic keypad will not unlock for an ice key, and an ice crowbar is too brittle to pry anything) this is still a wildly useful art for creating diversions and handy devices.
System: The Realm determines what can be copied, and the number of successes determines the strength of the item created. Note that the heat of the general area can affect this outcome.
1 success -- Generally weak and flimsy
2 successes -- Not brittle, but still likely to melt
3 successes -- Reasonably sturdy
4 successes -- Not likely to break or melt
5 successes -- Strong as steel
- Crystal Prison
This dangerous cantrip actually encases a victim in a block of ice. Note that the victim is completely encased and may die of suffocation if her head is covered.
System: The Realm determines who or what can be encased in ice. The changeling can choose to localize the effect ("his gun hand" or "just his feet") at a +1 difficulty.
The number of successes determines, again, the thickness of the ice.
1 success -- One inch
2 successes -- Three inches
3 successes -- Six inches
4 successes -- Nine inches
5 successes -- One foot
Type: Chimerical or Wyrd
The devastating effects of this cantrip literally freeze someone from the inside out. Unlike the choking effects of Crystal Prison, Coldheart is more of a mystical freezing, like suspended animation; the changeling can even use it on herself in times of crisis. The target of the cantrip becomes painfully cold to the touch. While frozen the target is unconscious, immune to poisons, gases, or other toxins, and all bodily processes cease. However, the frozen target is also as brittle as ice, and thawing after being shattered is highly unpleasant.
System: The realm determines who or what can be frozen.
The number of successes determines the length of time the target remains frozen until it melts. Unless the changeling's roll botches, she may choose to have the duration be anything up to and including her total successes; for instance, if Tarshinelle gets four successes on her roll; and wants to freeze herself only for a week's time, she may do that. However, if she botched her roll, she might find herself frozen for the whole year, possibly plus change.
1 success -- One day
2 successes -- One week
3 successes -- One month
4 successes -- One year
5 successes -- Permanent (although some say that a kiss can rouse the victim)
Legerdemain is the art of sleight of hand and illusion. Originally based on illusions and "stage magic", Legerdemain commands such parlor tricks, allowing a changeling to affect physical reality. Changelings who are entertainers in Kithain society ( jesters, clowns, pooka, etc. ) generally specialize in this art. While this is also considered a commoner Art, a user of Legerdemain is not as suspect as with Chicanery; however, an Unseelie pooka armed with this art bears watching ( or running like absolute hell ). While many of the effects of Legerdemain duplicate Chicanery, use of this art differs in that it creates substantial illusion that is visible to all changelings and enchanted beings rather than altering a single individual's perception. Their are those that claim that some uses of this art actually create temporary chimera.
Gimmix permits a changeling to maneuver objects telekinetically. With this cantrip she can move, twist, throw, lift and crush things. Fine motor coordination, such as typing or dialing a telephone is impossible however. Anything a real person could do with her hands if her fingers and thumbs were glued together is possible. Gimmix can be used in extremely small places, handling objects that the changeling couldn't normally see or reach. The Bunk for this cantrip must incorporate some hand gesture that mimics the effect of the cantrip.
System: The realm is determined by what the changeling is trying to affect. If she is trying to lift a pooka by his ears, the Fae realm would be necessary, but lifting a knife would require the Prop realm. The number of successes indicates the force of the telekinesis. For objects thrown, the damage possible is determined by the strength of the cantrip ( e.g., Strength = 2 inflicts two Health Levels of damage against a target ). Multiple castings of this cantrip are considered separate castings and cannot be accumulated for greater strength. Five successes ( depending on the target's weight ) and the appropriate Realm are necessary to directly affect a human's body with this cantrip. The effects of this art only last one turn, so the cantrip must continually be recast to maintain any telekinetically lifted object. Alternatively, once a single object has been affected, the character can spend a point of glamour for each additional turn he wishes to maintain the Gimmix.
1 success -- lift 6 oz. -- Strength 0
2 successes -- lift five lbs. -- Strength 1
3 successes -- Lift 40 lbs. -- Strength 2
4 successes -- Lift 100 lbs. -- Strength 3
5 successes -- Lift 200 lbs. -- Strength 4
This cantrip has two major uses; the changeling can cause a large object to move about quickly, or she can entangle an opponent with any scenery at hand, such as roots, old tires, tripwires, etc. If the changeling is attempting to trip an individual, any vines, rope, or other small objects suddenly move to trip and bind the intended target. If no objects exist, the target believes that there are, tripping over his own feet and becoming bound by chimerical vines or rope. The other use of this art allows the changeling to cause one object weighing up to 300 lbs. to spin and whirl about at high rates of speed. Such objects can be targeted at another person or object ( often resulting in much carnage. ).
System: The object being affected determines the nature of the realm needed to cast this cantrip. If the changeling directs an object to smash into a person, the object inflicts three Health Levels of damage for every success achieved in casting. To hit the target with the lifted object, the changeling must succeed in a Willpower roll ( difficulty 7 ). The target is allowed a resisted Dodge roll. For Ensnaring, the number of successes determines how well the target is ensnared.
1 success -- Causes target to trip; target must roll Dexterity + Athletics ( difficulty 6 ) to avoid falling
2 successes -- Target is Ensnared; must succeed a Strength roll ( difficulty 6 ) to escape.
3 successes -- Target is Ensnared and must exceed the Ensnare's successes by three or more in an extended Strength test ( difficulty 6 ) to escape.
4 successes -- same as above, but the target must gain five successes over the Ensnare's successes
5 successes -- As above, but 10 successes.
Targets ensnared remain trapped until they can break free. Multiple castings of this cantrip are not cumulative ( use the Ensnare cast with the highest success in case of several castings upon one target ).
(Changeling: Second Edition, pp. 176-177)
This cantrip creates a duplicate of an object or person that the changeling can see and touch. The copy has all the features of the item that could be seen and felt. An Effigy of a book is tangible, and if the original were open when copied, the Effigy would be open to the same page and have the same writing on the page. The copying of the Effigy is only skin deep, however, so none of the internal qualities of the original are transferable. The Effigy book may be open to the same page as the original but a person couldn't close it or read the other parts. The caster can supply "special effects" to the copy by spending one glamour point per effect ( i.e. making the book open and close, writing on the other pages, etc. ). Creating realistic movement and coherent speech in Effigy created beings requires a successful roll of Manipulation + Subterfuge ( difficulty subject to the complexity of the action taken ). An effigy lasts until the caster ceases concentration, stops thinking about the effigy, or it is eroded by Banality. An effigy can be out of a caster's line of sight, but the caster cannot create any special movements or speech for it. An effigy in the presence of banal individuals begins to erode ( any changeling who has a higher banality score than his glamour rating is considered to be banal for these purposes ). Each turn that an effigy is in the presence of a banal person, one success is subtracted from the cantrip's successes. An effigy in the presence of an Autumn Person deteriorates at twice this rate. The effigy completely discorporates when the banality erodes the successes of the castings to zero. An effigy with six extended successes cast on it lasts six rounds, or sooner if the caster stops concentrating on it ( any action other than concentrating is at a +1 difficulty ). On the seventh, the effigy discorporates. As it erodes, the copy loses its "resolution", and its imperfections become more apparent. Multiple castings are cumulative. Effigies cannot be easily damaged. An effigy damaged by Wyrd or chimerical effects loses one from its total successes but suffers no other ill effects. An effigy reduced to zero successes in this manner completely discorporates.
System: The realm is determined by the caster's subject for his copy when creating an effigy. The number of successes indicates the copy's accuracy, as well as the amount of damage an effigy can inflict on a foe.
1 success -- Bad copy
2 successes -- Major differences
3 successes -- Major differences; can inflict 1/2 chimerical damage
4 successes -- Nearly perfect copy; can inflict chimerical damage
5 successes -- Exact duplicate; can inflict Wyrd damage ( only if the caster initially specified the effigy as a Wyrd )
Type: Wyrd or Chimerical
The changeling can instantaneously move things from one place to another. A favorite of pickpockets, Mooch can remove a trinket from a mark's pouch and replace it in the caster's own. The cantrip only works if the caster can see the object, or he has seen it within the past minute. A coin could be mooched in plain sight, though anyone watching would spot the Mooch.
System: When casting this cantrip to mooch an item from another character, the changeling uses whatever realm is appropriate for the item's current owner. For example, Iain the pooka notices that Anya the boggan has these really neat shoelaces in her sneakers today, and he would like to "borrow" them. To Mooch the shoelaces, Iain would need the Fae Realm since Anya is a boggan. If his attention is captured instead by the charm bracelet on the wrist of a mortal girl working at a newsstand, he would need the Actor realm to work Mooch on her. If the object is on its own, then a realm appropriate to the object being mooched ( generally Prop ) is needed. So if the mortal girl takes off the bracelet that Iain's hankering after and lays it on a stack of magazines, Iain would need Prop to work Mooch this time. The number of successes determines how well the changeling performs the mooch. To determine if her object is missing ( unless she was holding the object in plain sight, in which case the Mooch is apparent ), the target may make a Perception + Alertness roll ( difficulty 4 + the number of successes gained for the Mooch ). Characters who possess the Pickpocket Skill receive one automatic success when they cast Mooch.
Type: Chimerical or Wyrd
- Phantom Shadows
This cantrip is the true art of illusion creation. Whereas effigy creates an unmoving copy, Phantom Shadows creates original illusions and engenders them with sentience. The created illusion can be of any subject the caster desires and is difficult to differentiate from the real thing, unless those who examine it are mystically aware or possess faerie sight. The Phantom Shadow intrinsically knows what its caster wants and carries out her wishes; however if the caster forgets ( or is made to forget as with Fugue ) the existence of the Phantom Shadow, the casting essentially becomes a free-willed, uncontrolled chimera and acts on its own whim ( a sleeping caster does not forget merely because she sleeps; her unconscious mind still remembers ). A Phantom Shadow has exact parameters with unique limitations. A Phantom car does not necessarily have gas, and a Phantom Shadow soldier does not appear with a gun, although the cantrip does create clothes for the soldier to wear. A created computer possesses operating software, but nothing else ( no spreadsheets, word processing or gaming software ). Phantom shadows cannot be used to make a target appear as something else.
System: The item or creature created determines the nature of the Realm needed to cast this cantrip. Entire phantom ( or chimerical ) buildings can be constructed through the use of the Scene realm. The casting of this cantrip actually creates a malleable chimera. The chimera thusly can either be animate or inanimate at the caster's choice. The number of successes gained determines how believable the illusion is as well as how powerful it is. Multiple castings are cumulative in the same manner as with effigy. Each time the cantrip is cast, the caster receives five chimera creation points for each success earned. A chimera created by Phantom Shadows remains for as long as the caster continues to supply it with glamour. The caster must supply the Shadow with at least one point of glamour per day or it vanishes. A Phantom Shadow that has been released and becomes a true chimera begins to seek out its own glamour - by whatever means necessary. Phantom Shadows can inflict chimerical damage on any target, including enchanted mortals and supernaturals. A target may disbelieve on an extended Perception + Kenning roll, difficulty 7. If the disbeliever achieves more successes than the caster of the Phantom Shadow, the Shadow immediately disperses. Banality also tends to erode the illusion in the same way as Effigy, but the decay is slower; the total number of successes reduces at the rate of one per hour of exposure ( Illusions that are patently "unbelievable", such as tap dancing fish, tend to erode faster ). Autumn People tend to cause Phantom Shadows to discorporate at twice this rate.
1 success -- Fuzzy Image ( 5 points )
2 successes -- Looks real if it's not studied too closely ( 10 points )
3 successes -- All but the finer details are complete ( 15 points )
4 successes -- Only the slightest imperfections ( 20 points )
5 successes -- Perfect image ( 25 points )
Type: Chimerical (a Phantom Shadow made "real" by calling upon the Wyrd must be maintained by spending a point of Willpower every turn.)
In ancient times, faeries' forms were as mutable as dreams themselves. An echo of this power has been passed down as the Art of Metamorphosis. With it, princes have been turned into toads, children into swans and young kings into damn-near-anything. While not exclusively a commoner Art, it nevertheless was used extensively in the days after the Shattering, when skillful hiding amongst mortals meant the difference between life and death.
This Art turns a living creature into another living creature, therefore, a fairy godmother could turn mice into horses, but to change a pumpkin into a carriage or a man into a chair would require Primal.
The base duration for a Metamorphosis cantrip is one turn; successes beyond those required for the effect may be used to enhance the duration (see chart below). For example, with five successes the character using Impersonate (Metamorphosis ··) may look like a troll for one hour, or a perfect likeness of a specific troll for one turn.
1 success -- One minute
2 successes -- One hour
3 successes -- Twelve hours
4 successes -- One day
5 successes -- Three days
Spending a temporary point of Glamour will add one level to the cantrip's duration; i.e., one minute becomes one hour.
- Hidden Form
This cantrip allows the changeling to camouflage herself or another living being with the play of light, shadow and color on her body. This is especially effective in woods or other places with a broken landscape of darkness and light. Note that this cantrip only affects vision; going unseen doesn't necessarily equate with going unheard.
System: Difficulties to spot the changeling are increased by 3. The number of successes indicates the cantrip's duration. This cantrip varies from the Chicanery cantrip Veiled Eyes in that since it is physical invisibility rather than mental camouflage, cameras are also affected.
With this cantrip, the Changeling can alter her appearance to look like another person or kith; it doesn't bestow any of the powers or birthrights of that person (e.g., impersonating a master nocker gives you neither his skill at chimera forging nor his highly-developed Arts). The target will sound (more or less) like the intended target, but some skill in acting may be required to pass more than a cursory inspection.
System: The change may be simply an altering of the fae mien (i.e. chimerical), or it may affect the mortal seeming as well (wyrd). Successes determine the fineness of detail. The Art paints with broad strokes, as it were, before concentrating on details, so in order to appear like a specific person of the recipient's own kith, five successes are still required.
1 success -- Vaguely like another kith (You're sort of bluish).
2 successes -- Could pass for the kith if they aren't paying attention (You look like a short, overweight troll.)
3 successes -- Most of the details are accurate. (You're a troll.)
4 successes -- Looks similar to a specific person. (You're Lyros' older Unseelie cousin.)
5 successes -- Nearly a perfect image of a specific person (General Lyros, sir!)
Remember that the size must be similar to the caster's unless Go Ask Alice is also used.
Type: Wyrd or Chimerical
- Go Ask Alice
This is one of the reasons the fae are also known as "The Little People." Since it is much easier to hide from prying mortal eyes when there is less of you to see, changelings would often shrink themselves to small size. Some freeholds were built with entrances too small for normal-sized mortals to squeeze through, making the hold an inviolate sanctuary for those who possessed this cantrip.
System: The number of successes determines size. This can be cast multiple times to alter size or duration even further, so that 10 successes could make the recipient breadbox-sized for three days. As with Impersonate, Go Ask Alice can alter the size of the mortal seeming as well as the fae mien. Be warned that a 30-foot giant will almost certainly suffer Banality's effects should any mortals see him.
1 success -- 3/4 or 1 1/2 times normal size.
2 successes -- 1/2 or 2 times normal size.
3 successes -- 1/4 or 2 1/2 times normal size.
4 successes -- 1/8 or 3 times normal size.
5 successes -- 1/16 or 3 1/2 times normal size.
Type: Wyrd or Chimerical
- Merlin's Lessons
Fairy tales are full of princesses turning into birds, princes changing into toads, witches becoming cats and peasants turning into newts (don't worry, they'll get better). This cantrip is how the fae performed such feats.
System: Successes determine duration. For an additional point of Glamour, natural advantages and powers can be bestowed -- for instance, a changeling turned into a bat could fly and echolocate. Go Ask Alice is required to dramatically alter mass.
- Mythic Transformation
One of the most powerful yet dangerous cantrips modern changelings can know, Mythic Transformation can change the fae into a full-blown creature of legend such as a dragon, manticore, or firebird.
The changeling in essence becomes a creature of the Dreaming, with all the strengths and weaknesses of that beast. The changeling who becomes a dragon, for example, may be able to fly and breathe fire, but may also be subject of extreme avarice and carry a fatal flaw in his armor. Likewise, a changeling in a unicorn's form may be able to heal with his horn, but would have an aversion to "impure" people. Powers and frailties are subject to the Storyteller's discretion.
The dangers of using this are many. Because the changeling is an actual mythic creature, Banality slowly eats away at their very substance. The changeling loses Glamour at the rate of one per hour. Once his Glamour pool reaches zero, he loses Health Levels at the same rate.
Further, if a skeptical mortal sees the changeling, the changeling may be cast into a random point of the Dreaming in the same way chimera may be.
System: This is a very powerful but costly cantrip. For the transformation to be complete (all the powers and frailties of the mythic beast), the changeling must sacrifice a permanent point of Glamour in addition to the usual Glamour costs; otherwise the character merely takes the form of the beast. Go Ask Alice is required to drastically alter size.
Oculus is the Art of Sight. It enhances a Changeling's vision to mythic ends, allowing for the all-seeing perceptions that so many mortals admired--and feared. Though not granting the eye-lasers of science fiction, this Art nevertheless is a powerful tool for spies, court intrigue and clarivoyants.
(This is a fan made art I wrote myself.)
- Eyes of a Hawk
At this level, a Changeling's sight is increased tenfold; vague blurs in the distance suddenly can be seen with remarkable clarity. Perception rolls are at up to a -3 difficulty. Though obstructions will still be in the way (such as trees or brush), as long as there is a clear spot, the Changeling will be able to see for miles.
One Success - Images one city block away become as crisp as if they were next to you.
Two Successes - Sight over half a mile is in rich detail.
Three Successes - Images one mile away are clear.
Four Successes - Objects five miles away can be seen just fine.
Five Successes - The Changeling can pinpoint things 10 miles away or more.
- Omniscent Sight
By covering one or both of their eyes, the Changeling can transfer their sight to a faraway location, such as the top of a building. The difficulty is increased by how far away the location is, and it will be considered an extended action if the character tries to "hold" their eyes there for longer than a few minutes, or if the character leaves the room. Be warned, as the further away the eye is, the less clear the images become.
- All Seeing, All Knowing
The character sprouts a third eye from their forehead which grants increased mental clarity. This level of the Art may be used in conjunction with Soothsay Cantrips or with other forms of concentration to increase the chance of success. Failure or botching of this roll, however, may result in temporary bouts of migranes or even random visions.
- Piercing Visions
The character gains the ability to see things not normally on the visual spectrum. This can include X-Ray vision, Infrared vision, Night vision, and more (at the Storyteller's discretion). However, the character can only do one at a time (in order to have Infrared AND Night vision, two Cantrips must be cast).
- Owl's Eyes
The character literally sprouts eyes in the back of their head.....or sides, or top, or wherever else s/he directs them to. The difficulty may be increased or more successed needed to sprout them in places other than the head, but the more successes the player gets, the more eyes they sprout. Please note that this Cantrip does not stack with the other levels of this Art; if the player wants to see through walls with his/her new eyes, they will have to roll a seperate Cantrip.
One Success - Two eyes sprout between the hair on the back of the character's head.
Two Successes - More eyes sprout on the back of the head, or one eye sprouts on each side of the character's head.
Three Successes - More eyes sprout on the sides of the head, or one eye sprouts on the character's torso.
Four Successes - More eyes sprout on the torso, or one eye sprouts in the character's palm.
Five Successes - Multiple eyes in multiple locations sprout.
Much of the power of changelings arise from the elemental affinity between their faerie souls and the forces of nature. In ancient times, the spirits of rocks and trees whispered their secrets to the fae who lived in the forests and groves. The ability to hear the forests' whispers was lost by most changelings during the Shattering, remembered only by the Inanimae. One of the first things the Inanimae taught the changelings after the Shattering was how to whisper back. The Inanimae are mostly asleep now, and the art they taught - Primal - is rumored to be only a fraction of the wisdom the nature spirits could have imparted. As a sign of gratitude to these beings, the cantrips of Primal are named after the spirits who helped the fae relearn these connections. Kithain often stereotype other changelings who specialize in Primal cantrips as "salt of the earth" types; simple, stolid and honest. This oversimplification often makes them the butt of pooka jokemeisters. Primal cantrips have no effect on anything made of pure iron, though they can affect alloys, such as steel.
- Willow Whisper
This cantrip allows the changeling to talk to anything, even things that normally cannot talk or understand speech. Willow Whisper grants the ability to speak to books, furniture, rocks, plants, buildings, aliens .. anything. There is one limitation to this cantrip: all requests must be phrased into a whisper. Using Willow Whisper in a place such as a football stadium in the middle of a game is a fruitless exercise. Also, nonsentient objects possess nonsentient intellect; rocks and trees may be really interesting to talk to, but they process information differently. An oak tree might think of "a short while" as 20 years, while a rock may consider several thousand years as a brief moment. You should imbue inanimate objects with personalities appropriate to their natures.
System: The nature and prop realms are most commonly used in conjunction with this Art, describing the object with which the caster is trying to communicate. The successes indicate how many questions may be asked and the clarity of response from the subject. Multiple castings upon a target are cumulative, but each successive casting is at +1 difficulty. The realm describes the object with which the changeling is communicating.
1 success -- Mumbling, meandering answers; one question only
2 successes -- Vague, obscure answers; 3 questions
3 successes -- Clear but strange answers ( the object is thinking in its terms; not recognizable human or fae terms ); lasts one scene
4 successes -- Clean, straight forward, but very boring answers; lasts for one week
5 successes -- Perfectly clear, lucid, interesting answers; lasts for up to a month
- Eldritch Prime
The user of this cantrip can cause any one of the following natural elements to appear: fire, water, earth, air or wood. The cantrip causes the element to appear in the most natural form possible: water showers down as either rain or bubbles up from the ground like a spring; wood either sprouts out of the ground or an object "grows" bark. The element can appear in an unnatural setting ( such as rain indoors ), but the element could not appear in an unnatural or manufactured form. A changeling could not suddenly cage an opponent inside a square wooden box, but he could cause a network of roots to grow around a target, forming a most unusual prison.
System: If simply creating natural elements, the Nature realm is used. If actually affecting an individual, both the nature and the appropriate realm ( for whatever is being affected ) must be used. The number of successes determines how much of the element appears. For every two successes gained ( round up ), the changeling can create a one-die effect ( as is generally the case when conjuring fire and air ) or provide one Health Level of protection ( as can be the case when conjuring stone or wood ). For example, a caster achieving three successes can cause a root prison to appear that could withstand two levels of damage. A caster who rolls one success could summon a flame that would inflict one Health Level of damage, or cause bark to grow on her skin, protecting her from one Health Level of damage. Multiple castings are cumulative. The changeling can direct where the element will appear, but she cannot control what the element does unless she recasts the cantrip. If she causes fire to rain from the sky, she cannot control the path of the resulting inferno unless she recasts the cantrip and receives at least as many successes as the present size of the flame. The consistency of the element is up to the caster, but she may not conjure anything that is not a phenomenon "normally" occurring in nature. The effects of this cantrip last for one minute for each success earned.
This cantrip imbues an object or person with the solid, protective essence of oak bark. Targets of Oakenshield can resist a tremendous amount of chimerical punishment.
System: The Fae and Actor realms are most commonly used in conjunction with this art, though it is possibly to use Prop or even Nature in some aspects to protect a specific item from damage. Each success provides a Health Level over and above the Health Levels already possessed by the target. These extra health levels last until they are destroyed by damage or deliberately shed by the wearer. Multiple castings are not cumulative, and any successive casting of Oakenshield negates the successes gained by any previous castings of it.
- Heather Balm (or Holly Strike)
This cantrip has two uses: it can either mend that which is broken, or it can break something by expanding upon tiny imperfections in the object. The caster can heal or break anything, although certain objects may require an extra expenditure of glamour and/or Willpower.
System: Almost any realm can be used in conjunction with this art. The realm used is determined by the person or object to be healed or harmed. If the caster uses scene realm to spread the damage over a large area ( or several persons ), the total damage is equally distributed. Heather balm heals one health level per success. It might require more successes to heal a nonliving object than a living object. For Holly Strike, one health level of damage is caused for each success earned. When this art is used on people, weird, jagged lacerations appear on random parts of the body.
This cantrip allows the caster or another target to take on the shape of something else. The new form possesses all of the Attributes and disadvantages of the new form. If the changeling turns himself into a tree, he may be taller and tougher, but he won't be able to talk ( unless he casts Willow Whispers - just how does one perform that Bunk now anyway? ). If he turns himself into a stone, well, he'd better hope he's in a scenic spot, because he'll be seeing a lot of it in the next several centuries. While it is possible for the changeling to transform himself into the form of a mythical beast, he does not gain any magical powers from the change. A character altered by Elder-Form only gains any natural abilities that form may have, not supernatural powers. For example, a changeling who transformed himself to appear as a vampire would have pale skin and maybe even fangs, but he would gain none of the special vampiric powers ( such as regeneration ), nor would he be susceptible to a vampire's weaknesses ( such as sunlight ). The same would be true if a changeling transformed himself into a dragon; he would have scales and claws, but he could not breathe fire.
System: Unlike most cantrips, the realm used with this art is determined by the form the caster wishes the target to take. The period of transformation is determined by the number of successes. There is a chance that the target will revert to her original form each time an unenchanted person comes in contact with the target. Roll the unenchanted person's banality ( difficulty 9 ); if the number of successes on this roll equals or exceeds the number of successes made by the caster of Elder-Form, the cantrip is dispelled.
1 success -- one turn
2 successes -- one hour
3 successes -- one day
4 successes -- three days
5 successes -- one week
Half a million years ago, mortals discovered the lure and beauty of fire. The fae have been playing with its beautiful might for considerably longer. They can control the powers of the will-o-the-wisp and create servants of living fire. This Art uses Glamour to weave and shape flame into pleasing shapes and effects.
This cantrip creates a ball of chimerical flame that will lead its creator to a specific place, person or object. This cantrip is often used as the "lead dog" in a hunt. Te will-o-the-wisp tends to weave and wander a lot, often not taking the most direct path but usually the safest.
System: The realm determines where or what you are being led towards. The number of successes determines how direct and safe a route the will-o-the-wisp will take. One success means that the route will be meandering and possibly treacherous, while five successes indicates that it will follow the most direct and safest route.
- Willow Light
This cantrip will allow you to illuminate or cast auras of light upon objects or places. With this cantrip you can cause objects or people to glow, or even cause an entire place to become lit by this phosphorescence. This effect will last for one hour for each point of Glamour spent on its creation.
System: The realm determines what or where can be illuminated. The number of successes determines how bright the glow will be.
1 success -- Dim light (Christmas tree light)
2 successes -- Visible light (60 watt bulb)
3 successes -- Bright light (100 watt bulb)
4 successes -- Incandescent light (Halogen bulb)
5 successes -- Blinding light (10,000 watt bulb)
Type: Chimerical or Wyrd
- Prometheus' Fist
This cantrip allows you to completely engulf an object in flame. These objects will burn with tremendous heat, but will not affect you or the object, though they will burn anything that they come into contact with. This cantrip is often used to create flaming weapons, inflicting horrible wounds upon the victim of such an attack. These flames are not flammable in that they will not actually catch other materials on fire, but they will cause burn-wounds. The effect will last for one turn for each point of Glamour spent at the time of casting.
System: The realm determines who or what can be wreathed in flame. The number of successes determines the intensity of the flame and how many extra dice of damage a weapon will cause, or how much damage will be caused by coming into contact with the flame, at a one for one ratio.
Type: Chimerical or Wyrd
- Burn and Boil
This cantrip allows you to engulf a chosen target in searing fire, generally consuming the target within minutes or even seconds. This flame becomes a normal flame once it is released, igniting and burning the target of the cantrip just as normal flame would.
System: The realm determines who or what will be consumed by flames. The successes indcate how many dice of damage are caused by the effects of this cantrip. The fire burns at this intensity until extinguished, at a one for one ratio.
Type: Chimerical or Wyrd
- Star Body
By performing this cantrip, you can transform something into living flame, keeping all its intrinsic abilities and powers intact -- a cat will still be a cat, a sword will still be a sword, a person will still be able to move about and think for herself, etc. This cantrip is often used to create more formidable freehold guardians and other beasts. Anything considered part of an object or person will usually be transformed as well, such as equipment, weapons, etc. As with Prometheus' Fist, the fire created by this cantrip does not harm the caster. The flame itself is magical, and will not ignite other objects unless a creature so transformed desires to. Creatures or objects so transformed inflict three extra Health Levels of burning damage, in addition to any damage they normally do.
System: The realm determines who or what can be transformed. The number of successes determines the length of time the target of the cantrip will remain transformed.
1 success -- One turn
2 successes -- One minute
3 successes -- One hour
4 successes -- One day
5 successes -- One week
Type: Chimerical or Wyrd
Soothsay is the art of divination, prediction, and interaction with the Dán, the fae belief in fate. Dán is like an immense, complex, shifting tapestry, too complicated for most to fathom. All beings, whether mortal, fae or Prodigal, have the threads of their fates caught up within this tapestry. Wormlike and blind, they burrow their way along their threads, until they suddenly realize that they have unwittingly caused the end they've achieved. Occasionally, the forces of Dán make themselves apparent to a person. The most dramatic of these incarnations are the Norns, or Three Sisters, but the visitation can be more subtle. A priest glances down and sees a shiny golden coin. Instead of giving it to the church, he pockets it for himself. Years later, he is caught embezzling church funds. This art is for thinkers and contemplative Kithain. As such, changelings who specialize in Soothsay can often be found as seers and advisers to nobles. Most Kithain have widely differing views on fae skilled in the art of Soothsay. Nobles find them useful for court intrigue, and commoners are wary of their knowledge. In general, they are accorded with much respect.
In general, most people have difficulty in seeming themselves as part of the "big picture". This cantrip offers a glimpse of the target's place within the great tapestry of the Dán. Subtle clues of the ultimate fate of a person, place or thing reveal themselves to the caster. While this cantrip is too weak to ascertain more than a hint of the target's future, Omen is nonetheless a useful tool. The information gleaned by Omen is cryptically prophetic. It hints at the target's future, but is sometimes vague concerning the immediate present. The changeling may not be able to discover that the target is an axe-murderer, but she might guess that the target's intentions do not bode well for someone.
System: When casting an Omen cantrip, the Realm determines what the Omen is about. In most cases this realm will be fae or actor ( since most omens concern people ), though it is possible to cast an Omen upon an object and thus learn a little about its future. The successes determine what information is available of the subject. None of the answers provided are straightforward, and the responses are normally framed as symbolic, visual clues. For example, a caster of Omen achieves three successes on an Unseelie troll with a Savage Legacy. The image seen might be of the troll wandering naked through a library with a look of confusion on her face. Suddenly she grabs the nearest book and begins to eat the pages.
1 success -- One clue about an immediate plan of the target
2 successes -- One clue about the Demeanor or general disposition of the target ( if a changeling, one clue about his Court alliance )
3 successes -- One clue about a long term goal of the target
4 successes -- One clue about the inner nature ( or Legacy ) of the target.
5 successes -- One clue about a closely guarded secret of the target.
Again, a changeling casting this cantrip receives no direct information. She couldn't cast this cantrip over Blackbeard's grave and find his treasure upon rolling five successes, but the cantrip might give her contextual clues as to where to look. Multiple castings are not cumulative. Any further castings are at +1 difficulty, and the info has a tendency to be more vague with each successive casting. The Bunk used to spark the cantrip should involve some traditional form of fortune telling ( Tarot, tea leaves, astrology, entrail reading, etc. )
- Fair is Foul and Foul is Fair
With this cantrip, the caster can more actively affect the target's Dán. She can curse the target with misfortune, or she can throw a ray of good fortune into the target's path. In either case, the change is not usually major; the target's situation usually only affects elements not already decided one way or another. Powerful enemies will not suddenly die, but with a bit of good luck, the target may find a piece of information that changes her enemy's mind about her, or ( with bad luck ) the target's closest ally suddenly decides she is not trustworthy and joins the enemy camp. Whatever happens, the change is usually unexpected.
System: The realm is determined by the target of the cantrip, the elements affected and any other characters involved. Multiple castings are not cumulative; they only cause multiple effects. Furthermore, all successive castings upon a target are at a +1 difficulty, and successive bad effect castings on the same target have a tendency to rebound on the caster. The number of successes determines the amount of good or ill fortune the target receives. For "quick and dirty" fortune, the caster can either raise or lower the difficulty of any one roll no higher than 3 or lower than 5.
1 success -- Find or lose a small thing ( car keys; an old friend )
2 successes -- Find or lose a valued acquisition ( your Rage deck; a valued friend )
3 successes -- Find or lose something treasured ( a passionate love; a sizable inheritance )
4 successes -- Find or lose a major element ( a powerful person/enemy; a magical sword; your lifetime companion; the family fortune )
5 successes -- Find or lose something critical ( your health, never fatal; a major magical tome )
(Changeling: Second Edition, pg. 182)
This cantrip provides a way to scrye though an object that is familiar to the caster. With Tattletale, the changeling can see anything that is within the immediate vicinity of the object. The image appears in any reflective surface that she desires. In order to successfully cast this cantrip, the target must be well known to the changeling, or she must possess a part of, or know its True Name. Once she establishes a connection, she can use any Perception based Ability or cantrip through the object.
System: As with all cantrips involving multiple elements, several Realms are needed to incorporate everything. For instance, a troll wants to spy on several Nunnehi who stole his favorite goblet, as well as the nearby scenery. He would need Fae 4, Prop 2, Scene 1. If he just wanted to view the interaction between the Nunnehi, he would only need Fae 4 and Prop 2. If he wished other characters present to view the scrying, he would need the appropriate Realm of the characters. Multiple castings are not cumulative on this cantrip. There is no limit to the casting's range. Some users have even caught glimpses of the Dreaming ( if the object is in the Dreaming, Umbra, Etc., subtract two from the total successes. Assume the cantrip failed if the net result is less than one ). The more successes gained, the more detailed and intricate the information.
1 success -- Shimmering glimpses, with breaks and gaps if the object is moved. Visual only, lasting a turn
2 successes -- A good image that lasts approximately five minutes with no sound or color. The viewpoint cannot be chosen, and it does not change unless the object is moved.
3 successes -- The image is perfectly clear, with full color and fuzzy sound quality ( sounds can be heard from within five feet of the object ). Viewpoint may be tilted up or down, or pan left to right. Contact lasts one scene
4 successes -- Same as above, except that everything within normal earshot of the object can be heard. Furthermore, the caster can focus (or "zoom" ) upon any detail near the object. With a successful Soothsay + Realm roll ( difficulty is the target's Banality +4 ), the caster may use Omen on any subject she can see with this cantrip. Contact lasts sunrise or sunset, whichever is closest.
5 successes -- As above, except that the caster can move her point of view where ever she likes. She can choose a subject and follow him, even if he moves out of eyesight of the original object. With a successful Soothsay + Realm roll ( difficulty is the target's Banality +4 ), she may use up to Level Two Soothsay cantrips upon the target ( giving new meaning to a "good luck charm" ). Contact lasts one full day, but a Stamina + Meditation roll (difficulty 7) is necessary to maintain contact every six hours.
A changeling uses Omen to get a small glimpse of a person's Dán. With Augury, he can throw a major element into the path of a person's destiny. Augury works as a limited form of Fate Fire. After the Bunk is performed ( which must include some form of divination, as with Omen ) and the cantrip is cast, the changeling describes a scene or even which will take place at some time in the future. The even could occur anytime, and the caster has no control over when it does. Furthermore, the adage "Be careful what you wish for ..." is particularly germane here; the changeling describes the scene, but the circumstances leading up to and following the scene can be quite different than what the fae had in mind. For instance, a caster describes a scene wherein her worst enemy is butchered by his own treacherous guards. What could happen is something could happen that the caster is forced to cast Elder-Form on herself into an exact likeness of the enemy. Just imagine her sweating bullets as she approaches her "loyal" guards in the Elder-Form guise of her enemy. Will now be the time they strike? ( insert diabolical laughter here ). No one knows whether the caster of Augury engineers the future event, or the caster's own Dán is at work as a moment in the future unravels backward in time, planting a kernel in the Augury of the intrepid caster.
System: Multiple castings are not cumulative; however, multiple castings can "link" successive scenes in the future together. No more than three scenes may be so linked, and there can be unforeseen plots and elements in between the linked scenes. ( The more you attempt to control your Dán, the more your Dán controls you, Oedipus ). The realms describe all the major elements within the Augury, including the target. To affect large areas outside the immediate vicinity of the target requires Scene. The number of successes determines the pivotal consequence of the described event.
1 success -- Minor event, a scenic element ( slight weather change ); car keys found, an expected letter arrives
2 successes -- Uncommon event, a major scenic element ( thunderstorm, snow, 3 car crash ); an old friend calls out of the blue, IRS decides not to audit you
3 successes -- Significant event, freakish weather ( lightning strikes a particular person, or a rain of toads falls over L.A. ); a dog reveals his owner's murderer; an ally arrives in the nick of time.
4 successes -- Decisive event, wide ranging elements ( basketball sized hail for 36 hours, or black rain for a week ); the state militia rebels; the IRS sets up a trust fund for you, based on your tax shelter.
5 successes -- Acutely incredible event, nearly impossible elements ( the President admits he is a vampire, a town simply disappears ); the state militia announces its allegiance to Peru; a 3 headed baby holds a press conference.
Note: The caster receives one free success ( in addition to any successes earned ) if her suggested Augury event is a complimentary element to the target's Dán. For example, if her target is a person dying of AIDS and she describes a scene where he passed away with all of his loved ones present, she gets one free success. If no successes are earned, she does not get this free success.
- Fate Fire
Many people have little contact with their Dán; this is why the concept is so elusive. The day of reckoning does not usually arrive for a while. Casters of Fate Fire can speed up the process and bring a person's fate to manifest sooner for good or ill, depending upon the balance. The caster has no control over the outcome. Of course, he can make suggestions as to what may be the most fitting manifestation of Dán. Casters of Fate Fire often have vague, portentous dreams of what will come to pass.
System: As with most Soothsay cantrips, the caster needs all of the realms that will play a part in the casting, including that of the target. As this is an unusually powerful cantrip, there should be some time and thought put into the target's manifestation of Dán ( fate is usually obvious in its manifestation, but this cantrip should not totally unbalance the story, unless one means to have the main plot as the aftershock of Fate Fire ). The successes determine the degree of Dán brought to bear upon the target.
1 success -- The target receives a chance encounter, warning her of the consequence ( or benefits ) of her actions. A troubled soldier has nightmares about war; a bad driver is nearly hit by a car.
2 successes -- The target receives a clear illustration of her Dán, suggesting her ultimate rewards. The soldier receives Jonathan Livingston Seagull in the mail ( no return address ); the bad driver sees two cars smash up.
3 successes -- A sudden turn of events in the target's plans either set her back or propel her ahead of "Schedule". The soldier is court-martialed; the bad driver suddenly inherits a hot rod.
4 successes -- Fate dramatically steps in and reveals the ends of the target's means. This may mean either sudden calamity or sudden prosperity. The soldier's platoon is wiped out ( except for him ), and he throws away his gun in an attempt to save an infant. The driver's close friend dies in a car accident.
5 successes -- Instant karma. A character's fate is immediately brought to fore. The soldier receives a supernatural visitation, informing him that his fate is not tied to warfare, but to saving lives. The reckless driver has a car accident but may ( or may not ) live to become a safer driver.
In ancient times, the sidhe used Sovereign to regularly enforce their noble dictates upon the commoner kith. A few highly conservative ( and unpopular ) nobles still adhere to this custom. The art of sovereign forces commoners and nobles of equal or lesser ranks to obey the caster's dictates. Thus, a knight could not use Sovereign on a baron. This art is the most widespread grievance that commoner fae have against the sidhe nobility. As such, wise nobles use this art sparingly, lest they risk a revolt among their subjects. Traditionally, this art was jealously guarded by the nobility, but in recent times this art has surfaced in some commoners' use. Some members of the Beltaine Blade blame House Fiona, but the more likely reason is the rise of the non-sidhe nobility. Any time this cantrip is used to affect a changeling of equal rank ( commoners are all considered to be of equal rank ), the target can make a resisted Willpower roll ( difficulty 6 ) to resist the effects of this cantrip. Each success reduces the caster's successes by one. Any character can spend a Willpower point to be allowed to make a similar roll, but at difficulty 7.
This cantrip allows nobles to conduct business and hold court functions without being perpetually interrupted by noisy childlings and commoners. Protocol ensures that everyone affected behaves as noble etiquette requires, although a roll is required to determine if the target(s) can fathom the dictates of the proceedings. When this cantrip is cast, no one may speak out of turn, and sudden combat and tomfoolery are out of the question. Duels between persons of rank equal to settle disputes are acceptable, if the reigning noble permits it.
System: The realms describe the targets affected. Obviously, certain Realms ( such as Prop ) are useless with Protocol. The number of successes determines how difficult the Protocol cantrip is to break by making a resisted Willpower roll as described above. A botch when resisting this cantrip means the target abases herself by bowing and scraping to the reigning lord until the cantrip ends. This cantrip remains in effect until dusk, dawn or when the lord proclaims "Court adjourned!" - whichever occurs first. Multiple castings of this cantrip are not cumulative. Two nobles who attempt to cast this cantrip at the same time is a minor breech of etiquette to the higher ranking noble ( of course, the lower ranking noble's Protocol fails ).
This cantrip enforces the power of authority and command over commoners and underlings. The target is simply unable to disobey the requests of the caster, although the target is aware when Dictum is used upon him ( even if he is unfamiliar with the art ). A target under the sway of Dictum attempts to carry out the caster's requests to the spirit and letter, unless the request would somehow place him in immediate danger. A target couldn't be told to attack a werewolf, but he could be asked to guard the door against werewolves, as the command does not place the target in immediate harm. This cantrip, more than any other Sovereign cantrip, is the major point of contention between commoners and nobles. Commoner kith seem to take less of an affront to the use of Grandeur ( see below ) than a user of Dictum. After all, most Kithain already respect and feel a certain sense of awe for the nobility, but they do not appreciate being forced to bow and scrape before every noble's whim.
System: The realm determines the targets affected by the cantrip. The number of successes denotes how difficult this cantrip is to resist by making an opposed Willpower roll as described above. The cantrip lasts exactly one hour. Multiple castings are cumulative ( successive castings are at an addiction +1 difficulty for each time cast )
Type: Wyrd or Chimerical
Grandeur impresses upon others that element of the majesty of Arcadia that every noble and sidhe carries. it is the component of the noble poise and refinement that later mortal rulers attempted ( but ultimately failed ) with their divine pageants and coronations. Anyone who views a caster of Grandeur is overcome with awe; he can take no action ( violent or otherwise ) in the presence of the noble ( even if that noble attacks the target ). Holding court is not possible for a caster of Grandeur, as most attendees would be unable to speak. Changelings with romantic Legacies tend to fall in love with casters of Grandeur; this may be the reason it is rarely used in public ( although High King David does seem to have an overwhelming number of admirers ... )
System: When Grandeur is cast, the Realm is determined by the subject(s) of the cantrip. The Scene Realm can be added to affect multiple targets. If someone wishes to resist, she may attempt an opposed Willpower roll ( difficulty is the number of successes scored by the caster ). This cantrip lasts for one scene. Multiple castings are cumulative ( successive castings are an additional +1 difficulty for each time cast )
- Weaver Ward
Use of this cantrip prevents a door or entranceway from being passed by a certain person or inanimate objects. Alternately, a caster can use Weaver Ward to insure that no one picks up or uses an object ( if the cantrip is used in this manner, the caster must also possess the Realm that represents the object. ) A changeling may use this to erect a selective screening for this Ward that lets certain persons through ( though the person's True Name must also be known and spoke aloud at the time of casting ), such as a Warded cave that only permits members of a certain society to enter. She can also create a deactivator password that temporarily shuts the Ward down; "Open sesame" and "Open locks whoever knocks" are two more famous examples of such. Weaver Ward may also be used as a "cantrip lock", or a lock against unwanted counterweavings. Cast in this way, Weaver Ward protects cantrips from being undone. No counterweaving is possible against a cantrip unless the Weaver Ward is undone first. For this to occur, the counterweaver must be aware of the Weaver Ward, and direct her counterweaves against it. After Weaver Ward is undone, the other spell can be made normally.
System: The realms determine who or what may not pass through the Weaver Ward. If cast upon a particular item rather than a doorway, a realm appropriate to the item must be used. To ward against cantrips, the Dweomer of Glamour ( the fifth level of Fae ) must be used. Even one success with Weaver Ward prevents the subject of the cantrip from entering the specified doorway or using the intended object. The only ways around this cantrip are casting a Counter-Weave, or the Wayfare cantrip Portal Passage. In either case, the would-be breaker must score more successes than the original Weaver Ward casting. Otherwise, only the wearing of time ( many years ) or excessive Banality will overcome this cantrip. In the presence of strongly banal people ( those with more banality than glamour), a Weaver Ward loses one success per day. Once the successes are reduced to zero, the Ward is destroyed. In the presence of Autumn People, this deterioration takes place at a rate of one success per hour. Multiple castings of this cantrip are cumulative, but the caster can only accumulate a maximum of five successes on any given Weaver Ward.
Note: Yes, you can cast Weaver Ward on someone's mouth, but you need to achieve more ( non-cumulative ) successes than the target's Willpower (and the target can spend Willpower to automatically overcome the obnoxious use of this cantrip ).
- Geas (or Ban)
(Changeling: Second Edition, pp. 185-186)
When this cantrip is used, the power of Glamour is employed to direct a person upon a task or quest. This quest must be fulfilled to the letter, or the target suffers some kind of curse ( designated at the time of casting ). The target need not know what lies in store for him if he fails to complete the Geas, but the anxiety of knowing can be worse than the punishment. The other use of this cantrip, called Ban, forbids a target from doing something or engaging in a specified activity. The most common use of this cantrip is the exile-Ban, which forces the target to leave a specified area and never return ( or suffer the effect of the curse ). A Ban can also be a forswearing of certain activities, such as smoking, killing another changeling, etc. Certain forsworn quests and oaths are Geasa of a sort, and need no caster to initiate ( the oathtaker's will and desire are initiating the cantrip ). It is assumed that a point of temporary glamour is gained upon completion of the quest. Any ill effects for failure to complete the quest or the breaking of an oath are determined at casting. The minimum should be the addition of a permanent point of Banality. The Geas or Ban that is impossible ( e.g., a mortal is ordered never to breathe air ) immediately fails. Geasa or Bans ordering a target to kill himself are likewise void, but a Geas or Ban can be cast which will surely mean death to the target ( i.e., a target could not be Geased to stab himself, but he could be forced to take a quest in which he must kill an "unkillable" enemy).
System: The target of the cantrip determines the Realm needed to cast this cantrip. The scene realm can be used to affect multiple targets. Unlike other cantrips, the changeling only needs the realm affecting the target(s) to cast Geas or Ban. The Prop realm is not usually needed. As usual, scene is required to affect multiple targets. The target must fulfill the Geas or Ban to the letter or suffer the consequences, determined by the number of successes. The target may ( immediately ) attempt to resist the cantrip by spending one permanent point of Willpower and succeeding in a Willpower roll ( difficulty 4 + the caster's successes ). This attempt must be made immediately after the cantrip is cast. Only one success is necessary to resist its effects. A Geas or Ban is immune to the effects of counterweaving. The caster must divide her total successes between the quest and the curse ( see below ). She cannot stack multiple castings of this cantrip to increase the effects, though a single character can be affected by multiple Geasa and Bans. If she spends an extra glamour point, she can designate the curse to gradually affect the target ( with increasing severity ) over the course of the quest. For example, a caster could send a target on a quest to find true love; the longer he looks, the more a debilitating and scarring disease ravages his body. A Geas can be a long-term ( "Fight injustice whenever you face it" ) or short-term ( "No one may move until I finish singing my ballad" ). The extend and power of the Geas ( and the curse ) are only limited by the number of successes at the time of casting.
Geasa and Bans
1 success -- a simple Geas or Ban ( drive me to the airport; stop picking your nose )
2 successes -- a moderate Geas or Ban ( retrieve a known item that has a few guards; exile from a place rarely visited )
3 successes -- A difficult Geas or Ban ( find an unknown person; cease an activity you find important )
4 successes -- A nearly impossible Geas or Ban ( find an honest politician; exile from an area you've lived in all your life )
5 successes -- A legendary Geas or Ban ( bring back the Siege Perilous from Arcadia; never visit the love with whom you have sworn the Oath of the Truehearts )
1 success -- Mild curse ( rash or itch )
2 successes -- Moderate curse ( minor physical ailment or non debilitating illness, such as a cold )
3 successes -- Major curse ( debilitating illness )
4 successes -- Catastrophic curse ( loss of loved ones, all possessions, etc. )
5 successes -- Deadly curse ( death or worse )
Wayfare is the art of efficient travel. Originally developed by scouts and messengers, this art has also found use in noble circles as means to spy, because the powers at higher levels allow one to move into seemingly impossible places. For this reason, the overt use of Wayfare at higher levels is carefully watched by some nobles ( and outlawed by others ). At the lower end, the art is considered more a useful tool than a dangerous weapon. In general, commoners, noble retainers and eshu are the most likely to possess Wayfare.
Leap trods in a single bound! With this cantrip, the changeling can make herself or others venture ( seemingly ) impossible leaps, either up or down. This cantrip is limited by the amount of space available ( she could not smash an enemy into the ground as she could with Gimmix ).
System: The realm is determined by the target imbued with the ability to leap. An item imbued with this ability can be made to leap as well as people, though the caster must actually will it to do so. Anyone in physical contact with the item may prevent it from doing so by making an opposed Willpower roll ( difficulty 6 ). Each success reduces the caster's successes by one. A failed Willpower roll generally means that the item in question rips free from the resisting parties grasp and leaps into the air. In the case of this cantrip being cast upon a person's clothing, the clothing will generally rip free ( unless it is of particularly sturdy manufacture ). This opposed roll cannot be used to stop a person who has been affected by Hopscotch. Finally, the scene realm cannot be used to cause a building to leap into the air. If the scene realm is used to allow multiple people to jump, the successes must be divided among the targets. For example, Jimble the pooka casts a Hopscotch cantrip on an unsuspecting redcap's undershorts ( hoping to give the redcap in question a serious wedgie ). Obviously not wanting to be pulled into the air by his undershorts, the redcap makes his willpower roll. His four successes cancel Jimble's original four. Jimble is going to need that Hopscotch cantrip for himself in a few moments. The number of successes determines how far the caster can leap.
1 success -- five feet straight up; 15 foot broad jump
2 successes -- one story straight up; 30 foot broad jump
3 successes -- two stories straight up; 60 foot broad jump
4 successes -- five stories straight up; 150 foot broad jump
5 successes -- 10 stories straight up; 300 foot broad jump
Faster than a speeding phoenix! This cantrip allows the changeling or a subject of her choice to move incredibly fast for brief instances. Others view the Quicksilver target as a blur.
System: The Realm determines the target(s) of this cantrip. Each success allows the changeling to perform an additional action on her next turn. If the scene realm is used to allow multiple people to be affected by Quicksilver, the successes must be divided among the targets.
- Portal Passage
Portal Passage creates an opening through any barrier, up to 10 feet thick. This portal will generally appear as a normal door (6' x 3'), though it may be smaller, depending on the size of the barrier. The portal will pierce any barrier, no matter how thick. A barrier can be defined as a wall, hedge, or closed door. A mountain obviously cannot be pierced since this exceeds the thickness limitation, though an eight foot thick wall of stone can be pierced.
System: When casting a Portal Passage cantrip, the substance in which the portal is created determines the realm. In most cases, this will require the nature realm, though the scene realm may be substituted ( if appropriate ). If the character was trying to make an opening into a locked car or boat, the Prop Realm may be appropriate. A created portal remains for one turn for each success gained.
- Wind Runner
This cantrip can bestow flight upon the target. The target has full control over where he wants to fly, and for how long ( subject to the limits of the cantrip ). Multiple castings are not cumulative, and another Wind Runner cantrip may not be cast while the changeling is airborne. If he forgets about the cantrip's duration while aloft, he has a long time to ponder his mistake as he plummets earthward.
System: The Realm is determined by the target of the cantrip ( almost always Actor and Fae ). This cantrip can cause objects to fly, but it is subject to the limitations of Hopscotch ( see above ). Any individual who is in physical contact with the object may attempt to stop the flight by making an opposed Willpower roll ( difficulty 6 ). This opposed roll cannot be made to stop a person affected by Wind Runner. If the scene realm is used to allow multiple beings to fly, the caster must divide her successes among her targets. The number of successes +1 die determines how many turns the target may remain aloft.
- Flicker Flash
This is the cantrip feared by the nobility for its ability to allow anyone to get anywhere. With Flicker Flash, the changeling can disappear and reappear anywhere in creation that she desires. The caster must know, see (or scrye) or possess a part of both her target and her destination. If she cannot fulfill this limitation, there is a chance the cantrip will go awry. This cantrip does not usually work when attempting to cross the Dreaming. The few changelings foolish enough to attempt crossing to Arcadia have all been lost.
System: The nature of the person or item being affected by the cantrip determines the Realm. If the scene realm is used to Flicker Flash multiple people, the successes must be divided among the targets. The number of successes determines how quickly the changeling crosses from point A to point B.
1 success -- Travel takes one hour ( or more )
2 successes -- travel takes about five minutes
3 successes -- travel takes about one minute
4 successes -- travel takes about 10 seconds
5 successes -- travel is instantaneous
These Arts are harder to come across, but may be possessed by all Changelings. However, certain Kiths may be at a disadvantage to learn or use them.
Desire is a powerful thing. While the sexual applications of this art are obvious, its practice is far more useful than simple physical gratification. Otherwise rational people can be made to spend their life savings on trash, and those who are otherwise apathetic can be made to treasure an item forever. And, of course, there is sex. This art was taught to a few satyrs in the Middle Ages; some old goats scorn it as "false emotion," but most who see the power's effects figure it is a logical outgrowth of the Song of Pan.
The mer are historically famous for using this Art in conjunction with calling upon the Wyrd, in order to lure sailors off the decks of ships and into their clutches. The Art is at its most powerful when its wielder uses each power one by one, subtly building on the strength of the target's desire, until the target has convinced himself that his desire is not only natureal, but not at all irrational.
Aphrodisia can be resisted by Willpower, although the roll to resist is automatic and unconscious; the person affected shouldn't automatically know that a cantrip is at work. The number of successes the caster scores determines just how many successes are necessary for the onlooker's Willpower toll to be able to ignore the cantrip's effects. To shrug off the cantrip, the witness must score the caster's number of successes plus one.
This cantrip gets someone to pleasantly notice something they would not have ordinarily noticed. Something of a fae guarantee of a good first impression, it makes a face stand out of a crowd or one particular item from a shopkeeper's cart leap to the eye. Of course, there's no guarantee that the item is a sure sale, or that the face in the crowd is the duke's love for life, but it does serve as the proverbial "foot in the door."
System: The Realm determines just who or what gets noticed, rather than who does the noticing. As a result, the changeling must time the use of the cantrip carefully if he doesn't want any and all onlookers to be affected. Of course, sometimes it's appropriate to affect a group, particularly at court functions.
Fancy can't be used to cancel out supernatural powers of stealth; although it could call attention to a sluagh lurking in the bushes (and the sluagh would at least get the benefit of a good first impression), it couldn't point out the same sluagh if he was obscured by Veiled Eyes.
This cantrip places a quick flash of desire in a target's mind, most likely when he is thinking about something else. The target suddenly feels a need for whatever is placed inside his mind.
System: The Realm determines who is affected; use of the Time Realm can plant a suggestion in a target's mind to be "set off" later. This is certainly one way of ensuring your date of last evening calls you again... The object of the target's affections need not be present at the time of the cantrip's casting, but he must be familiar with it. A Changeling can't use Yearn to make a person long for something he's only vaguely familiar with, or has seen but never paid all that much attention to. The object must stand out in his mind somehow, even if it's as vague as "that beautiful girl I saw in the window of Cafe Au Lait."
A more powerful version of Yearn, this cantrip causes the target to begin obsessing over the object of his affections. While the victim is still rational, her object of desire moves up a few rungs on the victim's priorities. She begins to lose sleep, and will find herself absently thinking about the object of her attention at peculiar times.
System: The Realm determines who can be affected by this cantrip. Cover lasts for about a day's time.
The victim is no longer rational, and the object of his desire is his top priority. He will do just about anything that does not jeopardize himself, his closest friend, or the object of his affections to be close to what he desires.
System: The Realm, once more, determines who the caster can affect. the effects of crave last for about a scene's time.
At this stage of desire, sanity goes right out the window. The victim will leap overboard to drown with the object of this affections, if that's what it takes. He's completely obsessed, and has trouble even so much as focusing on anything else. This person is irrational and dangerous, and not above destroying the object of his affections to prevent others from getting it.
System: Need lasts for a scene. The Realm, yet again, determines who the caster can affect.
Perhaps the most bizarre element about the sidhe is their strange relationship to the timestream. They literally live in an entirely different time paradigm. Even mages with the Time Sphere are hard pressed to understand this relationship. The sidhe are very "slippery" to the mage's Time Sphere. (All uses of this Sphere against sidhe are at +2 difficulty. The sidhe have no such difficulty in affecting mages.) While the sidhe are not nearly as versatile in their manipulations of time as are some mages, they can do a few things that the mages can't (at least not without being torn apart by Paradox). Most notably, they can perceive and affect the near past. This Art affords the sidhe a strong advantage over other fae and is one of their most jealously guarded secrets. Very few commoners know it, and those who do cast it at plus one difficulty.
When cast, this cantrip confuses the time sense of those it is cast on. The recipient must make an Intelligence + Temporal Sense roll (difficulty 7, two successes needed) or become confused as to the order in which things happen. She may see a person dropping dead, and then hear the gunshot that killed him. All Mental Attributes are rolled with an additional one point of difficulty.
System: The Realm determines who becomes confused, or what they become confused about, as well as duration.
Actor -- One minute per success.
Fae -- One minute per success.
Nature -- One hour per success.
Prop -- One hour per success.
Scene -- One round per success.
- Backward Glance
This cantrip allows the changeling to look into the past. It has two main advantages. The first is to grant her total recall of any event that she has experienced. The second is to "read" what has happened to a person, place or thing in the past. Use of this cantrip is obvious, and widely recognized (even by commoners). Use of this cantrip on another changeling is considered to be in poor taste, if the caster doesn't ask first. This cantrip is useless when directed against the Mists, or anything touched by it.
System: The Realm determines who or what is being read. The number of successes rolled determines how far back this cantrip may read. Use of this cantrip requires one point of Glamour.
1 success -- 10 minutes
2 successes -- One hour
3 successes -- One day
4 successes -- One month
5 successes -- One year
- Dream Time
Sometimes called the "Rip van Winkle" spell, this cantrip affects the speed of the forward progression of time. It can speed time up or slow it down. This cantrip allows the fae to age an object prematurely or to retard aging (though not against the onset of Banality). This cantrip may not be used combined with the cantrip Permanence, below. Speeding up an individual, using the Actor or Fae realms, allows extra actions to be taken in a turn. Slowing down someone in this fashion may reduce their target's ability to act. Unwilling targets of this cantrip may roll their Intelligence + Alertness (+ Temporal sense, if applicable) versus the caster's Intelligence + Realm to "outthink" this cantrip. Some changelings believe that this cantrip doesn't really alter time, but instead gives that illusion through other means. (Though know one knows how.) This cantrip may not be cast on the same object more than once in a scene.
System: The Realm used determines who or what is being affected, and how.
Actor -- Speed up: ages person 1 year per success or one extra action per turn, maximum five | Slow down: retards aging by one month per success or slows down actions by half.
Fae -- Speed up: ages person 1 year per success or one extra action per turn, maximum five | Slow down: retards aging by one month per success or slows down actions by half.
Nature -- Speed up: ages object 1 year per success | Slow down: retards aging by one year per success.
Prop -- Speed up: ages object 10 years per success | Slow down: retards aging by one year per success.
Scene -- Speed up: ages area 100 years per success | Slow down: retards aging by 100 years per success.
This cantrip affects the duration that another Art lasts. When applied to most Arts, this cantrip extends their durations by one unit of time (variable) per success. The Storyteller has absolutely the last word over how it affects a given cantrip. The amount of time (units of time) may be counted in rounds, minutes, or even centuries, depending on the spirit of the cantrip being affected. (i.e., The duration of the Chicanery cantrip Fuddle is counted in minutes, while the Dream-Craft cantrip Attunement may be measured in months.) Cantrips with no duration to speak of (e.g., the Primal cantrip Holly-Strike) are not affected by this cantrip at all.
System: Once again, the Realm used determines who or what is being affected. The increased duration is based on successes achieved.
1 success -- x2 duration
2 successes -- x3 duration
3 successes -- x4 duration
4 successes -- x5 duration
5 successes -- x10 duration
- Reversal of Fortune
This cantrip can turn back the veils of time and actually "undo" a recent occurrence. How far back in time this cantrip reaches is determined by the number of successes rolled. In combat situations the time is measured in rounds, while in less stressful situations (peace) it is measured in minutes. Casting this cantrip is very draining and costs a permanent point of Glamour. This cantrip may have an effect on the balance of power in a game. The Storyteller has the final say over whether a player character may take this Art.
System: The Realm determines who or what is being affected.
1 success -- 1 round ago (combat), 1 minute ago (peace)
2 successes -- 2 rounds ago (combat), 2 minutes ago (peace)
3 successes -- 3 rounds ago (combat), 3 minutes ago (peace)
4 successes -- 4 rounds ago (combat), 4 minutes ago (peace)
5 successes -- 5 rounds ago (combat), 5 minutes ago (peace)
While Unseelie nobles have been known to use the Sovereign Art, some have chosen instead on countering it with their knowledge of the Art of Concempt. Commoners within jamming and pretender cliques have also found it useful. There has been much debate over whether commoners outside the Shadow Court should learn its intricacies, but for the nonce, only commoners in the shadows practice it.
(This is a Shadow Court Art that is intended as the opposite of sorts to Sovereign. As with any Art here, you should talk to your Storyteller before using it.)
Unseelie commoners and childlings often have difficulty disturbing austere court proceedings, but Unseelie nobles and Shadow Court allies are able to work around such limitations. Before a Seelie court begins, the seneschal or chamberlain will cast the level one Seelie cantrip: Protocol on the area where the proceedings are held. Unseelie who know this cantrip can overcome protocol and "bend the rules" to their will.
The Mockery cantrip is used as an opposed roll to the sessions' Protocol roll. Unseelie nobles who fail this are bound by the strictures of the proceeding -- as the seneschal sees them, of course. Whispering to compatriots, speaking out of turn, demanding the floor, grandstanding, or even challenging others to immediate duels is unheard of. A Shadow Court ally who overcomes Protocol will be able to get away with such tactics, and the Seelie will most likely believe that the interruption is perfectly proper. After all, such behavior is expected of the Unseelie.
If the Mockery cantrip is cast on a proceeding of an Unseelie Court, an effect similiar to the Protocol cantrip will occur. The leader of the meeting can make draconian pronouncements without facing opposition, demand that Kithain with conflicting interests settle their differences with brawling and duels, attempt to browbeat Seelie attendees into kneeling and kowtowing, and so on. A more sinister variant of the normal protocols applies. Such tactics, however, build resentment in the victims of tyranny in much the same way as Seelie arrogance angers the Shadow Court.
System: You have many different choices as to how you will interrupt proper etiqueete and Protocol. Note that a fae can only attempt one of these at the beginning of the proceeding; any later in the proceedings, the attempt will not work.
Actor -- A mortal affected by Mockery will consider the proceedings ridiculous. Even if Enchanted, she will refuse to participate, and instead stands up for her own rights. Note that everyone will know that someone in the room is responsible for this.
Fae -- A member of the Shadow Court is now free of the oppressive nature of the Protocol cantrip.
Nature -- An animal will behave in a way that will disturb the proceedings.
Prop - Draconian nobles ban an object present at the ceremonies from being used in what they see as an "inappropriate manner." How dare they! If you're successful, you may use the object as you see fit.
Scene -- An aspect of the are where the proceedings are held will create a disturbance (the lights will go out at just the right moment, the fireplace will burst into an inferno, etc.) This is extremely useful when storming a courtroom.
An individual affected by this cantrip will show a flagrant disregard for authority for one scene. It will not cause those effected to assault authority figures, but it may result in physical acts of violence. Once-logical arguments will seem shallow, and warnings or dictums against certain courses of action will seem offensive. This can be resisted with an opposed Willpower roll.
If a noble is nearby, this Art can instead be used as a counter to the level two Sovereign cantrip: Dictum. Unseelie nobles have been known to use Dictum, but usually prefer to use it only on so-called "Prodigals," or members of other races. It's opposite, Disobedience, can be used to inspire a commoner, mortal or animal (depending on the realm) to reject the Dictums of nobles. Before this compatriot has an audience (or a conversation) with a noble, the Unseelie can give a few words of wisdom to bolster his or her (or its) confidence. For each success, the user of this cantrip lowers the difficulty of the disobedient one's Willpower roll to resist Dictum by one. If the user gets four successes, the commoner is immune to commands for the duration of the scene.
Since Shadow Court cliques are more prone to interacting with other supernatural races, this cantrip can also be used to overcome vampiric Disciplines (such as Presence), and werewolf Gifts that affect the mind.
System: Of course, the actor and fae realms of this cantrip are the most useful, but an inventive revolutionary can make good use of the other three.
Actor -- A mortal becomes disobedient.
Fae -- A commoner is immune to pronouncements and will feel disaffected.
Nature -- An animal no longer answers the commands of its owner.
Prop -- An object (such as the famed "bloody shirt") that can be used as evidence of misdoing can inspire someone (mortal or fae) to revolt. Alternatively, if a noble is using an object to command Dictums, and you know what it is, you can nullify the effect.
Scene -- The setting of a Dictum no longer matters, or an individual will become disobedient once he reaches a specified destination within the next 24 hours.
Insolence can be used to inspire groups of people to riot. It's useful at raves, rock concerts, labor negotiations, lynchings, and other such entertaining gatherings. For each success, one individual will be herded by the user into attacking something or someone else. (You can't, unfortunately, choose whom that will be!) Anyone affected by this magic can attempt to resist by using Willpower (difficulty 8).
This cantrip can also be used to negate Grandeur. If a fae can overcome the effect of Grandeur by normal means, she can rally others against it. Only one Shadow Court fae can attempt Insolence; if that individual fails, the others are on their own. For each success, the caster lowers the difficulty for everyone else present to oppose Grandeur by one. If the shadow fae gets four successes, everyone in the area is immune to it -- the remark or display was timed well enough to negate the commanding presence of the noble.
System: Again, actor and fae are the most useful, but guessing correctly with one of the other three can have surprising consequences.
Actor -- Mortals are no longer intimidated by authority figures.
Fae -- Changelings and other enchanted creatures are incited to be insolent.
Nature -- A herd of animals can be forced to stampede. Alternatively, if you can guess what a noble must touch in order to use Grandeur, you can overpower it.
Prop -- If used against Grandeur, the noble looks like a fool wielding such an obvious crutch. Anyone Kenning is now aware of how dependent the noble is on the prop. It would be a shame if someone stole it later.
Scene -- A noble's place of safety or a place associated with authority (e.g., police station, university) is no longer quite as formidable. Let's get 'em!
- Devil's Advocate
A Devil's Advocate can use oratory to convince a crowd of just about anything -- for one scene. Anyone who listens to a speech made with this cantrip must roll Willpower against a difficulty of the orator's Wits + Contempt.
The cantrip also has a specific application. If an Unseelie is present as a Geas is being executed, he can use this cantrip to petition for a reexamination of the grievance before the Geas is performed. The Geas cannot be prevented, but the noble enacting it can be asked to reconsider. The Geas will then be postponed until a later trial.
The Bunk is always more or less the same if the second application of this cantrip is used. The advocate must give a speech explaining why the subject should not be affected by the Geas. If the advocate scores more success than the noble enacting the Geas, the subject is free. Even if it doesn't work, though, the workings of a Geas also allow a Willpower roll later (see the Geas cantrip for more details).
System: Actor and fae are the most direct appeals. The other three only work as counters to a Geas if the noble is using the same realm or if an item of the appropriate realm is the subject of the oratory.
This is an unholy ritual of the Shadow Court. It is always used with elaborate ceremony, as it defines an individual's standing within the Shadow Court. At Samhain, only a few individuals, called Instigators, are considered worthy of learning this cantrip.
At Samhain, Condemnation is used to declare new titles of authority within the court, as well as to declare whom the Instigators for the next year will be. Many of these ceremonies are protected by the Samhain Mists. Some will only remember them within their subconscious minds, and others will forget them completely.
At other times of the year, Instigators can perform various ceremonies, such as recognizing a newly formed clique, casting out a member of the Shadow Court, and subjecting his memories of it to the Mists, or recognizing a changeling as worthy of learning the Dark Arts. This "high priest" of sorts always appears in a mystical disguise.
The ceremony of Condemnation is performed with energetic ritual. The fae who wishes to be fully accepted into the court must renounce his former ties of allegiance. An Instigator must gather information about what the fae must condemn. The recruit insults former loved ones or authority figures, and pictures and portraits of rivals are spat upon and burned. Devious Instigators will even uncover a petitioner's former oaths, and, by demanding that the changeling renounce her former bonds, condemn her to further Banality.
If an instigator is present at any other ceremony or secret gathering, he can shield the members of a conspiracy. Any who have not been Condemned will have difficulty understanding what is going on. All Perception rolls are at a +3 difficulty. If the Instigator can attain five successes on a Condemnation roll, the details of the ceremony will be cloaked in mystery. Witnesses will have mental visions of metaphors of what is transpiring, and later will probably think they were drugged, hallucinating, or insane.
Type: Chimerical (or Wyrd)
The Mists themselves have been one of the most useful allies the Shadow Court has. Unseelie changelings hide in a fog of doubts and uncertainties, of half-truths and insecurities. Perhaps the world recognizes that there must be a balance to all things, and hides what is necessary. Maybe the world is too tainted with despair and suffering to allow the innocent to witness the horror that is occulted there. True knowledge is often as ephemeral as a dream, as elusive as a nightmare that is forgotten by the light of dawn.
(This is a Shadow Court Art. As with all Arts, ask your Storyteller before using.)
Hiding secrets is a valuable ability. This talent is used to obscure them. It will counteract attempts at mindreading, divination, or other abilities used to ascertain the truth about the activities of a now-"Innocent" Unseelie. Remember, Glamour is capricious, so this Art is not entirely foolproof.
Note the number of successes attained when Innocence is cast. Regardless of what Art, Gift, or Talent is being used, anyone who wishes to pry into this secret with magical means must first overcome these successes. The duration is one day, so Shadow Court fat who "live lies" often practice their Bunks for this ability at the same time each day. This ability also interferes with House Gwydion's ability to see through lies.
System: The Realm determines what truth is obscured.
Actor -- Knowledge of a mortal is hidden.
Fae -- Information about a commoner or member of the Shadow Court is protected.
Nature -- Secrets concerning a beast (or beastie) are protected.
Prop -- The location of an object is hidden.
Scene -- I don't know what you're looking for, but you won't find it here, fool!
This cantrip is used to disguise one's appearance. You must use a mask, veil, cloak, make-up, or some other method of obscuring your appearance to enact this cantrip, and the Facade will fade over time. This is overly elaborate if you want to impersonate someone for five minutes, but it's quite useful if you're on the run or infiltrating a court.
Erecting a Face requires two steps. First, the Kithain must perform a bunk that disguises her appearance. Manipulation + Subterfuge (difficulty 7) determines the ingenuity of the disguise. Next, the changeling performs a ritual to hide her true identity. This costs three points of Glamour, but it lasts a long time. For each level the character has in Delusion, add an additional success to the disguise. If you attain more than 10 successes, the disguise will be impenetrable for one week before it begins to fade. (In other words, attaining more than five successes on your first roll can me most efficacious.)
Even the best Facades slowly erode. This cantrip can be maintained one day for each success; each day, the number of successes is reduced by one. Someone must suspect that you are in disguise before he can see through the Face. Once he suspects, a simple Perception-based roll (diffculty 7) will suffice (e.g., Perception + Intuition or Subterfuge -- this is the Storyteller's call). One such roll can be attempted each day. If he gets more successes than you do, your cover is blown. Members of House Gwydion get -1 difficulty on this roll. You cannot enact the same Facade twice.
System: The Realm determines what you can disguise.
Actor -- You can disguise a mortal.
Fae -- You can disguise yourself if you are a commoner or member of the Shadow Court.
Nature -- Helpful if you really need to disguise a plant or animal, otherwise it's pretty damn useless. More than one horse thief has found it handy, though.
Prop -- You can erect a facade for a noble, but only if you give him an additional, visible prop to help him "get into character." Maybe it's a walking-stick or a distinctive hat. As long as he keeps the prop, the Facade works.
Scene -- A noble can use Facade on himself, but only if he stays within a certain area, such a s a city block or within the walls of a castle. As long as he doesn't leave the area, it will even work in the bedroom.
- The Mists of Memory
The Mists do not always carry the moral objectivity that the Seelie would like them too, A disreputable fae may manipulate them to cloud the minds of others. The roll is always Wits + Realm (difficulty is the subject's Willpower). Some individuals have special talents or abilities to resist this. The depth of this magical effect depends on the number of successes.
One success -- what was said during the last scene.
Two successes -- the events of the last scene.
Three successes -- the events of the last hour.
Four successes -- the events of the last day.
Five successes -- any one memory.
There are five things this Dark Art and the following Art cannot overcome: the loyalty of a troll, the chivalry of a sidhe, an oath, a geas, or true love.
System: The Realm either determines the victim of this cantrip, or what is being forgotten.
Actor -- This either concerns or affects a mortal, enchanted or otherwise.
Fae -- This either concerns or affects a changeling.
Nature -- Could have been a puppy, could have been a horse. I'm not sure.
Prop -- I think I saw it somewhere. No, I've never seen it.
Scene -- Never been there. Never done that.
- The Depths of Will
Although difficult to enact, fae with this Art can convince one willing listener to undertake an enterprise that is not directly harmful, and then forget about that activity afterward. ("You must take this to the duke. It's important.") In addition to any other Bunk used, the cantrip must also involve an explanation of why the activity is important. The explanation doesn't need to be true. This explanation usually takes one scene.
If the listener is willing to obey, he or she will then undertake the activity. If the listener wants to resist, he or she must roll Willpower (difficulty 7) or burn a point of Willpower to do so. Once the activity is performed, the Mists will erase all memory of the enterprise from the participant's mind.
System: The different Realms add a number of intriguing variations.
Actor -- This can be used against a mortal, enchanted or otherwise.
Fae -- This can be used against a commoner. If you want to affect a noble, you'll need the prop or scene realm.
Nature -- This involves an animal used in the mission. Hope someone knows how to handle the animal in question.
Prop -- This involves an object a commoner or noble will use in completing the mission.
Scene -- This describes the destination of the mission.
- The Darkest Heart
This is an oath as serious as a geas. Powerful courtiers undertake it of their own free will; weak Seelie are recruited, condemned, and sent on this quest by a ritualist or an Instigator. This quest requires a co-conspirator who knows the cantrip of the Darkest Heart. When a changeling has performed an act -- willingly, unwillingly, or unwittingly -- that she later regrets, she may come to terms with the memory by hiding it in the darkest depths of her heart. She cannot speak of it until her quest is over, and the memory of the act is hidden. This quest lasts for one full year and cannot be lifted at any time other than Samhaim.
The fae underoing this quest will descend further into her Unseelie Legacy, but with one reservation: She will retain her memories and feelings about that one incident and they can't be taken away from her. Only the sin or transgression that drove her to undertake the quest will compel her. If she repeats that sin, she gains a permanent point of Banality and the quest is over. As long as she doesn't violate that stricture, she can try to perform a penitent act to atone for what she has done. She must then confess the act to an Instigator; until that time, she is under a self-inflicted Ban which corresponds to the Realm involved.
Her true self is hidden away. She may never speak of the sin or transgression until the next Samhain, at which point she will speak of what she has done to atone. At least one Instigator (preferably the one who recruited her) must witness this. If she succeeds, she will lose a permanent point of Banality as her heart is lessened by the burden of guilt. She is forgiven. If she fails, she is condemned to her Unseelie Legacy for another year and must try again.
There is a legend of a Seelie sidhe who felt such great guilt over the last 600 years and the advent of the Accordance War, that he undertook this quest and became Unseelie. The Instigator also directed a clique against this noble over the net year. The sidhe overthrew his tyrannical Seelie brother, traveled into the Realms of the Dead (because he had condemned his darkest rival to undergo a Geas there) and returned, led an assault against a Black Spiral Dancer Hive, and built a freehold in its place. No one knows the end to this story, because it is alleged that the sidhe is still on this quest, and will be until the end of the world.
System: In addition to this, the fae must undertake a Ban that involves an aspect of her quest.
Actor -- Harming a mortal involved in the transgression is forbidden.
Fae -- Harming a changeling involved in the transgression is forbidden.
Nature -- Harming a type of animal involved in the transgression is forbidden.
Prop -- The penitent one may not use one of the objects used in the transgression.
Scene -- The penitent one exiles herself from the locale where the transgression was committed.
The power of Discordia was first discovered by the Unseelie Court centuries ago, though it has continued to be refined as an Art up to the modern age. It teaches the raw magical power of chaos, surrender to the powers of entropy and disorder. Most Unseelie who practice it do so at great risk; though at first it promises immunity from the chaotic-magics of others, none learn the greatspells of Discordia without tasting firsthand of madness itself. For some, the heady intoxication of raw discord is too much, and the power of the magic changes them forever. Nonetheless, the Art has a seductive pull over Pooka, Morrigan, and some Redcaps.
(This is a fan made Art from the people over at Eternal Night, and was intended to be Unseelie-specific. No type was listed with the levels, so I labeled them as best as I could. It's also worth noting that there may be missing information; the information listed was rather disorganized, but I copied the levels as they were listed.)
- Hecate's Grace
This charm permits a character to create minor disorganization or instability around him, affecting physical materials. With it, he could scramble the contents of a computer, or magically disorganize a stack of papers so that the one a character was looking for would always be the last one he looked at.
Characters who use this charm may direct small, inanimate objects around them to fly up into the air and spin about, creating a whirlwind of objects which can be used to attack other characters, deflect incoming attacks, or generally make things difficult for other people.
This charm permits a character to instill chaos directly in the minds of other beings, touching them with disorientation and madness. Though the effects of such magics rarely last, they can be quite devestating in the short term.
- Entropy's Kiss
The power of this greatspell permits the weilder to unleash the forces of entropy directly on a living or unliving thing, causing organs to fail, metal to rust, paper and wood to rot or decompose, and similar drastic effects. With sufficient success, even treasures and artifacts may be affected. Naturally, any target may resist through the use of his Banality as countermagic.
Type: Chimerical or Wyrd
Through the use of this greatspell, the caster may unleash large scale chaos, which is generally out of his control. Even a single usage of this power can cause traffic jams, throw an entire office into chaos, or incite a riot among peaceful groups. Though these magics may be pointed in a certain direction, they unleash randomness and disorder all around, occasionally sweeping even the caster's allies into the effect.
Type: Chimerical or Wyrd
Fearmongery is a true Winter Art, allowing its practitioners to shape the nature of terror itself. Its users can create phobias, and summon and control the terrible nocnitsa which all changelings dread. House Balor is exceptional at the use of this Art, but Unseelie pooka, satyrs, sluagh, and eshu have been known to practice it, as well. Redcaps delight in this Art, and some claim that it was the redcaps themselves who first learned such magics. Though the powers of this Art begin to tinker with the forces of Nightmare, not even the greatspells of Fearmongery can control the Nightmares which fae are sometimes afflicted by when attempting to shrug off their Banality.
(This is a fan made Art from the people over at Eternal Night, and was intended to be Unseelie-specific. No type was listed with the levels, so I labeled them as best as I could. It's also worth noting that there may be missing information; the information listed was rather disorganized, but I copied the levels as they were listed.)
The simplest manifestation of fear, use of this charm permits a character to startle his opponents, sending a quick chill through them, or making them run for a moment, the magical equivalent of shouting "Boo!" while jumping out from behind a piece of furniture. This charm is a favorite of Sluagh and Redcaps, as well as Unseelie Pooka.
Use of the power Dread lets a the caster lay a lasting fear over a being, more than merely startling him. While direct uses of this power might allow a caster to intimidate even an armed group, more subtle uses might permit a caster to keep anyone from entering his lair by casting a general sense of uneasiness over the house.
No longer restricted to affecting the dreams of his targets, this charm permits the weilder to instill daytime hallucinations in the target of his choice. Like dreams created through Nocturnal Horrors, these may be as lifelike or as simple as the character wishes, but will generally remain unsettling to the viewer as reality bends around him.
- Things That Go Bump in the Night
Beyond the power of mere hallucinations, this greatspell permits the caster to make nightmare chimera of his own, shaping nocnitsa from raw Glamour. While the chimera created from this power are generally temporary, in rare cases, they have been known to gather enough belief to maintain their independence.
- Fashion Terrors
The dreaded greatspell of Fearmongery, mastery of the Art permits the caster to inflict a permanent, lasting phobia on a character, such as a fear of heights, or spiders, or even strangers. The complexity of the fears inflicted are generally decided by the number of successes the weilder rolls, though they may be specially tailored to certain people and events if the caster wishes and is skillfull enough.
Type: Chimerical or Wyrd
This is a rare Art guarded jealously among the court seers and few commoner namers of the Crystal Circle. Rumor has it that entrants into the Crystal Circle are all taught the secrets of this Art upon their joining -- a rumor that august body has yet to deny or confirm. True Names hold the essence of Glamour, as well as the ability to control the soul of the being, if the namer is powerful enough. A powermongering seer could well control the flux of power within a court by injudicious use of the Naming Art. There have been a few who tried, like the infamous Malachi Tadcaster. By altering the True Name of Baron Scheiro, he caused that lofty noble to be changed into a horse, which he rode into court. Not long after, three mysterious sisters calling themselves the Norns paid Malachi a visit. Malachi disappeared with them, and he has never been heard from again. It should also be noted that all written accounts of him have gradually faded as well, as though scribed on goblin parchment. His name remains in the spoken word alone, a caveat to injudicious name-users.
The Naming Art will not work against someone who already knows your True Name. Your naming magic is useless if someone knows your name and you don't know hers.
Beginning characters should not know the Naming Art, as it is rarely known to any but members of the Crystal Circle or high-ranking nobles.
- Seek 'n' Spell
Use of this cantrip allows you to see the meaning behind any written text. You can read anything in any language, even tracts written with magical wards on them (although the magic of the ward will oppose the reader, as in the example under Weaver Ward). A new cantrip must be cast or each new tract read.
The subject matter of the text determines the Realm that must be applied. A book of medieval weapons written in Latin, for example, can be ready by someone using the Prop Realm. A Fae using the Nature Realm could decipher a manuscript on the flora of South America.
Changelings unsure if they have the appropriate Realm to use for this cantrip may make a Kenning + Perception roll (usually Difficulty 7, with higher penalties for Wards, etc.) to ken the general subject matter of the text.
System: The number of successes indicate how much information is gained from reading the tract.
1 success -- Vague understanding with few clear details.
2 successes -- Fairly clear understanding of the tract with only a few details.
3 successes -- Full understanding with all details coherent.
4 successes -- Complete understanding, as well as divining the subtext or any hidden meanings behind the text (any coded information is also revealed).
5 successes -- As above, and you can ask up to three questions about the author of the text.
Rune unleashes the abstract mystical power behind the symbols known as runes. You inscribe a symbol on the object you wish to enchant, in addition to the chosen Bunk. This cantrip is an enhancement to other cantrips or actions. For example: Roderic the troll wishes to use Rune to enhance the successes of attacking with his battle-axe. He inscribes the appropriate rune on the axe, acts out the Bunk, and gains three successes from the cantrip. Roderic now has three additional successes on his axe-swing. However, the character must gain at least one success in whatever he is attempting to do before these successes are added -- this cantrip does not provide an automatic success. The effect of the cantrip lasts for one turn (the cantrip is used up, even if the axe-swing missed).
System: The Realm determines the target of the cantrip. The successes are added onto any successes gained when taking another action. The effect lasts one turn.
- Runic Circle
This cantrip inscribes a protective circle around the target or on a charm that can be carried. The circle acts as an invisible buffer that protects against supernatural forces. In addition to the Bunk, you must inscribe a runic circle on either the floor or an object (usually taking a full turn).
System: The realm determines where the cantrip is cast. Each Realm has its own advantages and disadvantages, thus while a Runic Circle case in conjunction with Scene may protect more people, it is not mobile as one cast on a Prop would be. A Prop may be stolen or dropped, though, unlike a Circle cast on a person by using Actor -- the possibilities are endless.
The number of successes determines the protective strength of the circle, which will protect the user as long as she does not leave the circle or drop the charm.
1 success -- Protection against all Arts up to level one.
2 successes -- Protection against all Arts up to level two/all Sphere magick up to level one.
3 successes -- Protection against all Arts up to level three/Sphere magick up to level two/all other supernatural abilities (Gifts, Disciplines, etc.) up to level one.
4 successes -- Protection against all Arts up to level four/Sphere magick up to level three/ all other abilities up to level two.
5 successes -- Protection against all Arts up to level five/Sphere magick up to level four/all other abilities up to level three.
(Player's Guide, pg. 173)
Use of this cantrip allows the namer to find the True Name of the target. This cantrip is most often used in the Saining ritual of a newly awakened kith, but it has other, more nefarious uses. All things have a True Name, even a television or a car. Changelings who possess this ability can learn the True Name of anything the use this cantrip upon, thus giving them some control over the object or person, especially if they possess the highest level of this Art, Reweaving.
To find out how many letters are in a name, roll 2d10.
|Result (2d10)||# of Letters|
System: The realm determines who or what is affected. The number of successes determines how many runes in a name are known. A name cannot be used until all of the letters are known.
1 success -- 1 letter
2 successes -- 2 letters
3 successes -- 4 letters
4 successes -- 5 letters
5 successes -- 7 letters
By switching key runes in a target's True Name, the namer can fundamentally (and permanently) change the basic nature of the target. Seelie could become Unseelie, Legacies could be changed, etc. Note that the user of this cantrip cannot make a target do something impossible (i.e., a sluagh could be made into an elegant courtier, but still unable to speak above a whisper). The True Name of the target must be known before casting this cantrip.
This cantrip can be used to affect objects as well as people. While generally only a person's personality is changed by the use of this cantrip, objects can be literally transformed: a common stone may be transformed into a flower or a fish transformed into sand. Even places can be changed through the use of this awesome power.
System: The realm determines who or what is affected. The number of successes describes how drastic a change has been effected in the target.
1 success -- Minor change; tastes or habits. Stop a target from chewing gum, or make a room less drafty. Change the color of a room from red to green.
2 successes -- Moderate change; interests or moods. A raging tiger rolls over like a kitten, or a computer geek's interest shifts to something more worthy (like roleplaying). Make a pleasant, sunny room more gloomy and filled with foreboding.
3 successes -- Major change; inner nature. Switch Courts, or get a gun to decide that its true calling is a paperweight, not a weapon. Turn a bank into a Communist collective.
4 successes -- Total change; true calling. Change Legacies to that of your choice, or cause gunpowder to be edible. Turn a church into a bowling alley.
5 successes -- Complete change; spiritual Twister. Cause vampires to embark on Golconda, or simply gain Faith. Switch stats on character sheets between Social and Mental Attributes. Change wraiths to specters. Turn the White House into a public lavatory.
Type: Chimerical or Wyrd
An old favorite of the Sluagh, as well as Unseelie members of Houses Ailil and Eiluned, Shadowplay permits a caster mastery of darkness itself, which he may shape and weild with the power of Glamour. Despite the popularity and impressiveness of this power, which permits the caster to animate his own shadow, and attack other beings through harming the shadows they cast, it is practiced only with care. Even the cantrips of this Art hint at great secrets and forbidden knowledge, and its greatspells require a dedication to magical darkness that even many Unseelie are unprepared for. Those who master this Art cast long and twisted shadows, and seem to have a palpable darkness about them at all time. Many who reach for such powers find themselves becoming increasingly light-sensitive; those who fail may be cursed to fade away as shadows themselves, or be taken by the darkness completely.
(This is a fan made Art from the people over at Eternal Night, and was intended to be Unseelie-specific. No type was listed with the levels, so I labeled them as best as I could. It's also worth noting that there may be missing information; the information listed was rather disorganized, but I copied the levels as they were listed.)
This charm is used to blanket an area in supernatural darkness, thereby quenching any non-magical light in the area. Even magical light sources may be required to enter into a contest of magics against the caster's Darken effect, in some cases.
- Dancing Shadows
More than the mere casting of darkness, the weilder of this charm may shape the shadows around him, providing for a number of predominantly illusory effects. These shadows may be used for simple purposes, such as depicting events on a wall, or for more complex purposes, such s fooling a character into believing that a room is full of people even when it is all but empty.
- Harm Shadows
This powerful charm permits a character to strike at another being's shadow and thereby inflict damage directly on him. This process usually involves striking a shadow with a blade, club, or even punching or kicking the surface it rests on. The benefit of striking a character's shadow rather than his person comes from any soak rolls made; characters may use their Stamina to soak damage from their shadow, but not any armor they are wearing, real or chimerical. Defensive magics, such as the Lorica cantrip of Chicanery, still protect a character, as his shadow falls under the purview of his body for mystical purposes.
- Night's Portal
Through the use of this greatspell, the caster may use two shadows as portals, moving into one and emerging from the other, even at considerable distance. The use of this magic naturally permits the caster to find a shadow at his chosen destination, provided he has visited it at least once before. Though the transfer between two points is relatively quick, it is possible for a quick-thinking character at the destination point to suddenly increase ambient lighting at the destination, thereby destroying the shadow portal there. Characters foiled in mid-transit are launched back out of the portal they entered with considerable damage done to their person by the energies of the shadow-world they attempted to cross through.
- Craft Darkthings
The ultimate masters of Shadowplay, once a caster can Craft Darkthings, he may literally shape the shadows around him to produce chimera made of raw darkness. These chimera may be "real," so that they may effect Unenchanted beings, or may exist entirely in the chimerical world, physical only to changelings. This greatspell permits the caster to create guardians, steeds, servants, and a host of other creatures out of raw darkness. Though these chimera never last for long, they make ideal minions for powerful Unseelie.
Since the dawn of time, mankind has made offerings to the gods before undergoing an aquatic journey of any sort. The changelings who know Skycraft protect it well, as they understand the power of this potent Art. Masters of Skycraft can control the storms that whip the seas into their frenzy, and though this, the lives of whoever may be traveling there. (Note, however, that none of these arts have much effect underwater.)
This cantrip produces a dramatic thunderclap and lightning flash in conjunction with some dramatic gesture, such as raising a sword or trident or entering a room. This is most often used to create fear in an opponent, or warn ships away from certain areas.
System: The thunderclap itself is harmless, although an unwary person at "ground zero" might be temporarily stunned or deafened (Storyteller's discretion).
The Realm decrees just how the thunderclap is generated; for example, Actor or Fae indicates that the thunder will sound when the target gestures, while Nature or Prop would set the thunder to discharge when the given object is raised.
The number of successes determines how far away the thunderclap will be heard.
1 success -- Half mile
2 successes -- One mile
3 successes -- Three miles
4 successes -- Five miles
5 successes Ten miles
Type: Wyrd or Chimerical
- Compass Winds
The changeling can create a strong wind and direct it at a given object. This wind lasts as long as the changeling maintains concentration on the object. Its strength is variable, but can be enough to push a ship or knock over a grown man.
System: The Realm determines the target of the cantrip, and the number of successes determines the wind's strength. Note that merfolk must remain at least partially above the surface in order to concentrate on maintaining the wind.
The number of successes determines the wind's strength.
1 success -- 10 miles an hour
2 successes -- 20 miles an hour
3 successes -- 40 miles an hour
4 successes -- 50 miles an hour
5 successes -- 80 miles an hour
Type: Chimerical or Wyrd
- Dark Sky
The changeling can darken the sky with low-lying stormclouds and and create ominous fog to cloak a specific target. The fog works both ways, naturally; those who are cloaked in fog have no easier time seeing out than others do seeing in. The effect can be disastrous to a ship or aircraft, as well as potentially dangerous to an individual.
System: The Realm determines who or what can be cloaked.
The successes determine the visibility within the fog.
1 success -- Hazy; forty feet visibility
2 successes -- Cloudy; twenty feet visibility
3 successes -- Murky; ten feet visibility
4 successes -- Thick; five feet visibility
5 successes -- Pea Soup; maybe your hand in front of your face
Type: Chimerical or Wyrd
The changeling using this cantrip can summon down the clouds themselves in the form of a terrible storm. This storm wreaks its fury relentlessly on the subject of the cantrip until the changeling ceases to concentrate -- however, sometimes the storm can rage out of control and begin working destruction at random. Often, the storm has an ominously human appearance, like a sneering human face or an angry old man (these are usually more common in the chimerical castings).
System: The Realm determines the cantrip's target; for instance, Prop can call down a storm on a vessel. Naturally, the most common Realm used with Stormcraft is Scene. At the time of casting, the Storyteller should secretly roll the character's Willpower (difficulty 7) to determine the changeling's level of control over the storm. If the roll is successful, the storm disperses when the changeling bids it to or ceases concentrating. If the roll fails, the storm may linger on for a while, or wink out prematurely. A botch, naturally, means that the storm becomes uncontrollable, and probably starts working devastation on things the changeling would rather remain safe.
The number of successes determines the strength of the storm.
1 success -- Drizzle
2 successes -- Shower
3 successes -- Thunderstorm
4 successes -- Tempest
5 successes -- Monsoon
Type: Chimerical or Wyrd
- Call Lightning
This devastating cantrip holds a place of fear in the hearts of all Kithain, as the user actually uses his body to channel a lightning bolt down from a cloudless sky and fry his victim. Often only used in times of extreme urgency, Call Lightning does an unholy amount of damage to the target.
System: The Realm simply determines the target. The lightning bolt does five dice of damage to its target, plus one extra die for every success on the roll. This damage is considered aggravated unless the lightning strike is chimerical in nature.
Type: Wyrd or Chimerical
These Arts are restricted to a particular Kith, except in very rare circumstances.
This is the fundamental Art of Nocker craft, and most Nockers are conversant with its principles. At its lowest levels, Infusion strengthens and alters chimerical materials, making them easier for Nockers to manipulate and work with. At its highest levels, this Art is an act of creation in its truest sense.
Infusion is based in part on the premise that there are four basic types of Chimera: Incidental, Dreamed, Crafted, and Forged. Incidental Chimera are flimsy and difficult to work with in their native forms. Dreamed chimera are somewhat hardier, but still do not stand up to most daily abuses. Crafted chimera are shaped through traditional handiwork (with the Crafts skill), and the Changeling must spend a point of Glamour to manipulate a Crafted Chimera. Only Nockers, Boggans, and some Eshu have much skill in the crafting aspect of Infusion. Forged Chimera are the most resilient of chimerical items, and only Nockers (and some Sidhe of House Dougal) with this Art may create them.
Nockers guard this Art jealously, though a few boggans practice it at its lower levels. Nockers claim that Boggans stole their knowledge, which may explain something of their enmity towards Boggans. Some Sidhe of House Dougal have also gained some learning of this Art.
This cantrip allows a Nocker to "harden" inanimate, Incidental chimera into a form that can be forged or crafted.
System: This cantrip costs one point of Glamour (in addition to any other Glamour needed for casting) to use.
The chimerical object to be affected determines the nature of the Realm. Fae 5 (Dweomer of Glamour) can be used as a secondary Realm but not as the solitary Realm. An Incidental chimera that has had this cantrip successfully cast upon it can be crafted or forged as if it were a Dreamed chimera.
The number of successes determines the duration of the cantrip. Obviously, at least two successes are needed for this cantrip to be of much use.
1 success -- One hour
2 successes -- One day
3 successes -- One week
4 successes -- One month
5 successes -- Permanent
This allows a Nocker to toughen any Chimerical material (even a Changeling's fae mien), making it more resistant to damage and Banality.
System: The nature of the Chimerical object to be affected determines the Realm needed for casting this Cantrip.
Any Chimerical substance affected by this Cantrip gains an additional Health level for every two successes earned by the casting of the Cantrip. In addition, all rolls for resisting Banality are reduced by one for every two successes gained. Multiple castings are not cumulative.
- FUBAR Generation
This cantrip allows a Nocker to spontaneously create FUBARs and bend them to his will. FUBARs are a necessity for any Nocker experiments that are created with or powered by electricity or magnetism. It is unknown whether the FUBARs are actually created by the use of this cantrip or if they are summoned by its casting.
System: The Realm Fae 5 (Dweomer of Glamour) must always be used when casting this cantrip.
A Nocker can trap a generated FUBAR in a metal hoop with an Intelligence + Gematria roll, difficulty of the FUBAR's Glamour rating. The number of successes determines the number of Glamour points the FUBAR has.
Golems are the automated servitors of Nockers, and most serve and accompany their creators willingly. Like all chimera, Golems may range widely in power, size, and appearance. The only constraints on a golem's features or capabilities are a nocker's talent, materials, and imagination. Most Golems have a mechanical appearance, though a Nocker may use Phantom Shadows (Legerdemain 5) to make a Golem more natural in appearance.
System: The Realm Fae 5 (Dweomer of Glamour) must always be used when casting this cantrip.
Golem creation is an arduous process. (Extended Intelligence + Gematria and Craft rolls, difficulty 7, 10 successes required in each.) Once a Nocker has built her golem's body, she must hook it up to a FUBAR-powered generator. Such a Golem is essentially mindless, and follows only basic commands. However, if the Nocker later casts the Gilgul cantrip on the Golem to give it true sentience, it gains a measure of intelligence.
A botched Cantrip roll means the animation process causes physical damage to the Golem, and the Nocker must repair it before the Cantrip roll is repeated.
Seven points may be spent on the Golem's Physical and Social Attributes, Skills and Redes for each success rolled. See the Golem Background.
Gilgul is the Hebrew term for "transmigration of souls," "reincarnation," or "metempsychosis." For Nockers, it is the ultimate act of creation, for it is the process by which sentient life is created. Bestowing the breath of life involves properties of the strange moand and demands a great deal of time and equipment. This Cantrip is typically used to make non-sentient Chimera sentient, and is often used to bring Golems to life. Nockers who wish to practice this cantrip legally must obtain permission from the Grand Bes Din.
System: When granting sentience to a Golem, the Realm Fae 5 (Dweomer of Glamour) must always be used. When using this Cantrip on Chimera, the nature of the chimera determines the Realm used, though Fae 5 can be used as a secondary Realm.
Among the Chimerical tools needed to bestow Chimerical life is a rod of true silver and a delta-wave helmet. Both are used to collect strange monads, and to imprint the Nocker's brain patterns on his creation. If the Cantrip is successful, the player makes an Intelligence + Gematria roll (difficulty 7). If both rolls succeed, congratulations -- it's a living, thinking chimera. Cigars for everyone!
Sentient Golems are typically dimwitted, but some are remarkably intelligent. For each success achieved on the Gematria roll, the Golem gains one Attribute pointed, assigned to Perception, Intelligence, or Wits by the Nocker's player. The creature is friendly and loyal to its creator, and learns fundamental skills quickly.
If the Cantrip roll succeeds, but the Intelligence + Gematria roll fails, no points are allocated to the Golem's Mental Attributes. The creature is a blithering idiot. It may be less useful than it was before, if it was animated previously. The Chimera can't even follow simple instructions, but is still alive and aware, and loves its master like a half-witted dog would. Creating a fool is one of the risks of creating life, and puts the Nocker in the mortal dilemma of caring for his child or extinguishing its life (ad hoping that the Bes Din never gets word of it).
If the player botches one or both rolls, the Golem gains sentience, but the Gilgul goes horribly awry; the Golem is mentally unstable and antisocial. (The Storyteller rolls the character's Intelligence + Gematria secretly, and assigns points to the golem's Mental Attributes. If the Storyteller rolls no successes for Attributes, the creature is a mindless animal.) The creator of a rebellious or out-of-control Golem may have to destroy her child to prevent a bloody rampage.
Spirit Link is the Art of communicating with the spirits that inhabit the Upper and Lower Worlds and reside in all natural objects and animals. It is available only to Nunnehi or those Changelings who are deemed worthy to be taught the Art. Nunnehi will only teack Spirit Link to non-Nunnehi if that Changeling is adopted by a Nunnehi Nation.
- World Sight
This Cantrips allows you to percieve creatures, objects, or places in the Upper, Lower, and Middle Worlds. When used in connection with the Prop or Scene Realm, it allows you to look in on an object or an area in the spirit worlds from afat. Places in the Middle World can only be assessed when you are physically present. You must either be familiar with the subject or possess something that links her with the subject--such as a piece of or an item belonging to the subject, the subject's spirit (or true) name, or a symbol associated with the subject.
This Cantrip does not allow sensory perceptions of the Middle World like those able to be sensed with the Soothsay Cantrip Tattletale, but does allow the Nunnehi to assess the true spirit of an object, person, or place. Thus, by using World Sight, you could tell that an object has a curse associated with it, or that a person is actually a supernatural creature such as a Vampire. Possession by spirits can be revealed by this Cantrip, as can the inherent amount of Medicine or spirit power that exists in a place.
Realms: The Realm defines the subject or an area being glimpsed. Distance is not a factor for World Sight.
Actor - Defines the person or spirit being sensed.
Fae - Defines the Changeling, other Nunnehi, Chimerical creatures or other supernaturals such as Prodigals (Vampires and Werewolves) and Gallian being sensed.
Nature - Defines the animal, plant, mineral, or other natural item being sensed.
Prop - Defines the manmade item or inanimate object being sensed.
Scene - Defines the place in any of the three worlds being sensed.
Successes: The number of successes determines how much can be sensed by the use of the Cantrip.
One Success - You gain a vague sense of the subject, usually through a momentary vision. No other sense is involved. Used to glimpse someone or something in the Middle World, there is only a sense of whether something is "wrong" with the subject of the Cantrip.
Two Successes - You get a slightly distorted, though more detailed, picture of the subject. Colours are muted or artifical, sounds are muffled and indistinct, and you have no control over point of view, which remains static. The effects last for about five minutes. Used to view a subject in the Middle World, this degree of success allows a hint about the subject's true nature (i.e., "a dark shadow hangs over your uncle, like a curse...")
Three Successes - Your World Sight is clear and distinct. Colours are vivid and realistic, but sounds are still easily misintrepreted, particularly in the case over overheard conversations. This effect lasts for an entire scene. Danger to yourself from the subject of the Cantrip may be clearly percieved, as can other strong emotions associated with the subject. Used in connection with a target in the Middle World, three successes allows a definitive (though not always specific) determination about the subject to be made. For example, you can clearly "see" that Uncle Raging Bear is labouring under a curse of bad luck, or that the mysterious stranger is actually a Vampire, but cannot tell who placed the curse, how powerful it is, or whether the Vampire is a strong or weak one.
Four Successes - You recieve a full, distinct, multi-sensory image of your subject. Normal sounds and conversation are easy to interpret. The duration lasts for a full day and night unless you decide to end it prematurely. You can sense potential as well as actual danger from the subject. You can alter your point of view in a limited fashion, but may not follow if the subject moves out of your sight. When focused on a subject in the Middle World, this level of success reveals specific information about the person, place, or thing sensed, such as the nature of a curse and its relative strength or the amount of Medicine possessed by someone.
Five Successes - You recieve the same richness of detail as with four successes, but can also choose your point of view, following the subject wherever it goes. The duration lasts until you choose, or are forced by failing a Stamina + Athletics roll (difficulty 7), to end it. You may also alter your point of view, enabling you to see through the eyes of your subject, although you cannot read thoughts or hidden intentions. If used to view someone or something in the Middle World, you may gain exact information about supernatural or magical effects surrounding your focus. You may determine that someone is changing from one Camp to another, or that he or she is one of the changing breed or a worker of death magic.
- Ancestor Speech
When using Ancestor Speech, you may contact the spirit of one of your own or your tribe's ancestors. If the ancester in question was also Nunnehi, that spirit may not be contacted unless the Nunnehi's immortal faerie soul was destroyed; those whose souls were not destroyed have since manifested in other bodies and are not available for consultation. Human ancestors of your family line or mortal tribe may be sought for and questioned. Ancestor spirits may only answer questions pertaining to, or provide visions of, the past up to the present moment. They have no knowledge of the future, or even what is transpiring at the instant of contact. They can be asked about events, places, people, customs, rituls, and objects that existed in the past, and can offer advice when asked for it.
Such counsel is made only with the spirit's own beliefs and perspectives in mind, never with any supernatural or inside knowledge of what is to come or what the right course of action is. Nevertheless, the wisdom of experience and knowledge of the past can sometimes be quite helpful in dealing with the present.
Realms: The Realm describes the subject of the Cantrip.
Actor - Describes the ancestor chosen for contact. This may be a specific individual, if known, or a general call for a willing and helpful ancestor spirit.
Fae - Describes the ancestor chosen for contact in those instances involving the mortal spirit of a Nunnehi whose faerie soul has been destroyed. This Realm is also used to contact spirits of other supernatural creatures.
Nature - Describes the natural thing or animal type chosen for contact. These natural spirits must have been associated with an ancestor at one time, such as his companion spirit or his favourite shade tree. If the individual spirit is not known, a general type may be selected. Thus, if the ancestor's actual antelope companion spirit was not available, any antelope may serve as a spirit conduit. Note: Spirits of animals, plants, and rocks are limited by their own perceptions and world views in the amount of information they can impart.
Prop - Describes the item associated with the ancestor chosen for contact. For example, "the sacred pipe that was lost when my grandfather Eagle's Cry drowned in the river." The itme so contacted can answer questions or provide visions pertaining to its association with the ancestor.
Scene - Describes the place associated with the ancestor chosen for contact.
Successes: Successes indicate the degree of detail imparted by your subject.
One Success - You get minimal answers to your questions and only general counsel.
Two Successes - Your questions are answered incompletely and advice is often cryptic.
Three Successes - Your questions are clearly answered, but the replies are subject to interpretation. Counsel is direct, but not detailed.
Four Successes - You get complete answers, clearly explained, and advice is straightforward and specific to the situatuon. No other information is volunteered, however. You get what you ask for.
Five Successes - Not only are the questions answered and counsel freely given, your subject takes the time to mention aspects of the problem that you may not have considered, or explores the possible courses of action open to you.
- Vision Quest
This Cantrip allows you to gain a vision of the future or to seek the answer to a current dilemma or problem. Unlike the Augury Cantrip, which allows the player to make a statement that the Storyteller then tries to work into the plot, Vision Quest enables the Storyteller to offer the Nunnehi character a brief glimpse into the possible future that fate has in store. If the answer to a question or way out of a dilemma is sought rather than knowledge of the future, it is answered by your spirit totem or associated spirits to the best of their ability. This does not obligate the Storyteller to reveal all her secrets or to tell players the complete answer to puzzells. Rather it allows her to reveal hints, suggest methods for solving problems and warn of the consequences of reckless or unconsidered behaviour.
The Vision Quest is like experiencing a waking dream of the Upper World. It is filled with omens and symbols that you must interpret. Anything might be meaningful, from the animals you see to colours, items noticed, sounds heard, the direction of the wind or smells experienced. Visions in which animals or inanimate objects talk to you are considered very important; ones in which you encouter one of the major spirits of your tribe (Raven Coyote, Blue Corn Woman or White Buffalo Woman, for example) are thought to be the most important and meaningful of all.
Realms: The Realm indicates the primary focus of the vision sought.
Actor - Indicates the person who is the subject of the Vision Quest or for whom the quest is undertaken.
Fae - Indicates the Nunnehi or other supernatural creature who is the subject of the Vision Quest or for whom the quest is undertaken.
Nature - Indicates the living thing or natural object that is the focus of the Vision Quest.
Prop - Indicates the inanimate object that is the focus of the Vision Quest.
Scene - Indicates the place that is the focus of the Vision Quest.
Successes: Successes determine the depth and duration of the vision and its ease of interpretation.
One Success - The vision recieved is momentary and indistinct, like a dream not completely remembered and quickly gone.
Two Successes - The vision lasts for several minutes, but what you see is often confusing and heavily veiled in symbols.
Three Successes - The vision lasts for the equivalent of a scene and resembles a fable or an allegory which you must interpret.
Four Successes - The vision lasts for up to several hours and is richly detailed. Although it is filled with symbols, they are usually able to be interpreted with a fair degree of accuracy.
Five Successes - The vision lasts until it ends naturally or until you choose to end it. It is complex and complete, though still conveyed through symbols, and may recur in parts when actual circumstances relating to it begin to happen around you.
Placate allows you to contact the restless spirits of persons or animals and make attempts to appease them, or induce them to refrain from disturbing the living. Hungry or angry ghosts are problems for many native tribes, and often a Nunnehi can act as a liaison to discover ways in which the unhappy spirits may be placated. The spirits of animals needlessly or mistakenly killed, or those whose spirits were not properly petitioned for their deaths or thanked afterwards, may also be contacted through the use of Placate. In cases where a spirit's identity is not known, something belonging to or a place important to it may become the focus for this Cantrip.
Placate does not give you actual power or control over the spirit, but it does allow the living and the dead to negotiate a settlement.
Realms: The Realm identifies the particular spirit or spirits contacted through the cantrip.
Actor - Identifies the spirit to be placated.
Fae - Identifies the spirit of a supernatural creature (including fae whose faerie souls have been destroyed) to be placated.
Nature - Identifies the animal, plant, or other natural object whose spirit must be placated.
Prop - Identifies an object associated with the spirit to be placated.
Scene - Identifies a place associated with the spirit to be placated.
Successes: The number of successes indicates the willingness of the spirit to allow you to appease it in some way and the length of time in which it will remain placated.
One Success - The spirit grudgingly tells you what must be one to appease it for a short time (one day).
Two Successes - The spirit regards the offer without hostility and may be appeased for up to a week.
Three Successes - The spirit is willing to be placated for a month.
Four Successes - The spirit is anxious for appeasement, and agrees to cease being a disturbance for at least a year.
Five Successes - The spirit is completely satisfied and does not again cause trouble unless it is once again offended.
- Ghost Dance
This powerful Cantrip allows you to assert actual control over the spirits of the deceased. It can be used to command or compel a ghost to cease troubling the living, banish it from a particular place or object, or force it to return to the Lower World if it has managed to cross into the Middle World. Used with the Fae Realm, this Cantrip can be used against Vampires and other monstrous beings. It is also believed that under certain circumstances, a Nunnehi using this cantrip can actually raise an army of ghost warriors to do battle for her, her Family or her tribe. Attempting such a drastic use of this Cantrip, however, puts the Nunnehi's faerie self at risk. If such an attempt fails catastrophically (a botch), the Nunnehi is drawn against her will into the Lower World where she must battle the ghosts she was trying to command. A Nunnehi who dies in this manner is forever destroyed and becomes the ghost of her mortal self.
Realms: The Realm describes the person, creature, thing, or place affected by the Cantrip.
Actor - Describes the human spirit who is the subject of the Cantrip.
Fae - Describes the supernatural creature who is the subject of the Cantrip.
Nature - Describes the animal, plant, or other natural creature spirit who is the subject of the Cantrip.
Prop - Describes the object or item associated with the subject of the Cantrip (such as a bow haunted by the spirit of a dead warrior).
Scene - Describes the place which is the subject of the Cantrip (for example, the clearing where a deer was wrongfully killed).
Successes: The number of successes indicates the degree to which the spirits of the deceased can be controlled.
One Success - you can command a ghost to stop troubling the living, but cannot make it leave unless it wishes to do so. You cannot affect powerful spirits of the dead or supernatural creatures.
Two Successes - You can command a ghost to cease its disturbance and leave the area for a short period of time (regardless of whether or not it is appeased). Powerful spirits of the dead or supernatural creatures such as Vampires or Werewolves can be forced to leave a certain individual alone temporarily, but you cannot drive them away from the area.
Three Successes - You can permanently banish a ghost from an area or forbit it to trouble an individual. A powerful ghost or supernatural creature ca be commanded to leave for a short period of time.
Four Successes - You can point the way to the Lower World to a "lost" ghost (although you may not travel there yourself) and force it to leave the Middle World entirely. You can banish a supernatural creature from a specific area (such as a clearing or a particular dwelling) of the Middle World.
Five Successes - You can exert phenomenal control over the spirits of the dead, compelling them to do what you tell them, even to the extend of raising an army of spirit warriors to do battle for you. The dangers of using this degree of power to create an army are detailed in the description of the Cantrip above. you can control the actions of supernatural creatures for a time lasting until the next sunrise or sunset, whichever comes first at this level of success.
Stories represent a living link to the duties Olorun assigned to the Eshu himself as a messenger and linguist of the orishas. Over time Elegbara developed the Art of Tale Craft to represent this mastery of their sacred duties. As a potent though subtle tool in the repertoire of many an eshu wayfarer, Tale Craft helps even the odds against hostile audiences or a gang of enemies set on taking advantage of the kith's solitary ways.
Usually only Elegbara may master all forms of this Art. Occasionally they may share a rudimentary knowledge of Tale Craft with satyrs, pooka, piskies, clurichaun, and rare individuals among the other commoner kith. By ancient custom, it is forbidden to teach this Art to this sidhe in retaliation for stealing the secrets of the Naming Art when they fled to Ilesha during the Shattering. Those Elegbara who are discovers to have done so are severely punished by the rest of the Tribe, and the sidhe in question often "disappear."
Some form of storytelling must be included in addition to or as part of all Bunks for this Art. It can be in a variety of forms (poetry, song lyrics, etc.), but it must always be present.
- Agemo's Blessing
Sometimes performers must change their material to match the mood of the crowd. For the Elegbara who find themselves facing hostile sidhe courts or svage redcap cannibals, this pressure is even more tangible. This cantrip allows wily Elegbara to ascertain the mood o the audience before beginning their tale in order to choose a story that fits the occasion. Additionally, it offers a way to save a failing performance by discovering the source of the crowd's displeasure. The Elegbara "sees" the determining mood of the crowd in the form of shifting shapes and colors, which offer symbolic clues as to the tenor of the audience. Dark colors indicate sadness or tragedy. Red slashes portend anger. Bright colors and pleasing shapes represent a desire for amusement or laughter.
System: The Realms most often applicable are Actor, Fae or Scene, though clever Elegbara may discover how to use other Realms to determine the audience for the cantrip. Most Elegbara disguise their Bunk for this cantrip as a prologue, joke or other mood-setting device.
Botches mean that the crowd reacts in the exact opposite way that the eshu expected, ruining the first impression.
1 success -- A vague idea; monochromatic visuals; no subtlety, shapes or texture.
2 successes -- A good guess; one color, with slight shading differences and rough shapes.
3 successes -- A solid notion; multicolor, with some shading and defined shapes.
4 successes -- A great grasp; a dance of colors and shading, with multiple defined shapes.
5 successes -- An amazing read; everything you need is in this tapestry, if you can interpret it.
- Flickering Firelight
This cantrip snatches wisps of incidental chimera born from the audience, allowing the Elegbara to create lighting and sound effects appropriate to the tale. Though the frgile chimera generated by this cantrip may only enhance the entertainment value of a tale, a clever caster can turn these creations to mischievous uses, such as dropping a room into near darkness, making phantom sounds echo out of nowhere or similar theatrical tricks.
System: The Realm determines the type of effect being generated -- Actor or Fae for the representations of people or changelings (or elements of them, such as voices), Prop for music or set pieces, Scene for lighting and so on. Thus, truly elaborate productions often require multiple casting or perhaps several eshu acting in concert but garner commensurately impressive results.
Chimeria created by Flickering Firelight possess only the barest of substance. They have no resistance to Banality, nor can they harm another in any way. Touching them causes them to dissipate, and they have no will of their own. Suspicious onlookers may pierce the illusion y gaining more success than the caster on a Perception + Kenning roll (difficulty is of the caster's successes +3). The effects last only as long as the story being told.
1 success -- A muffled sound or poor image; no substantial lighting or sound changes are possible.
2 successes -- Not bad from about 25 feet away; dim or raise lights and music.
3 successes -- Convincing except for small details; a good likeness.
4 successes -- Exact reproductions, down to the smallest details; spotlights and highly specific sound cues are possible as well as shifts in sound or lighting.
5 successes -- Absolutely amazing creations; most special effects are possible.
Type: Chimerical unless the caster has called upon the wyrd.
- Murmur in the Crowd
(Kithbook: Eshu, pg. 90)
After reading an audience and setting the stage, Elegbara next learn to stir up their listeners' passions, nudging them in the direction of the desired emotion or response. Thought most Elegbara consider it undignified to augment their natural abilities without good cause, performers faced with a tough crowd have no problem doing so. The idea or emotion must be simple enough to be expressed in or or two words and does not constitute a direct order. In addition, the Elegbara has no real control over how the crowd chooses to react. An audience of redcaps moved "celebration," for example, will have a response very different from that of an audience of boggans.
System: By appealing to the emotion or idea in question in their story, the eshu sends a temporary but powerful pulse of that particular passion through the crowd. Success moves an audience one step closer to the eshu's desired position. Multiple castings of this cantrip on an audience have cumulative effects, but even one failure immediately sets the audience back to where they were originally. The prahse "a hail of sneakers and rotten fruit" is the nicest way of expressing what happens to the mood of the audience when a botch occurs. The effects generally last only a few minutes after the performance.
1 success -- Barest glimmer; the cantrip's effects last until the end of the performance, maybe. The audience feels a slight nudge in the desired direction but may easily ignore it. Enemies are unmoved.
2 successes -- Murmur of approval; exterior events may still disrupt the effects before the end of the performance. The audience feels a definite inclination in the desired direction.
3 successes -- Mass appeal; for the duration of the performance, the audience feels the desired emotion. Incident enemies of the character are swayed.
4 successes -- Tour de force; the passions stirred by this cantrip last up to 10 minutes after the performance ends, and only those who've had a lasting grudge against the eshu don't feel the pull of the desired emotion.
5 successes -- Lasting impression; even bitter enemies are moved. The passion gradually fades away over the course of an hour after the performance.
- Sticks and Stones
One of the survival secrets of the largely solitary Elegbara in their time on the road lies in this highly adaptable and effective cantrip. Used in conjunction with a story, this cantrip creates a chimerical shield from the chimerical words and images formed from the story. These images swirl in a protective circle around the caster, deflecting attacks.
The Elegbara may perform other actions while maintaining the shield, but she cannot move faster than a brisk walk and suffers a two-dice penalty to all such efforts due to the concentration required. She also cannot interrupt it to say more than one or two words ("Run!" and "Get help!" are popular) without breaking the cantrip.
System: So long as the eshu continues weaving his tale, the shield persists and is treated as normal soak dice, effective against all forms of direct chimerical attack. With an additional Glamour point, the shield may even protect from such hazards of as fire or gas, though it cannot protect the character from total immersion effects such as drowning. The eshu may include others within the shield, but each additional person beyond the first costs an additional Glamour point and adds +1 to the cantrip difficulty, and everyone protected must remain in physical contact with the caster or lose protection. The effect ends when the caster finishes the story or consciously drops the shield.
The number of successes determines the number of additional soak dice the cantrip provides.
Type: Chimerical or wyrd, though if wyrd the shield tends to fail quickly in front of truly banal observers.
- Moment of Truth
At this level of power, the Elegbara can use the power of words and names to create substantial illusions. Similar to the Legerdemain Art of Phantom Shadows, any creates must be characters or other elements of the story the eshu is telling. Most are dismissed at the end of the tale or perhaps the evening's entertainment, though they may still gain sentience in the same manner as Phantom Shadows do and require the same Glamour costs to maintain if the caster wishes to keep them longer. Elegbara are considered responsible for any actions taken by their Beings of Truth (the name for entities created with this cantrip), and most keep close track of their creations until they are dismissed.
System: This cantrip is handled exactly the same as Phantom Shadows, inlcuding all costs and Realms required; see Phantom Shadows.
These are Arts that may only be possessed by Denizens of the Dreaming, otherwise known as Dark-kin. Dark-kin are darker cousins to the Changelings, but in order to affect one (or in order for one to affect a Changeling), they must have level 3 of the Fae Realm, as if they were a Chimera. To affect others of their own kind, they must have the proper Realm of Fae (either 1 or 2). Certain Changelings of either the Unseelie or Shadow Courts may also possess these, but they are rare.
The Autumn Way
Despite the confusion sometimes caused by its name, this Art has little to do with Banality. It is, simply, an ancient Art, which has long allowed some the fae to interact with the mundane world without resorting to the extremes of the Changeling Way Ritual. This Art is rarely possessed by either Changelings or Denizens, neither of whom have needed it much over the Miririm. Mainly practiced by the muses and other Evanescent Denizens, it has recently become quite the barganing chip.
- Insufflation (Complex Possession)
The easiest method of interacting with the Autumn World, this Cantrip involves the active possession of a non-sleeping human. Unlike Simple Possession, Insufflation allows the Denizen to take physical form in the human world without the debilitating accrual of Banality inherent to Simple Possession. Denizens who seek to take human form must expend a point of Glamour and make a Willpower roll (difficulty equal to the target's Willpower or inherent Banality, whichever is higher). For each success the Denizen may occupy the target for a full day. The Denizen may automatically add to this amount of time by spending additional Glamour, each point buying an amount of time equal to the first. the dangers to this are considerably less than those encountered in Simple Possession; no matter how long the Denizen possesses the person, he only gains one temporary point of Banality (unless encountering or engagin in high Banality situations).
The Denizen takes on the Physical Attributes and Appearance of the person he possesses while maintaining his own Mental Attributes, Charisma and Manipulation. This ability takes a full turn to activate and only works on unelightened humans, not prodigals or humans with Awakened Avatars (i.e., Mages).
Insufflation confers fragmented memories (but no Abilities) from the possessed person's life, thus making it possible to pull off a convincing masquerade against those who know the person well, but not easy. As with Simple Possession, the Denizen in this state can use any of this Arts, common voile or Chimerical weapons, but cannot call upon any special Treasures. The Denizen may Enchant mortals while in this state but may not call upon the Wyrd. Possessed humans may remember their actions while under this power (subject to the Mists) and may have a vague notion of an alien presence.
With this Cantrip the Denizen is able to fully manifest his true form in the Autumn World. While this Cantrip is in effect the Denizen has all the physical presence and Banality resistance of the Changelings. As with the Kithian, the Denizen possesses a faerie and a human mien, the first of which is only available to those with faerie sight. With Manifestation the Denizen can use any of his Arts, Chimerical weapons or Treasures. The Denizen may Enchant mortals and call upon the Wyrd. This Cantrip costs one point of Glamour to cast, requires a roll against the Denizen's permanent Glamour (difficulty 5) and lasts for one week per success.
Strangers to the Autumn World, some Dark-kin have neither the time nor the inclination to learn all its subtleties. Hundreds of languages, thousands of local customs! Who can be bothered? Zeitgeist smooths over the problems encountered by strangers in a strange land. It gives the Denizen temporary knowledge of the local language, helps him understand local customs and cultures, and minimizes Social penalties to -1 die (unless the Denizen does something violent or outrageous; this does not include Social penalties stemming from a Denizen's Flaws or Frailties). The local population might realize the Denizen is a stranger, but unless truly suspicious or insular, they won't go out of their way to bother him. This Cantrip costs one point of Glamour. The Denizen makes a Manipulation + Streetwise roll (difficulty 6). The Cantrip lasts one day per success.
- Dagda's Boon (Walk the Silver Path)
The Tuatha de Danaan's magic has weakened in recent centuries and even they could not forsee all possibilities. During the Miririm a fir-bholg sorcerer developed a Cantrip by which Denizens could disguise their mystic "signature" from the Silver Ban. Cynically dubbed "Dagda's Boon", the Cantrip spread to other Adhene, though it isn't commonly known. Those who use it may walk the Silver Path without Kithian permission. This Cantrip also makes its caster partially "transparent" to Soothsay, the divining powers of the moirae and any spells to detect Formorian taint. The number of successes rolled on this Cantrip may automatically be used as a dice pool to contest any such spells. The Denizen casting this Cantrip must spend a point of Glamour and make a roll against her permanent Glamour. The Cantrip lasts one day for every success.
- Reality's Horror
A power said to be wielded by Ravana himself, this potent Cantrip allows its wielder to bring aspects of the Dreaming into the mundane world, casting them directly into the mind of a target without the need for Enchantment The target of these Chimeras believes they are real; hallucinatory fire may burn him and an illusory wall can block him. This Cantrip affects only one person at a time. Other people can try to convince the target that his terrors aren't real, but he won't believe them unless he achieves at least two successes on a Willpower roll (difficulty 9). Even then, he has trouble ignoring the effects and is at -3 to all actions. Most frequently wielded by Denizens and some Kithian of the Unseelie Court, it is typically shunned by outsiders as nothing more than a sophisticated "illusion".
Reality's Horror costs one point of both Glamour and Willpower to set in motion and lasts for an entire scene. If the Denizen seeks to hurt her victim, her player must roll Manipulation + Realm (difficulty equal to the victim's permanent Banality or Willpower, whichever is higher). Each success inflicts one level of damage. If the caster wishes to cause less damage she must announce a maximum damage before the roll. This power is purely Chimerical and cannot actually kill its victims, at least in the mundane world (although a target with a heart condition could die from fright or one might be convinced to overlook something harmful, such as a nearby cliff). Usually a victim "killed" by an illusory attack just loses consciousness. All injuries disappear on mundane or prodigal targets once they awaken or are convinced that they weren't really harmed.
Some say the Dark-kin learn Discord in their sleep, taught by the ancient Dragon Ouroborous. this legend could just be an intimidation tactic the Naraka made up to fit their dark mysticism. However, some Sidhe believe that this same mythical creature endows the fae with the Dragon's Ire; Discord is undeniably an Art of war. Discord is brutal and effective in incapacitating, crippling, or slaying an opponent. Naraka most commonly wield this Art, which adds to the ambiguity of its origin, but it is sometimes practiced by other Adhene. Few Changelings have ever seen anything like it. If the Denizen augments this Art with others such as Wayfare and Primal, he may even go toe to toe with powerful prodigals.
- House of Mirrors
This Cantrip makes a creepy distraction tactic by creating multiple Chimerical images. These images are harmless and cannot attack anyone, but in a combat situation opponents take some time to figure out which Denizen (or Changeling) is the right one to hit amid shifting shadows and whirling half-seen images. Some may be mirror copies of the caster, while others consist of moving light and shadow seen from the corner of the eye that are too threatening to ignore.
System: The Realm used determines what the images distract. This Art costs one point of Glamour Each Chimerical image is animated and moves around in a confusing, menacing manner. Used in conjunction with the Actor Realm, this Cantrip affects human viewers while the Prop Realm is necessary to fool a camera. The number of successes rolled (difficulty 7) dictate how many images form. For each image created, the target of the Cantrip has a +1 difficulty to Initiative rolls in combat, and to all Wits related rolls when not in a combat situation. It lasts one turn per success.
- Hermes' Fleetness
Hermes' Fleetness increases the reflexes and agility of a target, making attempts to dodge blows easier.
System: When Hermes' Fleetness is cast, the character must spend one temporary Glamour. The character that cast Hermes' Fleetness recieves a -1 difficulty modifier on Dodge rolls for each success. This Art cannot lower dodge difficulties below three. This effect lasts for one turn per success.
This Cantrip can augment a weapon (or bare hands) to do aggravated damage. Sometimes called "Myth-Bane", it is not only as potent as iron to the fae, but also lethal to prodigals. The weapon so enchanted takes on a firey glow.
System: The Realm used determines what delivers the sting of the Myth-Bane. Thus, the Prop Realm would enchant a sword while the Fae Realm would effect the attacker's fists and the Nature Realm would enchant a rose's thorns or cat's claws. One point of temporary Glamour must be spent to cast the Armilustra Cantrip. The number of successes rolled (difficulty 6) determine how many "charges" of aggravated wounding potential the Cantrip has until it needs to be cast again. For example, if cast on a sword, four successes would indicate that the enhanced weapon could do four levels of aggravated damage before becoming a normal sword again. The amount of aggravated damage cannot exceed the weapon dice rolled on any given attack.
- Whirling Dervish
This Cantrip adds great accuracy in battle due to speed and nimble precision. Whirling Dervish is generally cast before a combat situations. The Cantrip makes it easier to hit an opponent that coincides with the Realm used.
System: Realms for Whirling Dervish are identical to Life and Limb (see below). Thus, if the Denizen attempts to affect another fae, he must have that Realm to do so, while trying to destroy a precious object with one blow would require the use of Prop. The Denizen casting Whirling Dervish must spend a point of temporary Glamour to cast this Cantrip.
For each success rolled, the character has a -1 modifier to the difficulty number when trying to hit the target of this Cantrip. Whirling Dervish lasts one turn per success and cannot lower the difficulties in combat to less than two. Botches indicate the rolls against the intended target will have a higher difficulty than normal.
- Life and Limb
Life and Limb is primarily cast before violent conflicts when the character knows things will come to blows. It augments the Denizen's instinct to strike vital areas on an opponent.
System: The Realm chosen to accompany this Art must coincide with the nature of the Denizen's target. One point of temporary Glamour must be spent for each target of Life and Limb. The number of successes becomes extra dice in the damage dice pool of the character. Additionally, if the Denizen wielding it rolls more perfect 10s (that aren't offset by 1s) than its target has in Stamina, the target loses a limb (or an integral part of an object). Life and Limb lasts until the end of the user's current combat or until one decisive blow has been struck in non-combat situations.
"Of all the threats that we have faced in the past 30 years, the most troubling has been the reappearance of the Oneiromancers. If they are not stopped, I predict nothing less than the dissolution of the Dream Nation." So spoke Duke Dray at a recent secret reune of the Parliament of Dreams. Literally "divination through dreams", Oneiromancy is far more--the power of sleeping dreams made flesh. Believed to be a creation of the formorians (who reputedly practice it at levels far exceeding those discussed here), this Art is not widely practiced, even among the Dark-kin. It nevertheless remains a valuable tool in the hands of the returning Denizens. Changelings have found it particularly difficult to battle this Art, which effectively blurs the borders between reality and fantasy, sleep and waking. Some returning Denizens use it to steal or destroy Changeling Dreamers, claim freeholds or for assassination. To affect someone with any of the following Cantrips, the caster must have a valued personal item from the target. An initial point of Glamour is required to activate the link and a Glamour roll (difficulty 7) determines how many Cantrips may be cast through the item before it is lost to the Dreaming. Finally, the caster must have seen the target at some point during the preceding day (doing so through scrying is acceptable.)
This is the ability to send dreams. The caster has little control over the dream's actual content, but can dictate the type of dream--generally anything definable in two words or less (e.g., calm flying, sexual nightmare or good fortune). The caster may also plant one "image" in the dream (a sight, smell, melody, etc).
System: The caster spends a point of Glamour and makes a contested Intelligence + Realm roll against the target's current Willpower or Banality (whichever is higher). For each success scored over the target's roll, the target will have the dream for one night. The Mists scale in the Changeling rulebook determines how well the target remembers the dream the next day.
Meaning "dream reader", this cantrip allows the Oneiromancer to see the content of another person's dreams as they occur. Though invaluable for turning up blackmail material or other treasured secrets, proper interpretation can be difficult. The Storyteller should relate dream images in a fragmentary manner so that the caster has to dig through the waking detritus that commonly infests most dreams.
System: The caster spends a point of Glamour and rolls her Intelligence + Realm (difficulty equals the target's current Willpower or Banality, whichever is higher). For each success the caster can read one hour of the target's dreams. The caster may also "capture" parts of the dream, storing them in a specially carved crystal. To capture these images the caster must spend an additional point of Glamour and make a Glamour roll (difficulty 7). The Oneiromancer may record one sequence of dream (e.g., the part where the dreamer is reliving when she murdered her husband) per success. Someone using this Cantrip can "read" the crystal by making a successful Intelligence + Prop roll (difficulty 7). Each success reveals one dream portion within the capturing crystal.
At this level the caster may cause the target's midnight fantasies to intrude into his daylight hours, blurring the borderline between sleep and waking. His dreams become real, manifesting themselves as self-perpetuating Chimera that only the Dreamer can see. (Though those with Kenning may catch glimpses of them.) These Chimera are harmless phantasms with no material substance. They appear wholly real to the waking dreamer, however, and dog his footsteps throughout the day, driving some targets over the brink of madness (especially if he is hiding some sort of guilty secret).
System: The caster spends a point of Glamour and makes a contested roll of his Intelligence + Realm against the target's current Willpower or Banality (whichever is higher). For each success scored over the target's roll, the target experiences these waking dreams for one day.
Defined as the suspension of "heart" or vitality, this Cantrip allows a Denizen to enter a dream and interact with the dreamer. The caster can create phantom Chimera and define the overall nature of the dream (though not the dreamer's reactions to it). The true danger of this Cantrip rests in its ability to allow the caster to steal Stamina or Glamour from her victim. The is the well known "hag-riding" or "succubus dream" featured so prominently in legends.
System: The caster spends a point of Glamour and rolls her current Glamour (difficulty equals the target's current Willpower or Banality, whichever is higher). For each success the caster can inhabit the target's dreams for one full sleep cycle. The victim's Attributes may never drop below one in these dreams. Once a sleep cycle those with fae sight may make a Perception + Kenning roll (difficulty 8) to notice that someone is "tampering" with their (or someone they're observing's) dreams. Once this has been determined, the dreamer can make an opposed Willpower roll to force the intruder out of his mind. To help someone else, the fae must awaken the dreamer, breaking the sleep cycle.
So named because of its ability to burn away the physical "dross" in its victims, this Cantrip can literally turn Autumn inhabitants or material into dreams. The Cantrip's victim actually becomes a living, sentient Chimera and is left to cope with his new reality as best he can. Newly formed Chimera don't automatically gain Redes, though supernatural powers translate into Chimerical equivalents. Thus, the car salesman who cheated a Denizen is relatively defensless (and terrified) in his new dream state, but a Werewolf may still depend on Chimerical equivalents of his Gifts. In the case of long term Expiation, the victim floats farther and farther from the waking world. Depending on how many people knew him, memories of the person fade at different rates (it's easier to make a transient drifter disappear than a well-known celebrity). Even physical manifestations of the person's life (photographs, birth certificate, etc.) fade in time, though they may spark someone's memory while they remain. Similarly, used with other Realms, it is far easier to make a set of keys disappear than a famous cathedral (not to mention the Banality backlash inherent to the latter example). The rumour that something along these lines ma have happened to the missing King Davit has sent some of his subjects into a panic.
System: The caster spends a point of Glamour and rolls Intelligence + Realm against the Willpower or Banality of the target (whichever is higher). The number of successes scored over the target's roll determines the Cantrip's duration. Those who have undergone the Changeling Way Ritual add +2 Willpower for the purpose of resisting this Cantrip. Expiation does not work on Denizens, Chimera, Thallian or other creatures who are already fully spirit, though it can force a Denizen from a possessed body or undo the Manifestion Cantrip. A Denizen possessing a mundane body may suddenly find himself standing next to a very confused human Chimera, while a Manifested Denizen or Changeling may suddenly find herself in Phantom Form. Even those permanently Expiated may eventually regain their physical form, though this may become the object of a major quest. Once the last person has forgotten the victim, however (no matter how many successes were originally scored), no power except for the original caster's permission may bring them back--though they might live forever in the Dreaming.
One Success - One day. Those who have met the person only once or twice forget him.
Two Successes - One week. Distant associations forget him.
Three Successes - One month. Daily acquaintances forget him.
Four Successes - One year. Friends forget him. Minor physical attributes (photographs, personal effects, etc.) disappear or are misplaced.
Five Successes - Permanent. Loved ones and foes forget him. All remaining reminders of the person (bank records, personal letters, works of art, etc.) disappear, are misplaced or are attributed to others over the next few years.
Dauntain are Changlings who have turned their back on the Dreaming, and who now actively try to rid other Changelings of it. These Arts are used to actively work against Glamour and the Dreaming, and can possibly be used to counterweave a Changeling's Cantrip.
Idealists win the hearts and minds of those around them, but the coldest of souls can block out feelings and thoughts to sap one's will. When attempting to use any of the powers of this Agenda, the character must roll Empathy + Manipulation.
The target will be unable to think about one topic of the sleeprling's choice. For instance, a Satyr may be unable to think about sex or a troubadour may forget how to play his lute.
The target will be unable to feel one positive emotion of the user's choosing. The difficulty of the casting can be increased if the emotion is particularly strong. (Not feeling joy might be a standard roll, however, the difficulty of stopping True Love might be increased by three.)
The target will be obsessed with the thought of one dull activity and will actively try to pursue that activity until it is fulfilled in every excruciating detail. This is sometimes commonly invoked by having the caster badger the target until he gives in. ("Don't forget to do your taxes! Don't forget to do your taxes!")
The target will be obsessed with acquiring samples of one type of object. For instance, the target might suddenly become enthralled with the idea of looking for bright, shiny pennies or collecting bad superhero comics.
- Geek Out
The target loses all interest in the subject he once held most dear and takes up a dull hobby. His change in personality is affected so severely that all rolls involving social interaction are increased by 2. ("Yes? I love you? Allow me to play my latest love ballad for you on my new accordion!")
This Agenda has the goal of altering the target's perceptio of the world. If he is deeply inculcated with an excessively mundane mindset, he will gain insights into analyzing procedures and deconstructing processes. When using this power, the character must roll Perception + Leadership.
The target reexamines any one topic he previously despised and instantly see merit in it. He will repeatedly talk about it in sympathetic terms and try to convince others of his newfound enlightment. ("The Three Stooges aren't really that bad. I never realized how much I identified with Larry.") Autumn Fae or Dauntain with at least thee dots in Computer can excecute this Agenda over the Internet by creating "HappyNets" filled with smileys [:-) ] and ::hugs::.
- Dull Impulse
The target will perform one harmlessly dull task repeatedly for the duration of this Agenda. This primary activity will become the most important thing in the world to him. Examples include washing a car, dusting an apartment, or washing his hands repeatedly. He can perform other activities, but he will physically resist anyone attempting to stop him from his primary task. ("I'm the focal point for this action item, and no one's going to stop me!")
The target is affected by a Dull Impulse, but he will also actively try to get others to participate. If the user sticks around, he gets one extra die for each additional person the victim converts (up to a maximum of three additional dice). If the user achieves five or more successes, the effect will involve ideas and loyalties instead of activities.
- Procedural Addiction
The target will examine one activity in such a manner that he must analyze every step of it. Normal activities take twice as long. If the user scores at least three succeses, the target must recite each step as he performs the task.
This is similar to Procedural Addiction, but the target will create procedures for everything. He will then try to teach these procedures to others. If he succeeds, however, his student may learn one new Ability at a reduced experience point cost! (Reduce the cost of learning the ability by two points, but do not reduce it to less than one point.)
The force of conformity and stasis is the force of the Weaver. Lacking empathy for creativity, the forces of the Weaver bind reality in her lifeless, dehumanizing web. When using this power, the character must roll Intelligence + Science.
- Weave Web
The caster can make a substance stronger. He has focused his attention so thoroughly upon the substance that its mundanity is enhanced. For each success, the substance will either inflict an additional Health Level (if it can be brandished as a weapon) or gain an extra Health Level (if it cannot). The duration is one session. "Crushing mundanity" takes on a whole new meaning.
- Overwhelming Wincing
The caster becomes painfully dull, and can cause one target nearby to lose one Health Level from wincing and an overwhelming headache. For each additional success, the caster can affect one additional target. This is particularly effective in board room meetings.
- Warp Will
The caster's activity is puts those around them through a purgatory of boredom. For each success, the caster reduces the temporary Willpower or Glamour of each person around him by one. This may be used once per session.
- Wend Your Way
The caster overcomplicates any one process that others cannot figure out precisely what he is doing. Anyone who studies what the individual is doing becomes so easily distracted by more fascinating things (like trees and rocks) increases his difficulty of each roll by one for each success on the Tedium (up to a maximum of +3). For instance, this can affect Tracking and Investigation rolls.
- Cry "Woof"
The caster will summon a Weaver spirit. The entity level of power of the spirit depends on the number of successes attained. For more details on Weaver spirits, see Werewolf: The Apocalypse, Second Edition or Mage: The Ascension, Second Edition. Examples include Paradox Spirits of the Mind Sphere, Pattern Spiders and Nexus Crawlers. This is extremely dangerous, and shows the inherently destructive nature of following stasis.
Possession of Realms determines who or what changeling casters are able to affect when casting cantrips. Everything up to the level she possesses is inclusive; thus if a changeling possesses four levels of a particular Realm, she is able to affect anything up to the fourth level.
The level of the Realm used added to the appropriate attribute (based on the Art used) determines the number of dice the changeling has available to cast a cantrip. If several Realms are used in casting a cantrip, she must use the Realm with the/ewest number of dots for figuring the Dice Pool. Even if she only needs a lower level of a Realm, she can still use her full rating for the purposes of casting a cantrip. So if she has five levels of Fae, but is only trying to affect a commoner, she can still add five to her Dice Pool. For example, a giant land dragon is rushing at a group of changelings. Thinking quickly, Eriond the Eshu decides to cast a Wind Runner cantrip so that they may fly away out of danger. The changelings have a couple of enchanted mortals with them, further complicating the situation.
Eriond has to use three Realms to be able to affect himself and all of his companions: He has Fae 4 (though he would only need one, since all of his companions are commoners), but he has only Actor 1 (which is fortunately enough since the enchanted mortals are good friends). He then combines this with Scene 4 (since they are currently in an open field). The lowest Realm he possesses is Actor, so Eriond uses this Realm when determining his Dice Pool for casting the cantrip. See Chapter Seven for complete information on casting cantrips.
Exceptions to the use of Realms are Scene and Time. In most cases, Scene allows the caster to affect multiple targets, and Time allows a cantrip to be cast with a delay before it takes effect (literally, a time bomb). When used this way, neither Realms are used to figure in the number of dice for Dice Pool. There are some instances where Scene can be used as the primary Realm, and in such cases Scene is used to help determine the Dice Pool.
This Realm concerns itself with mortals. The higher the Realm, the less the caster must personally know the person. This Realm includes supernatural beings such as Vampires, Wraiths, etc., but not other fae.
|*||True Friend||A well-known confidant, buddy, etc.|
|**||Personal Contact||You have had a long conversation with this person, and you know his name.|
|***||Familiar Face||You recognize his face, but you do not need to know his name.|
|****||Complete Stranger||You need no information, but the person cannot be your enemy.|
|*****||Dire Enemy||This person must be your enemy, or in competition with you; a gaming friend falls in this category.|
This Realm encompasses animals, elements and nonsupernatural creatures of nature.
|*||Raw Material||Unliving, organic matter (rope, paper, stone, etc.). If it's inorganic (steel, etc.), it is not of this Realm.|
|**||Verdant Forest||Living, organic plant material (not animals).|
|***||Feral Animal||Living, nonsentient animals (self-aware animals are governed under Actor).|
|****||Natural Phenomena||Natural occurences: weather, volcanic eruptions, earthquakes, etc.|
|*****||Base Element||Governs natural (carbon-based) elements, or the traditional four: fire, water, earth, and air.|
This Realm governs all creatures of the Dreaming.
|*||Hearty Commoner||Commoner Changeling.|
|**||Lofty Noble||Any Changeling with a Title.|
|***||Manifold Chimera||Chimerical creatures or items.|
|****||Elusive Gallian||Useable on all fae beings not categorized above: Nunnehi, Inanimae or anything else unexplainable but related to the Dreaming.|
|*****||Dweomer of Glamour||Anything composed of Glamour: Cantrips, treasures, dross, etc. (Note: you need to possess this level to attempt to counter any Cantrips cast).|
Prop governs objects that not natural and crafted from human hands. This includes formerly natural objects crafted into something else (wood sculptures, papier mache', etc.).
|*||Ornate Garb||Objects commonly worn )clothing, rings, tattoos, etc).|
|**||Crafted Tool||An item with no moveable parts (swords, shields, but not guns or even a morning star).|
|***||Mechanical Device||An item with movable parts, but not needing fuel to operate (including computers, which need electricity).|
|****||Complex Machine||A single item with movable, sometimes electronic components, but with an easily understandable mechanism (toaster ovens, cars and printing presses; no computers, TVs, etc.).|
|*****||Arcane Artifact||Any crafted item not listed above with complex components.|
This Realm determines area of the casting. It allows the changeling to affect multiple targets (although she must possess the requisite Realms to affect these targets as well. She could not use Scene 3 by itself to affect a playground full of kids).
|*||Chamber||up to 25 sq. ft.|
|**||Cottage||up to 200 sq. ft.|
|***||House||up to 750 sq. ft.|
|****||Park||up to 2000 sq. ft.|
|*****||Kingdom||up to 50,000 sq. ft.|
This Realm allows the caster to set a "delay" on a cantrip casting. She could cast the cantrip, leave the area and then expect the cantrip to release without her being present. The number of dots determines how long the delay can be set, and the difficulty modifier applied to the casting.