| '''LEARNING ARTS'''
Common Arts can be learned without a teacher by any Kithain at any time. Rare Arts requires a teacher for the first level, after which they can be learned on their own up to level 3. In order to learn the 4th or 5th level of an Art, you must have 3 judged rolls of that Art. The reason is that using the Art makes it part of you - as you and the Art are both part of the Dreaming - and as the Art becomes more a part of you, it becomes easier. Using Arts is how you improve on them. It is assumed that you are practicing the art as you learn it up to 3. The exception to these rules is Naming - Naming is different, it is not part of the Dreaming but separate from it and used to manipulate it. Each level of Naming requires a teacher.
COMMON ARTS FOR SPECIFIC KITHS AND GROUPS: These are common only for the specified Kith or group, for all others they are Rare:
Sidhe: Sovereign (this art is Rare for other Kiths)
Nockers and members of House Dougal: Infusion
Eshu: Tale Craft
NAMING - ART
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.
- Note: You may only have one Rune active at a time, with a duration of 24 IC hours.
●●● 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 can be allocated between the strength of the circle and the number of spells it can absorb before it burns out. Until used up, the circle will last almost indefinitely, although extended exposure to high enough banality will slowly wear it down at a rate of 1 success (from either pool) per hour within a foot of someone of banality 9 or 10.
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.
- Note: You will need the appropriate lores to protect against supernatural forces that are non-fae.
1 sucess - Protect against a single spell of the maximum level, or two of any level below that.
2 successes - Protect against two spells of the maximum level, or three of any level below that.
3 successses - Protect against three spells of the maximum level, or four of any below that.
4 successes - Protect against five spells of the maximum level or any other.
5 successes - Protect against seven spells of any level up to the maximum based on successes allocated.
●●●● Saining & ●●●●● Reweaving are not allowed on Sheltering Skies.
Art Specific Houserules
Level 3: This cantrip can be cast on a single target once per scene. The extra actions granted by this cantrip last for a scene, not a single round like wayfare 2.
Level 4: Deja Vu Because of the changes to the Time Realm, 'Permanence' is being replaced with this.
Beyond the manipulation of temporal perception, past halting the flow of time around the target, the changeling next learns to relive a recent moment and re-experience the present armed with future knowledge. As time moves forward, the branching possibilities make any long-term application of the cantrip useless, but for up to a few minutes, the adept of Chronos becomes a time traveler. With such undeniable power, the changeling also accepts the risk of becoming overwhelmed with possible futures. Repeated use of Deja Vu during the same scene becomes increasingly more difficult as the threads of fate become tangled.
A piskey courier relives the moments before she is cornered by her rival and avoids the danger altogether; the troll bodyguard sees his client gunned down, but then experiences the moment again to push her out of the way and take the bullet; a dying selkie relives her final breath to kiss her true love one last time.
System: The Realm determines who or what is sent back in time, although anyone subject to Deja Vu without warning will be disoriented and justifiably confused. Even the caster and other masters of time magic must overcome the strain of traveling through time in order to change the future. The turn the player declares her character has used Deja Vu, the target(s) (including herself) cannot take an action while they orient to the current flow of time.
The player must describe any bunk her character used while casting the cantrip and the Storyteller lowers the difficulty appropriately. After the player rolls the cantrip, the target(s) receive a -3 to the difficulty of all rolls for the number of turns equal to the successes from the cantrip roll.
Each use of Deja Vu increases the difficulty of the next use during the current scene by one.
ONEIROMANCY (This is the version used on Sheltering Skies, not the version found in the Denizens book; Oneiromancy is a Rare Art)
Cut off from Arcadia and one step removed from the Dreaming, changelings seek out connections to their fae selves through the Glamour in dreams. Every person and animal reaches through the Mists at night to touch the Dreaming, even if they have no control or memory of the journey the next morning. Students of Oneiromancy explore the link forged between slumber and world of the fae, but gain fearsome powers to spread the chaos of the Dreaming to their victims or set it loose upon the mortal realm. Some consider this Art to be evil, especially those who know where it eventually leads. It is largely taught by Denizens and members of the Shadow Court, although it does exist among the general Changeling population.
● Dream Walk
After learning the first cantrip of Oneiromancy, a changeling can forge a bridge between the Dreaming and her target's mind, allowing her to fully enter a dream. She must target someone or something asleep she either knows well or can see. The character then wholly enters teh target's dream and disappears from the mundane world. The subject may or may not realize the changeling is something more than a part of her dream, but she will remember the dream upon waking.
Learning Dream Walk may be an initiation for Oneiromancers, but all come to respect the utility and power in the first step to mastering dreams. Changelings can pass messages to the dreaming subject, hide from enemies or nosy interlopers, or seek insight into the dreamer's mind. The character does not risk any physical harm while in the dream, but dcan sustain chimerical damage. She laso does not rest herself while Dream Walking, so after a night spent in another's dreams, she will likely need sleep of her own.
System: The cantrip can be used to enter the dream of any sleeping creature, provided the changeling knows the appropriate Realm. The Oneiromancer brings nothing with her when entering the dream and will reappear in the same place she cast the cantrip when she willingly leave s the dream or when the dreamer wakes. The first time a character casts the cantrip on a subject, she must be able to see the target, but the player can also spend a point of Willpower to forge a connection allowing the Oneiromancer to enter her dreams from anywhere in the future. The subject remembers the dream upon waking, making Dream Walk an effective way to pass messages and send warnings. All other Oneiromancy canrips first require successful casting of Dream Walk.
●● Dream Craft
Some dreams stay with dreamers even after waking, coloring the mood and tone of their day. No longer limited to entering the target's dreams and having minimal interactions, the Oneiromancer can exert control over the dreamscape to create peaceful tableaus in the sleeper's mind or inflict dreadful terrors that will haunt her the following day.
System: Dream Craft can only be used as an extension of Dream Walk while inside of someone else's dreams. The changeling can shape the target's dreams and employ Realms to create aspects of the dream. Any part of the ream molded with an appropriate realm becomes a trigger for the target after she wakes. The Oneiromancer decides if the dream becomes inspiring or terrifying, which determines the impact of those triggers when encountered.
If the dream was positive and restful, the target gains a point of Willpower from sleeping and also gains two bonus dice during any scene where she encounters the trigger created by the Oneiromancer. A nightmare caused by Dream Craft drains a point of Willpower from the subject instead and inflicts a two-die penalty during any scene with the trigger. The effects of the trigger last one day per each success rolled when casting the cantrip.
●●● Dream Portal
By exploiting the tin divide between dreaming mind and the Dreaming itself, an Oneiromancer can overlap the two to create a portal. The subject's dream becomes a waystation within the Dreaming that connects the caster's location with the sleeper's.
System: Dream Portal is always used in conjunction with Dream Walk. The REalm now dictates what the caster can transport through the target's dream, although the successes rolled limit the size and volume of what gets through. Dream Portal can be cast as an extended action to accumulate additional successes, with each roll beyond the first costing one point of Glamour. Each success represents the mass or volume of an adult human that the Oneiromancer can bring through the dream.
Under the Oneiromancer's command, elements of a dream may spring to life in the waking world as chimera. She maintains limited control over sentient chimera for a time after the dreamer wakes, but without the caster's Glamour, the chimera will fade as the dream is forgotten. By pouring her will into the manifestation, the Oneiromancer can even pull the chimera into the mundane world, though it will fade even faster.
System: The cantrip's Realm determines what transfers from the dream world into chimerical reality. As soon as the cantrip completes, the target disappears from the dream and manifests in the waking world. The chimera retains its nature from the dream, though the extent of its power is dependent on the number of successes rolled for the cantrip. The Oneiromancer automatically gains insight into the nature of the chimera, but the more powerful and sentient the manifestation, the less control she can exert.
Normally, a Manifest chimera will fade and disappear when the dreamer whose mind spawned the chimera falls asleep and begins to dream again. In order for the Manifested chimera to gain permanence in the waking world, the caster must infuse it each day with a point of Glamour. At the Storyteller's discretion, a chimera kept active in the waking world by the Oneiromancer over a long period of time couldd become permanent, though a sentient chimera may feel no loyalty to the Oneiromancer once it becomes established in the waking world.
The caster can also force the chimera to become real in the mundane world, though at a steeper cost. Manifest becomes Wyrd when used in this way, and the player spends a point of Willpower. The chimera then only remains in the waking world for a scene and cannot be kept active with Glamour.
The table below describes the power level of chimera brought out of dreams with the cantrip. Refer to Chimera (via Kestrel) for more.
1 success: Facsimile of the target with no real power or intelligence, like voile, with the equivalent of 5 chimera points, inanimate and non-sentient.
2 successes: Minor chimera, sturdy but with no special power; equivalent to a simple crafted item or a chimera with 10 chimera points, can be animate but not sentient.
3 successes: An advanced crafted chimera or the equivalent of 20 chimera points, can be animate and sentient.
4 successes: Complex crafted chimera or having 30-35 chimera points.
5 successes: Master crafted chimera or having 40-50 chimera points.
Type: Chimerical or Wyrd
●●●●● Dream Puppet
Some students of Oneiromancy abandon the path when the culmination of their training becomes clear. No longer limited to the manipulation of dreams or their intersection with the Dreaming, a master Oneiromancer can invade a target's mind and assume control of their form while they sleep.
System: The same Realm used for the initial Dream Walk is used when rolling Dream Puppet. The player must spend a point of Willpower to cast the cantrip on any target with at least human-level intelligence, and the success of the cantrip determines how long the caster can keep the target asleep and maintain control of their body. The focus of the cantrip experiences a distorted version of what is happening to them in the waking world as a dream.
The target of the cantrip can resist by first realizing their dream was invaded with a Perception+Kenning roll (Difficulty 8, Awareness may be substituted for Kenning). The target must then make a resisted roll with Willpower (Difficulty 8) against the successes rolled for the cantrip.
While inhabiting the target's body, the caster uses his target's physical Attributes (including Appearance), but retains her own social and mental Attributes, as well as all her own skills. The Oneiromancer can use her Arts, but does not gain access to any special abilities or powers known to the target. She cannot use Dream Walk to enter another person's dreams while also using Dream Puppet.
1 success: Target wakes from any strong stimulus, such as loud noises or pain.
2 successes: Target wakes from any bashing damage.
3 successes: Target wakes if she takes any levels of lethal damage.
4 successes: Target will wake if she sustains aggravated damage.
5 successes: Target only wakes up by resisting the effects or when the caster leaves her dreams.
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