Difference between revisions of "Changeling Arts"
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If the roll fails, the character is unable to Unleash. This triggers Banality, and the character cannot use the Art they attempted to unleash for the remainder of the scene.<br>
If the roll fails, the character is unable to Unleash. This triggers Banality, and the character cannot use the Art they attempted to unleash for the remainder of the scene.<br>
If the roll succeeds, but garners a number of successes '''equal to or fewer''' than the character's Art rating, the changeling successfully invokes and controls the Dreaming. The character
If the roll succeeds, but garners a number of successes '''equal to or fewer''' than the character's Art rating, the changeling successfully invokes and controls the Dreaming. The charactermien becomes visible player narrates the effect of the Unleashed Art.<br>
If the player rolls more successes than the Art rating, though, the character loses control. The character's intent is fulfilled, but in a twisted or unintended way that adds complications or puts everyone nearby at risk. The character gains one Nightmare, and the Storyteller narrates the effect of the Unleashing and should incorporate a complication or conflict into the result
If the player rolls more successes than the Art rating, though, the character loses control. The character's intent is fulfilled, but in a twisted or unintended way that adds complications or puts everyone nearby at risk. The character gains one Nightmare, and the Storyteller narrates the effect of the Unleashing and should incorporate a complication or conflict into the result.<br>
== Autumn ==
== Autumn ==
Revision as of 00:30, 26 March 2020
|Casting||Common Arts||Rare Arts|
Common Arts can be learned without a teacher by any Kithain at any time. Rare Arts require a teacher for the first level, after which they can be learned with no further extra actions taken or outside help up to level 3. In order to learn the 4th or 5th level of an Art, you must have 3 judged uses of that Art with some real affect on your character's Story or that of another character (something is judged if a staffer is present or it occurs during the course of a PrP, any use of any level of the art counts even if they occur during the same scene as long as they are a separate cast of a cantrip). 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 and you become able to reach further down the Art causes in the Dreaming to achieve greater powers. Using Arts is how you improve on them. It is assumed that you are practicing the art as you learn it up to 3. After that, the roll must have some significance to a character's Story to count towards the 3 uses required to buy it up. When such a significant use occurs, that Art becomes of greater significance to them, binding them closer to it and making it easier to use.
For the most part, the Arts listed above are Rare or Common and learned exactly as such. The exceptions are Sovereign and Infusion. Sovereign is a Common Art for sidhe (but rare for everyone else) and Infusion is a Common Art for Nockers (but rare for everyone else). However, Infusion may be bought at Rare cost but without a teacher for members of House Dougal. The last exception to these rules is Naming; Naming is altogether different. It is not only part of the Dreaming but also separate from it in a way that allows it to manipulate the Dreaming's most basic levels, and to alter reality itself at its most basic levels. Each level of Naming requires a teacher, regardless of other circumstances. It can never be learned from a book, nor can it be increased through use as other Arts. There are no exceptions to this.
All cantrips include a particular skill within an Art (represented by the dot rating of the Art used), one or more Realms (indicating the focus or target of the Art), and typically a bunk (see below). A Kithain's magic is limited by her mastery of Realms, the character may not focus an Art upon anyone or anything outside the scope of her character's Realms when using a cantrip. Unleashing ignores the need for Realms as the character directs a flood of Glamour directly usingArt.
To invoke a cantrip, the player decides which level of the Art her character will use, adds at least one Realm known to the character to determine the target of the power, and spends Glamour based on the type of cantrip: chimerical or Wyrd. Changelings may apply the effects of a cantrip to different kinds of targets simultaneously using multiple Realms but doing so often increases the difficulty.
The description for each level within an Art states whether the effect is chimerical, Wyrd, or chosen by the player. Chimerical affects largely do not manifest in the Autumn world, and are thus invisible to nonenchanted witnesses, but the category of chimerical cantrips also includes those which are subtle enough to go unnoticed in the Autumn world, while Wyrd cantrips exist in equal measure in both worlds and have overt affects on the Autumn world (either visibly or by the strength of the affect - slightly changing the perception someone's appearance to all eyes will be chimerical, while making them appear to be a different gender or a dinosaur, or else healing a mundane wound would be Wyrd; healing a chimerical wound would be chimerical as it only affects the Dreaming world, and both wound and healing would be invisible to unenchanted eyes). If an Art can be invoked as either type, the player chooses and spends the appropriate amount of Glamour.
Cantrip Glamour Cost
Chimerical cantrips do not require the player to spend Glamour. Wyrd cantrips require the player to spend one point of Glamour. Using a Realm or level of a Realm the character does not possess increases the total cost by one Glamour for each Realm “cheated.” A maximum of 3 Glamour can be spent on a single action, so someone attempting a Wyrd cantrip while "cheating" several Realms may not be able to pull off what they are attempting to do. Players pay all Glamour costs for a cantrip before rolling the dice.
'Cantrip Dice Pool'
Players roll a number of dice equal to their character's Art rating plus the rating of the lowest primary realm used (Fae, Actor, Nature or Prop). The modifier realms (Scene and Time) change the scope of the cantrip but do not affect the number of dice in the pool. All cantrips begin with a difficulty of 8, but several factors may modify the cantrip difficulty (see chart below).
The player must replace dice in her cantrip pool with a number of distinct dice for the roll equal to the number of the character's Nightmare rating. A full description of Nightmare dice and their effects can be found below.
Cantrip Difficulty and Modifiers:
All cantrips begin with a difficulty of 8, and are then modified by the factors below, as well as any others which the ST feels are relevant.
Target's banality is greater than 7: +1
Current location has a banality greater than 7: +1
Using Scene Realm: +1
Using Time Realm: +1
Targets changeling with higher Title without their consent: +1
Voluntarily replace at least 3 dice with Nightmare dice: -1
Cantrip cast in a freehold: -1
Cantrip cast on an enchanted mortal or Kinain: -1
Cantrip cast with a bunk: -1 to -5 ST discretion
Using Kith's affinity Realm: -1
Performing a bunk isn't about being silly or obnoxious per se, but about disrupting Banality's hold on an area just enough to make magic easier. As such, showy, shocking bunks tend to be more effective. Of course, if the changeling is going for subtlety or dignity, she needs to tailor her bunk accordingly; sidhe are particular masters at making an impression without looking ridiculous.
After a player describes what the character does to perform the bun, the Storyteller determines if the bunk itself requires a roll with a separate dicepool and how drastically the bunk modifies the difficulty of the cantrip roll. Failing a bunk roll does not necessarily reduce the impact of the bunk on the cantrip's difficulty.
Bunks vs. Actions
Typically, bunks require the character to spend at least one turn acting before the changeling invokes the cantrip. Players may opt to split their dice pool and accomplish both the bunk and the cantrip in the same turn (assuming the action required for the bunk can be completed in a single turn) or the player may wait until after the actions necessary for the bunk and then use a full dice pool for the cantrip. It is also possible, if the bunk uses an action that does not count as the turn's action (such as saying something short), that it will not take the action or split the dice pool, but this kind of bunk is weak and has a maximum value of -1 difficulty.
Some bunks do not provide a benefit to the cantrip unless the accompanying action succeeds. For example, Amaria the eshu jumps up onto the steps of the court building and begins singing to attract the attention of everyone nearby. The Storyteller calls for a roll for the performance, but the player fails the roll. Everyone pretends not to notice the strange woman singing poorly to herself, and Amaria's bunk doesn't lower the difficulty of the cantrip because she didn't draw attention to herself as intended.
On the other hand, some bunks benefit from the cantrip regardless of the character's success or failure. In the earlier example, if everyone turned to look because of the terrible singing, Amaria will still have accomplished her goal of getting the crowd's attention, even if it isn't how she wanted to.
Changelings perform cantrips to focus Glamour through their Arts in specific, deliberate ways, but every Kithain possess another, more dangerous method to do magic. Learning an Art unlocks a new door into the Dreaming, and a changeling desperate enough can kick that door open.
Because the Unleashed Glamour reaches through the Dreaming by way of the changeling's kith, an Unleashed Art always reflects the changeling's nature. A redcap Unleashing Wayfare yanks the target violently through the air or sends him hurtling through a nightmare world of blood and pain before emerging blocks away. An eshu Unleashing Contract, on the other hand, surrounds the target with the noises and smells of a busy marketplace as she is forced to accept a future favor from the changeling in return for handing over an item the character seeks.
- The player chooses an Art to Unleash.
- Once chosen, the player states their character's intent in a short, simple statement, such as “hurt that man,” “save my friend,” or “restore the grove.”
- The player burns two points of Glamour, and one is added to their Nightmare rating.
- The player rolls their permanent Glamour + Nightmare rating vs 7. Compare results to the chart below.
If the roll is a botch, the Dreaming floods through the character completely unchecked until Banality violently responds to the breach in the Mists. The character gains an Imbalance (but does not reduce her Nightmare dice pool as a result) and the Unleashed Art causes havoc around her for one turn. At the beginning of the next turn, Banality responds and cuts the character off from the Dreaming. The character suffers a Banality trigger, and she cannot spend Glamour or use Arts for the remainder of the scene.
If the roll fails, the character is unable to Unleash. This triggers Banality, and the character cannot use the Art they attempted to unleash for the remainder of the scene.
If the roll succeeds, but garners a number of successes equal to or fewer than the character's Art rating, the changeling successfully invokes and controls the Dreaming. The character's Fae mien becomes visible and the player narrates the effect of the Unleashed Art.
If the player rolls more successes than the Art rating, though, the character loses control. The character's intent is fulfilled, but in a twisted or unintended way that adds complications or puts everyone nearby at risk. The character gains one Nightmare, and the Storyteller narrates the effect of the Unleashing and should incorporate a complication or conflict into the result.
The autumn Art is among the oldest magic still practiced by the Kithain. Regarded by some as the most fearsome of the four seasonal Arts, this is the magic of the fall, of Samhain, of the turning from light into darkness. The Autumn Art is regarded by most Kithain as black magic of the most unwholesome sort. While many would like to believe such Glamour would only be wielded by the most dark hearted of Unseelie, the truth is that the Autumn Art has a long history among sluagh of both courts, as well as certain satyr grumps and Unseelie boggans. By its very nature, it is available to all, and some might find its powers necessary in ways that the more idealistic fae would like to believe they will never find themselves needing.
Unleashing the decay of Autumn is an act of true desperation or wanton cruelty, and is useful for causing the massive breakdown of systems or weakening enemies. It is often invoked by desperate commands such as “rot away,” directed at an obstacle, “wither” howled at a group of enemies, or “come to ruine” uttered against a venture or system. The exact manifestation of Autumn's decay is rarely predictable, and the eshu hae many tales of woe far beyond the caster's original desires brought into the world through such Unleashings.
Autumn bunks tend to involve the trappings of fall, funerals, harvests, and Halloween. Examples include: Crush a dead leaf, wear a scary mask, dress up as something you're not, extinguish a lantern or candle, toggle a light switch rapidly, utter an eerie moan, design and construct a special costume, veil your face, stand vigil until the sun sets, pick a ripe fruit, spill mead on the ground, burn your wallet with everything in it, or get lost in a place you're not familiar with.
● Creeping Shadows
The changeling commands nearby shadows to bend to her whim. A satyr summons the shadow of a reluctant partner to dance with her. A sluagh curdles the nighttime shadows of a bully's bedroom into a theater of menace. This Art may be used subtly, twisting or slightly manipulating shadows to grant a sinister aspect to the scene, or it may be use to commandeer shadows to become great leering things, uterly disconnected from the actions of those that cast them, or even to swallow the changeling (or another) up and hide the subject from sight.
System: The Realm selected determines who or what casts the shadows this cantrip manipulates. Subtle uses of this power lower the difficulty of all Intimidation rolls by the caster by one per success rolled. Overt uses of this power simply tend to annoucne the changeling's power as a sorcerer to other Kithain and terrify mortals (at least until the Mists obscure the wildly leaping, monstrous shadows they witnessed). Used to swallow up a subject in its own shadow, the individual lowers the difficulty of Stealth rolls by one per success, while a shadowed object raises the difficulty to find it by one per success rolled (to a maximum of 9).
Type: Chimerical or Wyrd, depending on how overt the use
●● Autumn Eyes
The duke leans forward, scrutinizing the wanderer before him, eyes burning with the orange light of Samhain. Glimpsing the great curse dogging his visitor's footsteps, he withholds hospitality and sends the eshu on his way, igniting a flurry of whispers.
Infusing the Glamour of Autumn into her eyes, the changeling attunes her senses to decay and doom. She can see the illness and infirmity in those around her, recognize the weaknesses and stress points of objects, or even recognize those marked by some great or impending doom.
The changeling's eyes always take on some unearthly characteristic when using this cantrip – her irises may become the orange of fresh-fallen leaves, or might glow white with ghostly limbal rings (dark rings around the iris of the eye). Although every other element of this cantrip is chimerical, the change to her eyes can be spotted even by astute mortals (difficulty 8 to do so).
System: The realm used determines who or what the character can scrutinize. If used on a person, the character learns the general state of the individual's health (this can act as a diagnosis roll if the character has the Medicine Ability), gaining more detailed information the more successes she rolls. Alternately, the changeling might identify a weak point in an opponent, adding one additional die of damage to her next attack against the target for each success rolled. Objects may be scrutinized to to similar effect to identify weak points. If the subject of Autumn Eyes is the subject of some curse, debilitating magic, or great impending doom (such as the Dark Fate Flaw), then this fact is revealed with three or more successes, along with the nature of the doom or supernatural malignance.
●●● The Poisoned Apple
A young redcap brings a pan of her mother's cookies to her third-grade class, enough for each student to have one. She's very careful to hand the boy who throws rocks at her after school one very special cookie – one infused with all of her fear and anger.
This terrible cantrip has given generations of mortals ample reason to fear both the gifts and wrath of the fair folk. Condensing her ire into a deadly infusion of Glamour directed at something within arm's reach, the changeling poisons her subject.
System: The Realm used determines who or what is poisoned. If used on a person, the target is simply struck down with poison. If used on an object, the object becomes poisonous to the next individual who uses it in a manner decided by the Storyteller and the nature of the object. (A poisonous apple would need to be eaten, while an envenomed book would likely deliver its deadly enchantment to the one who reads it.) This cantrip inflicts damage equal to successes rolled, and is resisted as normal for a Class 3, Lethal (damage determined by roll) poison. Supernatural beings resist it as a severity 7 poison, while for mortals it is resisted as a category severity 8.
In the Dreaming, or cast on something chimerical, this cantrip is permanent until the poison is unleashed. However, in the Autumn World, Banality is everywhere and it slowly breaks down the chimerical. This takes 2 weeks per success.
●●●● The Withering
A legbreaker backs a satyr up against his door and draws a wrench from his pocket. But the satyr clenches his fist and leers across it and, in so doing, snatches away fifty years. The legbreaker is suddenly an old man, weak, tottering, liver spotted – and light enough for the satyr to push him over the apartment building's railing with one hand. The curse abates as the tough falls, but it's all in gravity's hands by then.
With a vicious gesture, the changeling steals away a target's vitality, leaving only the seeming of age and decay.
System: The Realm determines who or what is withered. Used on a mundane object, this Art's effects are permanent. Otherwise, successes must be split between duration and severity of the withering inflicted by this Art. Each success ages the subject by one decade, or may be dedicated to the duration chart below. For every two successes dedicated to withering a living subject, it suffers a -1 penalty to all physical dice pools. The following are the time periods the cantrip will last based on the number of successes allocated to duration:
0 successes: The withering lasts for the caster's Glamour in turns.
1 success: The withering lasts for one scene.
2 successes: The withering lasts for one day.
3 successes: The withering lasts for the caster's Glamour in days.
4 successes: The withering lasts for twice the caster's Glamour in days.
5 successes: The withering lasts for thrice the caster's Glamour in days.
Multiple castings have no effect unless they garner more successes than the curse already afflicting the target, in which case they take its place. No matter how badly this cantrip withers the target, it cannot kill it outright with advanced age.
A quietly angry sluagh slips into the nursing home's employee lounge. There – that's the jacket belonging to the orderly who is too rough with his nana. He slips a fistful of crushed leaves ino the pocket, and across this place of old age and despair, the shades of the dead stir to attention. The jacket's owner will find little peace any time soon.
The changeling draws out her own dreams of death and darkness, and bequeaths them to a target. The person or thing so cursed becomes a beacon for ghosts, and suffers the attentions of the restless dead for a time thereafter.
Crossover with Wraith: Shivers makes its target stand out in the shadowlands like a burning beacon to Lifesight. Whenever a ghost gathers Pathos from the marked person or object, they gain one more point than they toherwise would have. The Shroud is considered 2 points lower than it should be in the presence of the haunted subject, and finally, the difficulty to directly target the subject with all Arcanoi is lowered by 2.
System: The Realm used determines who or what is haunted. The exact effects of being haunted by ghosts can vary tremendously, depending on the location, object or person being haunted, the likelihood that any ghosts already have an interest in them, and so forth. At the extreme end, non-mechanical calamities may occur such as the walls dripping blood during an important business meeting. As general advice, the attention of the unquiet dead may produce results such as -1 die penalties to actions requiring intense concentration, or to actions using a haunted object, or theymay prevent a character from regaining Willpower whent hey sleep, as their dreams are haunted.
The haunting lasts for a number of days equal to the successes rolled times the caster's permanent Glamour.
Shivers makes its target stand out in the shadowlands like a burning beacon to Lifesight. Whenever a ghost gathers Pathos from the marked person or object, they gain one more point than they toherwise would have. The Shroud is considered 2 points lower than it should be in the presence of the haunted subject, and finally, the difficulty to directly target the subject with all Arcanoi is lowered by 2.
Practitioners of Chicanery bend and weave Glamour, knowing the Mists will follow to obscure the magic from the mundane world. Commoners were the first to harness the Mists to alter perception and memory, and considered the resulting Art a small act of rebellion against the force which normally limits their power. Perhaps because of the Art's origin, Chicanery was long considered an Art fit only for commoners. Knowledge and use of the Art still carries a stigma in courts ruled by elder nobles.
Chicanery focused through raw Glamour bends perception, rewrites memory, and makes fantasy and folly irrefutable. Example commands when unleashing Chicanery include “hide this house from our enemies,” “make the world forget this day,” or “what was found will be lost again.”
Chicanery bunks often involve the caster's voice, disguises, and lies. Example bunks: Insist that your friends call you a different name for a day, dress up as a doctor and treat patients, repeat a secret three times in front of a crowd, or burn a photograph.
● Trick of the Light
A subtle manipulation of Glamour to muddle perceptions, Trick of the Light creates misunderstandings and mistakes. A pooka running a kidnapping con sounds just like the mark's mother over the phone. An eshu hounded by a deranged hunter walks into a market and blends into the crowd. Down on her luck, a sidhe passes off a one-dollar bill as a 100 so she can eat tonight.
System:Casting Trick of the light on a target causes anyone perceiving the target to misinterpret what they see or hear as determined by the player, but the effect does not hold up to prolonged scrutiny. The changeling invoking Trick of the Light uses the Realm to determine what becomes changed or altered with the illusion. Each success on the cantrip roll maintains the subterfuge for one turn. A character pending longer than a turn paying close attention to the target can roll Perception+Occult (difficulty 8) to see through the cantrip. This cantrip cannot be used to weave elaborate illusions; if a target couldn't reasonably mistake the target object for the genuine article without much attention, it's probably too involved for Trick of the Light.
Type: Chimerical – Trick of the Light is considered chimerical even when used on mundane targets because the effects are subtle and do not withstand prolonged examination.
●● Veiled Eyes
Where trick of the Light makes the viewer mistake one thing for another, Veiled Eyes uses the Mists to make the target of the cantrip instantly forgettable. A Kithain dressed in courtly robes can walk through a crowd of mortals unnoticed, a troll's ornate broadsword hangs freely on her hip but goes ignored as she enters a bank, and the changeling's enemies remain oblivious to the storm clouds rolling across the sky toward their home. The target does not become physically invisible, just not worth noticing. Changelings can create malicious applications of Veiled Eyes, making speeding cars or incoming enemies go unnoticed until it's too late.
System: The Realm determines the thing that everyone else ignores, but additional Realms can be used to create exceptions to the effect. Using Fae and Nature, for example, could allow the character to cloak herself with Veiled Eyes, but allow animals to still sense her. The number of successes determines duration:
1 success: One Turn
2 successes: One minute
3 successes: One hour
4 successes: One scene
5 successes: One day
Changelings can counter the enchantment with a resisted action using Perception+Kenning (difficulty 8), but must be looking for either the focus of the cantrip or searching for something hidden. Other supernatural creatures also have the same chance to see through the illusion, provided they possess some form of supernatural senses or mystic insight (this can also be seen through, provided conditions are met, with a Perception + Awareness roll at difficulty 8 or through the use of a power which detects active magic).
Use of this power functions like Arcane, with the number of successes (maximum of 5) functioning as a temporary Arcane score for the purposes of any distance attempt to find the character, scrying and any other power use. However, so long as it is up, people will simply not notice your character as per the rules of this power.
Type: Chimerical or Wyrd, depending on the target
●●● Dream Logic
Disjointed and illogical connections thrive in the chaos of the Dreaming, and changelings adept in Chicanery capitalize on the weirdness of dream logic to confuse and manipulate. As the target's mind becomes shrouded by Glamour and the ensuing Mists, she becomes disoriented and does not question statements or commands that would normally make little sense to her. Covert eshu pass messages and packages with confused mortal couriers. The troll zookeeper tames new animals that no one else can safely approach. System:The Realm for Dream Logic determines the target. After successfully casting the cantrip, the changeling imposes a confused, suggestible state of mind onto the target(s) causing +3 difficulty to any Mental or Social tasks throughout the duration. The target(s) also become highly sensitive to the caster's suggestion, going along with actions and ideas that would normally make little sense or that the target would rebuke.
Any time the character attempts to manipulate or command the target(s), the player or Storyteller may resist by rolling Willpower (difficulty 8) and scoring as manay or more successes as the player rolled for the Dream Logic cantrip. Players of affected characters may spend a point of Willpower to overcome the cantrip if the changeling suggests anything which shocks their consciences or puts them in mortal danger. The duration of Dream Logic depends on the number of successes rolled when cast:
1 success: One turn
2 successes: One minute
3 successes: One Hour
4 successes : One scene
5 successes: One day
●●●● Veiled Mind
Legends and mythology paint fantastic, and well deserved, scenes of faeries stealing mortals' memories. Moving beyond mere sight or sound, the changeling shrouds the focus of the cantrip with Glamour and the accompanying Mists to temporarily wipe the focus of the cantrip from everyone's mind. The lover who scorned a Kithain may find her family staring at her with blank faces as she comes home for a holiday, or the changeling's opponent forgets to draw her sword during the duel.
System: The Realm determines what everyone else forgets, and multiple Realms can be used to create exceptions. A character using Veiled Mind to make everyone forget her long enough to escape her enemies could add Fae or Actor so that her motley does not regard her as a stranger. The number of successes determines duration:
1 success: One hour
2 successes: One scene
3 successes: One day
4 successes : One week
5 successes: One month
Changelings employing Veiled Mind may unravel the effects any time they wish during the duration. As with Veiled Eyes, changelings and other supernatural creatures can resist the Art provided they have some reason to try to remember the subject.
Type: Chimerical or Wyrd
●●●●● Lost in the Mists
What is worse than being unable to trust your senses, being invisible, or even being forgotten? Masters of Chicanery employ the ultimate manipulation of the Mists to wrest away their target's identity. The focus of this cantrip not only forgets who he is, but the changeling can employ her knowledge of other Realms to make him believe he is something else entirely. The nocker's rival begins acting like a dog when presenting a new invention. The vampire terrorizing a local motley wakes up with no memory of her undead state and panics when she steps outside and the sunlight burns her skin. A clurichaun makes a mortal believe he is a rain cloud to create instant performance art.
System: As with Dream Logic, the Realm determines the target but additional Realms allow the changeling to define the inflicted delusion. In addition to their normal function as modifier Realms, including Scene or Time also allows the Kithain to build a different place or different time period into the effects. For example, using Scene the character could opt to have the target retain their normal identity but believe she is in prison. Similarly, use of Time could transport the target into the past or an imagined future, at least in her own mind.
When the character casts the cantrip, the target's player should roll Perception + Kenning or Awareness (difficulty 9) to determine if she is aware of the invasion into her mind. If successful, the character can resist the effects of each turn with a successful Willpower roll (difficulty 8), for the entire scene by spending a point of Willpower. The number of successes determines the duration:
1 success: One hour
2 successes: One scene
3 successes: One day
4 successes : One week
5 successes: One month
Type: Chimerical or Wyrd
Once the purview solely of noble houses and the sidhe, the commoner Kithain now consider time magic fair game. Many sidhe remain jealous of this Art and may react with hostility when they see a commoner wielding it. At first, changelings studying Chronos deal entirely in the perception of time, but with sufficient practice (and courage) the Kithain can learn to relive a moment or stretch something temporary across eternity.
The changeling distorts time around her, slows down her foes, grants sight into the past or future, and confuses the normal order of chronological events. A changeling wielding Unleashed time magic can seek vengeance by making a wound refuse to heal (“suffer eternally”), cause those around her to lose days, and possibly even travel into the recent past.
Bunks for Chronos cantrips most often depend on using a confluence or repetition of some sort, but also tend to use timepieces or clocks, or objects that are either ancient or brand new. Example bunks: smash a clock just as it strikes midnight, repeat a poem three times, cast the cantrip as the sun eclipses the moon, walk backward in slow motion, or sing a song in reverse.
● Backward Glance
To start, the student of time magic learns to look backward in time. Although considered a rudimentary use of Chronos, the cantrip's utility makes even novices sought after in freeholds and motleys. A sidhe investigating the disappearance of her vassal looks through the past of where she was last seen. Suspicious of his lover, a troll peers into her day and sees a rendezvous with her paramour.
System: The Realm determines the focus of the postcognition, while the number of successes determines how far back in time the changeling can look. The player can specify a time or event on which to focus, but if the even she looks for is outside of the timeframe allowed by the number of successes rolled, the cantrip fails.
1 success: Up to one hour
2 successes: Up to one day
3 successes: Up to one week
4 successes : Up to one month
5 successes: Up to one year
●●Effect and Cause
The first cantrip dealing with time distortion, Effect and Cause scatters the normal progression of time for the target of the cantrip. Ths sound of shattering glass might precede the tumbler falling to the ground, or a body would hit the floor prior to the gunshot ringing out.
'System: The cantrip's Realm determine the focus of the magic, and anyone or anything perceiving that target experiences the distortion. Only a sentient creature can suffer the effect imposed by the cantrip, because this level of Chronos does not alter the flow of time, just the perception of those around the target, causing a three-die penalty for anyone experiencing the cantrip's effects.
Characters with the knowledge of Chronos or similar magical mastery over time may take an action, and the player rolls Wits + Gremayre (difficulty 8) to ignore the negative effects for a scene.
The number of successes determines how long the cantrip lasts:
1 success: One turn
2 successes: One minute
3 successes: One hour
4 successes : One scene
5 successes: One day
●●● 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 (tough 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 OR 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 OR Slow down: retards aging by one month per success or slows down actions by half.
Nature – Speed up: ages object 1 year per success OR Slow down: retards aging by one year per success.
Prop – Speed up: ages object 10 years per success OR Slow down: retards aging by one year per success.
Scene – Speed up: ages area 100 years per success OR Slow down:retards aging by 100 years per success.
This cantrip can be cast on a single target once per scene. The extra actions granted by this cantrip last for a scene. Exception: If a Changeling uses Scene as a modifier realm to apply to multiple targets at once, the extra turns only apply to a single round. This is in trade-off for making one roll for multiple people.
●●●● Deja Vu
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. This allows the caster or target to see forwards in time and react to what others will do in the near future. After the player rolls the cantrip, the target(s) receive a –3 to the difficulty of all actions taken. This action allows them to see the branching paths of the future, and so the bonus lasts for a number of turns equal to the number of successes from the cantrip roll, once they are oriented in time.
Each use of Deja Vu increases the difficulty of the next use during the current scene by one. While this is active, the character(s) affected by the bunk experience a strong sense of having already seen or done this.
●●●●● Time Dilation
The source of Rip Van Winkle legends, dilating time pushes the target forward through time and sends her out of sync with the rest of the world. The target will age and suffer the normal effects of time passing, but the world around her barely changes.
Helpful and generous, a troll quickly ripens fruit to help feed some lost children. Furious about the motley aiding his enemy, a powerful sluagh ages their house a century, causing it to rot and decay before their eyes. Under the care of the boggan gardener, newly-planted saplings grow into towering trees in a matter of moments.
System: As with the previous Chronos cantrips, Realm determines the target(s) but successes dictates the amount of time the subject experiences. The entire cantrip lasts mere moments even when decades pass for the target.
1 success: Up to one week
2 successes: Up to one month
3 successes: Up to one year
4 successes : Up to one decade
5 successes: Up to one century
Bargains and promises have always been of paramount importance to the fae. Legends speak of ages past, when reality bowed to the least whims of the lords of Arcadia, and the Dreaming served as the medium for tests of will between fae magicians. In such a wild age, the only constants among the fae were those promises to which they bound themselves, and those agreements they entered into and sealed with Glamour.
While Oaths still play a great role in the society of the Kithain, the more formalized and codified rituals of Common and House Oaths - important parts of fae society but which hold a very specific, ancient place - pale in comparison to the Art of Contracts, which allows the power brokers of the changeling world to bind promises with power, punish contract violators, and seal witting or unwitting participants into binding agreements enforced by the power of the Dreaming itself.
Contract is most often practiced by Nockers, Eshu, Sidhe and some Trolls. Boggans generally disdain the Art, believing that if a fellow cannot be trusted on a simple handshake, he is unworthy of their attention or efforts, while pooka and piskies prefer not to be bound at all.
Contract Unleashings are unusual in that they allow the changeling a great degree of power to make demands of the Dreaming, focused on either the deployment of the Art itself or on those who have been bound by it. Contractual Unleashings are best used with great caution, as the Dreaming gives little heed to anything other than their core demand. For example, a sidhe noble looking for a warrior willing to undertake an promise to complete a difficult quest might demand that the Dreaming reveal to him one who would be willing to assent to the contract, and the Unleashing might comply... by revealing a fearless blackguard of a redcap. Unleashings directed at existing contracts are more common. Something like "show me Sir Caobahn's progress upon our matter of business" is a common Unleashing, as are "bring the oathbreaker Silas Miller to my court, now" and the fairly risky "I call upon the Dreaming to send some aid to speed this matter towards successful resolution."
Contract bunks tend to involve common binding rituals, displays of sincerity or vexation, and writing. Examples include: Draw up a formal contract, mix up a batch of high quality ink from scratch, bite your thumb, spit on your hand, kiss someone on both cheeks, drain a drink and toss the glass into a fire, step on a bottle, give someone a ring, sign your name in wet concrete, graffiti your name on a highly-visible wall, recite a target's name, social security number, and home address thrice, read the fine print of any advertisement or contract aloud, very quickly, sign your name in blood, or convince someone to tattoo your name on their body.
● Done Deal
"Very well," the sidhe says, clasping hands with the pooka, "Should you bring the warlock to face the justice of my court, you have my word that knighthood will be your reward." A warm glow of Glamour suffuses their hands, inscribing the promise onto the heart of the Dreaming.
This powerful cantrip allows the changeling to enter into binding promises with others, or to sanctify promises she formally witnesses. Those who break agreements and contacts sealed with Glamour are punished by the very forces of the Dreaming itself. These contracts are in some ways weaker than Oaths, but that of itself can be a benefit. Some things are not sufficiently important to swear a formal Oath, but too important to be left with no force to back them.
System: Done Deal is an unusual cantrip, in that Realms modify its basic effect rather than strictly dictating who and what can be targetted - the "primary target" is always the agreement itself.
As long as at least one Realm can be brought to bear, the changeling may always use Done Deal to enter into contracts with other people; if she lacks Fae or Actor, she may use Prop or Nature to weave an object or locale into the deal as the binding element. Officiating contract between other individuals requires the relevant ratings in applicable Realms (thus sanctioning a contract between a troll and a mortal would require Fae and Actor), though the changeling may still weave in Prop or Nature as well if she desires.<br? Done Deal can only sanctify formal agreements between the changeling and other characters, or between other characters who have agreed that the changeling should act as a witness or notary to the contract. Casual agreements ("sure, I'll pick up the check" or "I'll try to make it to your little-league game") aren't valid targets for Done Deal - at bare minimum, a formal promise is required.
When an individual breaks an agreement bound by Done Deal, they normally suffer a number of automatic botches equal to the successes on the cantrip's activation roll, which the Storyteller doles out at the most dramatically appropriate and poetically ironic moments. If the promise was sanctified around a place (with the Scene Realm), that place becomes the contract violator's bane; for a number of scenes equal to the successes on the cantrip's activation roll, while the contract violator is in the binding location, 1s, 2s and 3s all subtract successes and can create botches. (These scenes are only 'spent' when the contract violator is present; one cannot wait out a Contract curse by any means save total avoidance of the baneful ground.) If the promise was sanctified around an object, that object becomes the contract violator's bane. All attempts by the contract violator to use it suffer the same penalty as with cursed ground, and any attempts to use the object against the contract violator gain a number of bonus dice equal to the successes on the activation roll.
●● Liar's Bell
The selkie looks up from her motley's conversation, suddenly heartsick. Somewhere, she knows, her husband has just betrayed her. She rises without a word, and before her friends can ask what's wrong, she is gone.
As the changeling's mastery over Contracts grows, she becomes highly attuned to breaches in the binding Glamour she laid down. She becomes instantly aware whenever someone has broken a contract she sanctified - she doesn't necessarily know where or why, but she does know who and when. Moreover, it becomes easy for her to use the Arts of Glamour to seek the contract violator.
System: This cantrip modifies Done Deal, and doesn't need to be invoked on its own. In addition to alerting the changeling to broken promises, it reduces by one the difficulty and Glamour cost of any cantrips used to locate or travel to the contract violator's location for a number of days equal to the changeling's Glamour rating, or until she stands in the contract violator's presence, whichever comes first. Liar's Bell effects are automatic and permanent.
Denied her promised reward, the sluagh retreated to her home. If the sidhe knight would not raise his blade to protect her as promised, then she saw no reason why he should be able to wield it at all and, with a vicious gesture, dreamed up a poison and sent it to live in the hilt of his favored sword.
The changeling not only knows when someone has broken an promise she sanctified, she may reach out to inflict her own punishment on the contract violator, in addition to the normal penalties of violating a Contract.
System: This cantrip modifies Liar's Bell, creating an automatic bridge between the changeling and the contract violator at the moment a contract is violated. The changeling may reflexively target the contract violator with any one cantrip she knows in that moment, as though they stood before her, even if she lacks the Fae or Actor Realms; she may target her cantrip through whatever Realm she used to sanctify the promise.
This fearful enchantment grants the changeling power over even the most casual of agreements, allowing her to sanctify careless commitments ("sure, I'll be there"), idle boasts ("if that redcap sets foot in this bar, I'll whip him and his whole motley all at once"), and even sarcastic rejoinders ("oh, of course I'll support Duke Dray, loving nobles so much as I do").
System: This cantrip permanently modifies Done Deal.
This awesome cantrip allows the changeling to weave additional Glamour into a contract, granting potent blessings to those bound by it. The power of Sanctified Words can only be used to assist in carrying out the contract, but some promises can be very broad indeed ("I swear to protect the Duke with my life").
System: Successes on the activation roll for Done Deal, in addition to setting the severity of the promise, may be used to buy enchantments from the list below. Spending successes to purchase enchantments does not lessen the severity of a broken promise.
* Favor of the Mists (1 success per die): The contract swearer gains a pool of extra dice to draw upon in each scene, which may be added to any roll that upholds the contract. This pool refreshes at the beginning of each scene.
* Fortified Will (1 success per Willpower point): The one bound gains a pool of extra Willpower to draw upon, which may be spent at any time to uphold the contract. This pool refreshes once per month.
* Questing Token (1 success): The one bound gains a chimerical token, seal or sigil they may display as proof that they are undertaking the terms of whatever their contract might be. This blessing is most often given to questing knights undertaking contracts at the behest of powerful nobles.Beings of the Dreaming inherently recognize and understand the meaning of such tokens.
* Bond of Glamour (2 successes per Glamour point): The one bound gains a pool of additional Glamour to draw upon which may be spent at any time to uphold the contract. This pool refreshes at each sunrise (if the one bound is Seelie) or sunset (if Unseelie).
* Arcadian Inspiration (2 successes): In the moment when all seems hopeless and it appears that the contract cannot be fulfilled, the one bound may call upon Arcadian Inspiration to show some path, clue or blazing inspiration that might lead them to a solution. The exact form this takes is up to the Storyteller. Arcadian Inspiration can only be used once per story. Because MUSH stories are not broken up like tabletop ones are, this is at the ST's discretion, but can be no more frequent than once every 3 months - this is the last resort, not a constant series of road signs.
* Bestowment (3 successes): The one bound is granted a single Bestowment which may be used when (and only when) fulfilling the terms of their contract (to be added and listed later).
* Vindication (3 successes): At the moment the contract is successfully completed, the one bound loses three points of Banality. A character may only benefit from this enchantment once every 3 months and it cannot reduce their banality below 1.
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 occluded there. True knowledge is often as ephemeral as a dream, as elusive as a nightmare that is forgotten by the light of dawn. While not exclusively used by the Shadow Court, the vast majority of the practitioners of this art are, and those who are not are automatically under suspicion merely for possessing and using it.
Unleashed Delusion is much like Unleashed Chicanery, bending perceptions, rewriting memories and making fantasy and folly irrefutable. However, while Chicanery is a neutral art, Delusion is not; users of Delusion are using the Darkness of nightmares to alter perceptions, rather than the deceptive nature of the Mists. As a result, the unleashing of this art always has a slightly darker cast to it. Examples of commands used to unleash Delusion are "make them believe another committed the act," "cause my enemies to be lost in their own horrors," "make my lover forget I betrayed her," or "ensure no one ever discovers my betrayal". When the user loses control of a Delusion unleashing, the outcome always makes the world a slightly darker, less forgiving place.
Delusion bunks often involve the caster's voice, disguises, lies and darkness. Example bunks: walk widdershins around someone three times while repeating what they will now believe to be true, make makeup out of the blood of the one you wish to look like, ritually murder someone in a way that mimics a well-known serial killer, destroy evidence of a crime (even if it isn't your own), hide a prized possession.
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.
Type: Chimerical or Wyrd
●●● 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.
System: How long or what is forgotten is determined based on the following:
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. 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.
●●●● 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: Upon undertaking this, the individual doing penance gains a Dark Secret Flaw (should they have managed to keep whatever it is quiet) or the Oathbreaker Flaw (if they haven't). 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.
Completing the quest will remove both the flaw and any stigma attached to their actions - people will accept that they have been forgiven (even mundane society will forgive, as the atonement is supernatural and so is the forgiveness). Charges will be dropped, warrants cancelled, and so on. This may not have any affect upon other supernaturals, however - whether it does or not is determined by the nature of the transgression and atonement, but the final outcome is at ST discretion.
Once upon a time, so the stories go, a brave sidhe knight slew a dragon and ate its smoking heart. Or perhaps a king of the fae outwitted the dragon, and the great wyrm pledged its power to Arcadia. Or perhaps a great beauty seduced the dragon with honeyed words and dreams of passion. the stories vary, as is the way of the Dreaming, but the point is always the same - long ago a great hero secured a mighty power of war and ferocity and placed it at the disposal of the fae, should they possess the valor and fortitude to bend it to their will.
Dragon's Ire is a mighty Art of battle and conflict, and has been rare among the fae throughout the long centuries of the interregnum. Its use experienced a great revival with the return of the Arcadian sidhe, whose noble knights never flagged in their attempts to master this challenging and potent sorcery. Many sidhe consider Dragon's Ire a proprietary Art which can only be properly mastered by a noble warrior of unstinting dedication, but in truth it also sees some practice among the commoner kiths - most frequently redcaps and trolls. To the (often fatal) surprise of many, this Art is also popular among nockers, who delight in infusing its strength into weapons of their own design.
Unleashing Dragon's Ire
Dragon's Ire Unleashings are fairly straightforward - usually "protect us" or "destroy them" - and always express themselves as vibrant displays of unbound Glamour, often taking the form of walls of flame, burning auras that bestow titanic strength, rains of golden fire from teh sky, or even brief manifestation of an actual chimerical dragon.
Dragon's Ire Bunks
Dragon's Ire bunks incorporate violent action, daring and drama, noble gestures, and draconic imagery. Examples include: Shout a formal challenge, wave a weapon with a dramatic flourish, fire a gun into the air, light a circle of flames and step into our out of it, leap from a high place, throw a fistful of money at the cantrip's subject, quote Shakespeare, throw down a gauntlet or glove, drip your blood upon a weapon, smash a piece of furniture, cast aside your weapon, set a building ablaze, wreck a car, take a knee for a moment while you prepare yourself for battle, or slowly don armor in full view of your foes while maintaining eye contact.
● Burning Thew
A troll roars as he holds up the collapsing building, muscles glowing from within. Fire dances across the edge of a redcap's deadly axe as it bites through armor like mere paper. A sidhe focuses ancient power into a single arrow for a single moment, and with it, slays a monster.
This cantrip infuses its targets with the burning might of legend, granting them tremendous strength and destructive power. To those with Changeling eyes, the subject seems faintly limned in a golden aura, which rises and flickers like flames.
System: The Realm used determines who or what is empowered. if the subject is a living creature, then this cantrip raises her Strength rating. If the subject is an object, then all attacks made with that object gain extra damage dice. Successes on this cantrip's activation roll must be split between efficacy and duration. Each success allocated to efficacy adds one dot of Strength or one damage die. Each success allocated to duration extends the effects of Burning Thew by one round; if no successes are allocated to duration, this cantrip lasts for only a single round.
●● Confounding Coils
A sidhe dances across a battlefield, felling her foes while remaining untouched even by the blood she lets. The subject of this cantrip is granted the grace of a coiling serpent. Her motions become sinuous, almost hypnotic, and she may easily avoid harm. Even an inanimate object blessed by this cantrip seems to subtly writhe and shift, throwing off attempts to strike it.
System: The Realm determines who or what gains a defensive blessing. All attacks directed against the subject increase their difficulty by 2, to a maximum of 9. This cantrip lasts for one round per success rolled. It is ineffective against attacks made by cold iron.
A knife scrapes off a troll's hide, which is suddenly hard as stone. A nocker grins as he aims his car head-on at that of the loan shark, tempering its frame to be nearly indestructible while hoping the improvements he made to the airbag system work.
The changeling infuses her subject with the mystical toughness of dragon hide. To those capable of seeing past the Mists, the subject seems to shimmer with a heat haze, and its skin or surface gleams in direct light.
System: The Realm used dictates who or what is enchanted. All damage rolls against the subject protected by this cantrip raise their difficulty by 2 (to a maximum of difficulty 9). This cantrip lasts for one round per success. It is ineffective against attacks made with cold iron.
A sidhe stirs his blade through fallen leaves, lifting them into the air, and a crackling surge of emerald lightning propels them, suddenly iron-hard, into his opponent.
Named after the legendary warrior's plant, this is a cantrip of pure destruction which suits its outward manifestation to the nature of the changeling who wields it. It always takes the form of a blast of eldritch power, but this could be anything from a cold wave of withering darkness, to an emerald flash that cracks a target to pieces, to a roaring wave of dragon-flame.
System: The Realm used determines the target of the cantrip - who or what is destroyed. The activation roll for this cantrip doubles an attack roll. This cantrip has a maximum striking range of (changeling's Willpower x 10) yards/meters, and inflicts dice of lethal damage equal to the changeling's (Willpower + Glamour + additional successes on the activation roll).
●●●●● Tripping the Ire
On the one hand, Billy was 10 and facing down a bully two grades above him and half again his size. On the other hand, Billy was Sir William of Murfreesboro, sidhe and sworn knight of the Countess Denzel. He looked down at his hands and found them glowing with the power of ages.
The changeling calls down the martial wisdom of countless warriors of Arcadian legend to dwell within his subject, enabling a terrifying battle dance against which no enemy can hope to prevail.
System: The Realm used determines who is blessed by this cantrip. If used on an object, then the cantrip's benefits are passed to whomever wields that object in battle. Tripping the Ire produces a pool of additional dice equal to the successes on its activation roll. Each round, this pool may be divided ay way the subject desires among any of their combat dice pools - attack, damage, soak, even other combat cantrip rolls. This pool refreshes itself at the beginning of each round, but loses one die from its total until the cantrip burns itself out. A single subject cannot Trip the Ire more than once per scene.
Infusion is a Common Art for Nockers and members of House Dougal. For all others, it is a Rare Art.
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.
Unleashing Infusion is an act of pure, uncontrolled Steampunk-like technological creation. Common commands are things like "animate this", "run away" directed at an object to create a quick escape, "protect me" aimed at half-finished creations, animating them, "grant me a way to fly away", and other such things. What precisely is created is rarely entirely controlled by the nocker, even when they successfully retain control of the unleashing; the more specific the image in the nocker's head, the more likely they are to produce what they are aiming for. But the kith of the individual Unleashing it will imprint itself on the object created or altered, and when aimed at an individual this is likely to give them temporary or occasionally permanently altered artificial body parts, although whether they can control them or not is another story; as a result, it is rare and those who practice this art warn those they teach to be wary of using it on living things.
The kinds of bunks used for this are often hand-crafting work of the person seeking to invoke the Art. Working on the items to be strengthened, building battery-like creations to turn into FUBARs, building bodies for the golems created. Rarely is this Art invoked by anything other than actual creative actions taken by the individual using it, although it's not impossible. Still, without a physical item to alter or imprint upon, this Art is often less effective.
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. An odd number of successes allows the caster to choose between adding 1 to the chimerical health levels or 1 to the banality resistance. The cantrip dissipates once the health levels have been used up.
●●● 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) should be used when casting this cantrip; without it, the cantrip is at a +1 difficulty. A nocker can trap a generated FUBAR in a metal hoop with an Intelligence + Crafts 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 Smoke and Mirrors (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; unlike FUBAR, this cannot be done without it as it is directly creating a chimera. Golem creation is an arduous process. (Extended Intelligence + Gremayre 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 + Craffts 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 Crafts 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 + Crafts 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 + Crafts 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.
Mortals may mistake some of the magic of the fae as sleight of hand, but changelings versed in Legerdemain mold and sculpt Glamour to manipulate the world around them. Popular among commoners and entertainers, Legerdemain stands as one of the oldest and most well-known Arts of the Kithain. Those with title and wealth may look down on such magic, but anyone who must fight to survive knows the value of a free meal or a clean escape.
Legerdemain grants mastery over sleight of hand, using Glamour to move and manipulate physical objects. Unleashing Legerdemain may result in the character's surroundings becoming a storm of items hurled by invisible hands, grand or terrifying scenes played out in illusions indistinguishable from reality, or replicas of a prized possession suddenly appearing in everyone's pockets.
Legerdemain bunks often involve performances, sleight of hand, stealing or replacing items, and repeating actions. Example bunks: Make a rabbit appear out of a child's ear, mirror the movements and actions of another, and catching a knife thrown at the changeling.
Useful for running from a mark or catching up to someone who owes the character money, ensnare causes the target to become slowed down or immobile. Furniture seems to jump into the target's way, pot holes flatten tires and crack axles, or the ground raises to divert rushing water. Even with no nearby plausible reason for hindrance, the tendrils of Glamour created by this cantrip still trip, slow, and weigh down the target.
System: The Realm determines the target to be slowed or stopped. Ensnare causes the target to move half her normal speed and inflicts a +3 difficulty to all physical actions for the duration of the cantrip. The number of successes determines the number of turns the target remains hindered.
Type: Chimerical or Wyrd (depending on target - anything under 'Fae' or 'Prop' which are are chimerical will be a chimerical cantrip, anyone who falls under 'Actor' or Prop that are part of the 'real' world is Wyrd).
Mooch provides changelings a quick and easy method of paying for a meal, or collecting an impressive set of keys, mobile phones, or any other objects that catch their eye. If succesful, Mooch instantly transfers one inanimate object from the possession of the target to the changeling. The item can appear anywhere on her person she desires - in her hand, pocket, sock, etc.
System: The Realm must indicate the current owner, holder, or container of the object in question, but so long as the character knows the target has the item, she does not need to see it when she casts the cantrip. The shoelaces from a nocker's new boots require Fae, Actor for the business card handed to a security guard, Prop to filch the count's favorite coffee mug from the cupboard, and Nature to get the childling's kite stuck up in a tree. If an item is simply left unattended with no owner, container, or guardian, Mooch becomes useless. The changeling needs to steal the desired trinket the old fashioned way.
The target can roll Perception + Alertness (difficulty 8) as a resisted action to notice the item is missing.
Type: Chimerical or Wyrd (depending on if the item mooched is purely chimerical or not)
Manipulation of Glamour complex enough to copy something takes time and patience to perfect, but once mastered, can create replicas good enough to fool an observer, at least for a while. A pooka thief can make a good facsimile of the painting she agreed to steal and sell, but now wants to keep for her collection. The redcap door-to-door salesman might sculpt a replica of the pug he just ate to keep the family from noticing that their dog is missing until he leaves.
Effigies of anything sentient, like people or animals, can only perform a single, repetitive action. Objects appear exactly as the original, meaning that a book open to a particular page would be open to that same page as an effigy, but the remaining pages would be blank. The copy otherwise has the same properties as the original and exists in the physical world with the same capabilities. The character could (briefly) drive in the effigy of a car, shoot the replica gun she created with this Art, or climb the effigy of a tree. Effigy food has little taste and no nutritional value, but can smell delicious.
System: The character must use a Realm based on what she wishes to copy, and can create an effigy anywhere within her line of sight. The number of successes determines the duration the effigy remains intact. If the effigy is destroyed prior to the duration ending it simply melts or fades away as the Glamour can no longer hold the form.
1 success: 1 turn 2 successes: 1 minute 3 successes: 10 minutes 4 successes: 1 hour 5 successes: 1 scene or 2 hours, whichever is more
Type: Chimerical or Wyrd (depending on the target copied)
Mortal magicians spend countless hours staging elaborate tricks to convince others they can move or control objects with the power of their mind. By casting Gimmix, a changeling need only expend Glamour to move and manipulate anything she can see with considerable precision and force. A sidhe knight stops an arrow inches from his liege's chest. The sluagh parking attendant sends a car driven by a vampire hurtling off the side of the parking deck. A redcap surgeon keeps his "patient" still long enough to apply the restraints. The nocker picks the lock of his cell door with no tools.
System: As with Effigy, the Realm determines the target. The changeling can either focus her Glamour into a sudden, powerful movement or maintain a more prolonged, but precise control. For the former, Legerdemain plus the Realm acts as the character's Strength. For the latter, Legerdemain plus the Realm should stand in for Dexterity.
For a single, powerful action, the changeling only controls the target for a single turn. If used as an attack, the cantrip roll serves as the attack roll. When attempting to use Gimmix for precision, the number of successes determines the number of turns the character can continue to use Gimmix on the target before needing to cast the cantrip again.
If used on an animate target, the effects may be resisted with Strength + Athletics (difficulty 8) or other appropriate dice pool as determined by the Storyteller.
●●●●● Smoke and Mirrors
Masters of Legerdemain move beyond paltry copies or temporary manipulations and can conjure long lasting, convincing illusions with their Glamour. A dilapidated, broken bridge could appear sturdy enough for a car to travel over it, or the troll enforcer may back down after seeing the satyr with a whole crowd of angry (and illusory) friends behind him. The character could even create an entire party with food, guests and music.
System: The changeling requires knowledge of all relevant Realms when creating the illusion. Sufficient levels of Actor, Prop and Scene would all be necessary for the party mentioned above. The illusions look, sound and smell quite real, but do not have mass in the mundane world. A vampire brave or stupid enough to chase the character outside after she conjures illusory sunlight would not burn, but may run afoul of a seemingly empty street actually teeming with high-speed traffic.
The number of successes determines the duration, but the player may opt to make the cantrip an extended action to accumulate up to five successes. Each additional roll costs only one extra Glamour, regardless of the base cost of the cantrip.
1 success: 1 minute
2 successes: 1 hour
3 successes: 1 scene
4 successes: 1 day
5 successes: 1 week
Type: Chimerical or Wyrd (chimerical illusions are only visible to those who can see chimera)
Metamorphosis is the fae Art of transformation. It is the source of legends of wicked boys turned into frogs, and enraged faeries becoming terrible dragons. While such overt miracles have become taxing and difficult to perform as the world slides from Autumn to Winter, the Kithain have nevertheless retained nearly their full command of this glorious and storied Art.
Or at least, the commoner Kiths have. Metamorphosis is an uncommon Art among the ranks of nobles; many sidhe regard it as a form of base magic, and would never dream of transforming themselves into lesser beings, or marring their beauty with beastly features, no matter how useful they might be. The pooka, of course, claim that Metamorphosis was their original invention and gift to the Kithain as a whole, and are some of the most enthusiastic practitioners. The Art is also common among sluagh, clurichaun, and boggans.
Because the Kithain have retained such extensive mastery of Metamorphosis, Unleashings using the Art are fairly uncommon - there's not a lot within its purview that a true master of the Art can't already accomplish. Most Unleashing,s then, are either used to gain access to advanced powers the changeling can't normally use, or to call upon the Dreaming to deliver its own judgments and justice. "Let him wear the nature of his heart for all the world to see" is a classic Metamorphosis Unleashing.
Metamorphosis bunks incorporate animal symbolism, colors, transformations, alterations, and utterances. Examples include: Make the sound an animal makes, burn a feather, curse someone, paint your nails, rub ash on your subject, reverse your shirt and put it back on, speak your target's name thrice, then thrice again backwards, catch a cat, frighten a flock of pigeons, pretend to be an animal for a full scene, carve a figurine from soap, paint your target, then paint over it again, deface a portrait, put on a silly disguise, or strip off your clothes.
● Sparrows and Nightingales
A sidhe wilder wears hair of a different hue each day. A clurichaun, freshly arrived in Honolulu, gives himself the cast of an islander, naively thinking it will help him approach the native fae. A grinning pooka takes on the seeming of a troll, the better to rook a gullible young knight.
This cantrip allows the changeling to set her target apart from herself, changing one fundamental feature into some plausible alternative. She can change a man into a woman, a redhead into a brunette, make a short woman tall, or a black man white. She could make a boggan into a nocker, a cheap pressboard table into gleaming mahogany, an oak tree into an elm tree, a black cat into a calico, a stick shift car into an automatic, or a five-dollar bill into a 100-dollar bill. The only restrictions on this metamorphosis are that the changeling may only change one fairly discrete physical feature about her target, and she must change it into an alternative feature that the target might reasonably possess. A person might be dark-skinned rather than light-skinned, but couldn't generally be green-skinned, for example (some Kiths notwithstanding), a table might be made of teak rather than oak, but certainly wouldn't be made of depleted uranium, and a car might be the 2014 model rather than the 2009 model, but would never be able to fly or contain ejector seats.
System: The Realm selected determines who or what is transformed. The number of successes rolled dictates how long the transformation lasts:
1 success: 1 scene
2 successes: 1 day
3 successes: Changeling's Glamour in days
4 successes: 1 month
5 successes: A year and a day
If she wishes, the changeling may always attach a condition to the duration of the transformation that, if met, will end the cantrip early, such as "when you return with the Duke's ring," "when you speak my name thrice into a mirror," or even "when you come to truly repent of your crime."
Type: Chimerical or Wyrd (depending on whether the change is only visible chimerically or plain for all to see)
●● Go Ask Alice
This legendary cantrip may be used to shrink or enlarge its subject, producing riding mice for pooka hedge knights, shrinking boggans down to do truly fine detail work on shoes, making table knives into impromptu swords, or punishing uncouth mortals with a true worm's-eye view of the Autumn World.
System: The Realm delineates who or what shrinks or grows. The successes rolled determine the extent of the subject's size alteration:
1 success: Shrink to 3/4 of normal size or grow to 1 1/1 times normal size
2 successes: Shrink to 1/2 of normal size or grow to 2 times normal size
3 successes: Shrink to 1/4 of normal size or grow to 2 1/2 times normal size
4 successes: Shrink to 1/8 of normal size or grow to 3 times normal size
5 successes: Shrink to 1/16 of normal size or grow to 3 1/2 times normal size
Unlike most cantrips, repeated castings do stack. Regardless of the severity of growth or shrinking, this cantrip lasts for only a scene, although Unleashings have been known to produce transformations of greater duration.
A mousy pooka becomes a mighty lion. An angry sluagh pushes his redcap tormentor into an old cobweb, where the astonished redcap becomes a scuttling spider. A troll claps his hands, and the gun in the thug's hand becomes a hissing snake.
This mighty cantrip allows the changeling to transform a person or object into an animal. Individuals so transformed retain their own mind and instincts, but gain the physical traits, sensory abilities and limitations, and special capabilities of whatever animal they've been turned into. Objects transformed into an animal gain the mind of a "typical" member of whatever species they have become for the duration of the transformation, so that a rabbit will be skittish, a lion will hunt, and so forth. Transformed humans and fae retain the power of speech, but only to those capable of perceiving chimerical reality.
System: The Realm used determines who or what is turned into an animal. The changeling must split successes between the severity of the transformation and its duration. Duration breaks down like so:
0 successes: The transformation lasts for the caster's Glamour in turns.
1 success: The transformation lasts for one scene.
2 successes: The transformation lasts for one day.
3 successes: The transformation lasts for the caster's Glamour in days.
4 successes: The transformation lasts for twice the caster's Glamour in days.
5 successes: The transformation lasts for thrice the casters Glamour in days.
Meanwhile, the more successes allocated to severity, the more extreme the possible transformation:
0 successes: The target may only be transformed into a creature roughly the same size, with no extraordinary capabilities (such as flight, breathing underwater, poison, superhuman senses, etc.).
1 success: The target may be transformed into a creature of roughly the same size, with no more than one extraordinary gift.
2 successes: The target may be transformed into a creature up to half its size, or half again its size, with one extraordinary gift.
3 successes: The target may be transformed into a creature up to one-fifth its size, or twice its size, with one extraordinary gift, or one of similar size to itself with two exceptional capabilities.
4 successes: As with three successes, but the target may either completely ignore size restrictions or may have an unlimited number of special capabilities based on the animal it is transformed into.
5 successes: The target may be transformed into any animal the changeling desires, from a buzzing fly to a mighty elephant.
This handy blessing or curse refines Metamorphosis to permit partial transformations. A churlish mortal might be granted a pig's face, while a noble steed could gain the wings of a swan, and a cornered commoner might grant herself fierce claws or poisoned fangs with which to fight.
System: The Realm used determines who or what gains animalistic features. (Prop is an exercise in creative thinking for this cantrip. While furry rocks tend to be of limited usefulness, envenomed swords and enemy clothing granted the stench of a skunk are among some of this cantrip's more notorious applications.) Each success may grant the subject eithe rone animal feature of the changeling's choice, or may be used to extend the cantrip's duration according to the chart below:
0 successes: The caster's Glamour in turns.
1 success: One scene.
2 successes: One day.
3 successes: The caster's Glamour in days.
4 successes: Twice the caster's Glamour in days.
5 successes: Thrice the caster's Glamour in days.
As with Sparrows and Nightingales, the changeling may set a condition to end the cantrip's duration prematurely.
●●●●● Chimeric Exultation
Cornered, the sidhe magician sets his cane alight and hurls it to the ground, where it becomes a roaring wyrm. He escapes out of a concealed door in the chaos that follows.
This fantastic cantrip allows the changeling to transform her target into a creature of legend, or even a fantastic beast of her own imagining, by mixing together the traits and natures of different creatures. Dragons, manticores, gryphons, the kraken of legend - any can be called forth by Chimeric Exultation.
System: Much like Thousandskins, Realm determines who or what is transformed. Each success allows the changeling to name one fantastic ability to be granted by the transformation (a dragon, for example, might possess flight, fantastic strength, fantastic toughness, and flaming breath). Unlike Thousandskins, the duration of this cantrip is always the caster's Glamour rating in minutes, although the duration can be "reset" each time the changeling (or the transformed subject) pays a point of Glamour to do so.
Names hold power, and few are so keenly aware of the potency of titles than the Kithain. Discovering a changeling’s True Name grants authority over the faerie, but those who seek a mystic understanding of Naming cantrips can reveal hidden truths, set others on dangerous or heroic paths, and even fundamentally alter someone or something by inscribing a new name into the ledger of the Dreaming.
Unlike other Arts, Naming has qualities that are not instinctive to changelings. The way the Art interacts with the Dreaming, the Mists and the very nature of Changelings makes it notoriously difficult to learn. As a result, every level of it must be taught, it cannot be learned through using and coming to understand it better.
The study of Naming begins with revealing what is hidden, and graduates to enforcing one’s will through new titles and definition. Unleashed Naming puts awesome power into the voice and eyes of the changeling brave or foolish enough to invoke it with raw Glamour. Unleashed Naming can uncover secrets or something hiding, empower the changeling temporar ily, or rework a small piece of reality to her whim.
Naming cantrips often involve meticulous ritual, but can also focus more on word play, songs, and writing. Example bunks: Write a novel and then burn the only copy, repeat the full name of the target three times in her presence, inscribe runes of blood onto your skin, name every bone in the body, or yell the names of the seven dwarfs in seven different languages.
● Between the Lines
Discernment is the first lesson of Naming magics. Until the changeling can understand the real message in anything said or written, she cannot seek the intimate knowledge hidden within True Names. Deceptively powerful, Between the Lines empowers the Kithain to understand any language or learn the intended meaning behind naything she can see or hear.
An eshu deciphers the ancient warning of a guardian's curses written outside the cave before journeying inside, a clurichaun understands a request for help in a language he has never heard before, or the idhe effortlessly constructs a puzzle box containing a clue to his lost king's whereabouts.
System: The source and content of the message dictates the Realm. The changeling would use Prop to read a book written in code, Actor to understand someone speaking in a foreign language, Nature to understand messages passed by songbirds, or Fae to unravel the riddles spouted by an ancient chimera. Any number of successes allows the changeling to understand a written cypher or foreign language, but each success adds an extra die to any pool for contested actions meant to reveal the truth or see through lies during the current scene.
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.
The number of successes also indicate how much information is gained from the source.
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 at 2 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 for PCs on Sheltering Skies.
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 the 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.
Oneiromancy can be directly resisted by someone familiar with Lucid Dreaming (the controlling of their own dreams), an ability which can be used to wrench control of the dream away from the caster; this cannot be attempted without the ability although a dreamer may have the sheer will to throw an invader out. To do so requires something about the dream to seem out of place in a way that triggers unease (ST discretion as to whether or not something qualifies - dreams are strange by nature and simply the presence of unknown or known voices in a dream will not suffice, the triggering event must be something that either doesn't follow even the odd logic of the dream or else is something the dreamer would never dream about; this last is rare, as Oneiromancy works with the dream already in progress when Dream Walk is initiated), triggering a Kenning or Awareness roll (difficulty based upon the normal rules for this) to become aware that the changes to their dream are not natural. Those without Lucid Dreaming may attempt to force the invader out of their dreams through spending a temporary willpower to gain a Willpower roll (difficulty 8) which must meet or beat the successes of the caster. For those who have learned to control their dreams, after discovering that the dream is unnatural they may spend a temporary Willpower to make a Wits + Lucid-Dreaming roll (difficulty 8), this action can be extended but each roll costs a temporary Willpower. If they are able to meet or beat the successes rolled by the caster (they are the defender in this instance), they can then take control of the dream - although the caster may still leave at any time; the target has some control of the dream but not of the spell. With simple Dream Walk, they can force truths from the shadows cast by their visitor; in the higher levels of Oneiromancy may simply be negated or altered. How exactly this works is at Storyteller discretion based upon what is being done by the caster. These rules do not apply to Dream Puppet, which has its own rules for resisting the effects.
Oneiromancy deals in sleep, dreams, and the intersection between the Dreaming, the mundane, and the minds of all denizens in each. When Unleashed, Oneiromancy can reveal hopes or nightmares, send a motley into the dreams of a slumbering giant, or manifest her enemy’s worst nightmare into the world.
Bunks for Oneiromancy cantrips typically involve non-sequiturs, trappings of sleep, and anything which represents the absurd and metaphorical nature of dream logic. Example bunks: Draw something you fear and then eat the drawing, fall asleep at exactly 12:34, lay down and close your eyes in the middle of a dark forest, or burn your bed.
● 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 the 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 can sustain chimerical damage. She also 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 dream 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 could 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.
The fae are at least as old as the world itself, if not older, and have always shared a powerful affinity for the very elemental substance of the world — a few legends even claim that they spun the primal fundament of reality from the inchoate mist of dreams at the dawn of time. Regardless, modern changelings can remember a time when they were kindred to the stones and when they plucked whispers from the air, when they se duced the flames and bowed before embarking upon the back of Mother Sea. Even today, they still remember many of the secrets of harnessing the elements, and Primal is one of their most useful and widespread sorcerous Arts.
It’s widely accepted that the Kithain learned Primal from their cousins, the inanimae, and that it was once the merest stepping stone toward far grander elemental magic. Those greater Arts were lost in the wake of the Shattering, and today Primal is largely associated with “salt of the earth” changelings, such as boggans, eshu, piskies, and redcaps — though many sidhe nobles quietly dabble in its useful lesser enchantments.
Primal Unleashings place the vast and ancient power of the elemental Arts back into the hands of the Kithain, if only for a moment. Earthquakes, firestorms, trees erupting through pavement and growing to full grandeur in moments — these are the hallmarks of Primal Unleashings, making it one of the most potent and dangerous Arts to loose into the world with little greater direction than “stop them,” “help us,” or “open a path.”
Primal bunks incorporate props from nature or primal elemental forces. Examples include: Light a match or wave a lighter around, break a stick, make willow bark tea and drink it, coat your hands in mud, listen to a seashell, douse yourself with water, carve a statuette out of wood, draw your target in the dirt with a fingertip, run full speed against a powerful wind, scatter freshly-fallen leaves over your head, pluck a rose and savor its fragrance, leap into a puddle, mark a tree using a sharp stone, or craft a crown of thorns, and wear it.
● Willow Whispers
In the hours before dawn, a pooka creeps up on cat feet to ask the paving stones of the Duke’s walkway who came to visit him in the night. Investigating a mugging in the park, a boggan private eye interrogates the trees, and discovers plots darker than he’d anticipated.
This useful bit of magic allows the changeling to speak to the world, and hear its replies. She may use Willow Whisper to speak to any plant, animal, object, or natural feature — any stone, any jeweled ring, any shining blade, any beast normally incapable of speech.
Willow Whisper has two restrictions. First, the changeling must speak in a whisper, and hears all replies as whispers in return — this cantrip is useless at a stock car race or rock concert. Second, no matter how hard she tries, the changeling may never hear the voice of cold iron.
System: The Realm selected determines what the changeling may speak to the world about. Actor and Fae would allow her to ask a tree if a certain person has passed by, and what they were doing. Prop and Nature allow the changeling to make inquiries about objects or natural phenomena themselves. The changeling can ask one question per success.
●● Eldritch Prime
This cantrip allows the changeling to conjure up manifestations of the elements of earth, water, wood, fire, or air. This appears in the most natural form possible — water pours down from the sky as rain, or bubbles up from the earth as a small spring, for example. Rocks thrust up from the ground with a rumble. Plants grow up from the ground with unnatural speed. These manifestations can occur in decidedly unnatural locations, however, such as rain happening inside of a building, or flowering branches growing from an angry math teacher’s head like beautiful antlers.
System: The Realm used determines where the element manifests. Actor and Fae could cause it to rain on someone, or for stones to weigh down their pockets, or for plants to sprout from them, or even for them to catch on fire (inflicting damage equal to the successes rolled). Nature simply permits the appearance of the elements from the natural world, while Prop could cause howling winds to blast out of an old Buick’s air conditioning system, or cause its trunk to fill up with fertile dirt.
The more successes rolled, the greater the manifestation of the element. A single success would be sufficient only to conjure a few flowers, a glass of water, a few rocks, or a torch’s worth of fire. Three successes could produce half an hour of rain, a wind strong enough to impose a two-die penalty to move against it, a bonfire’s worth of fire, or a tangle of thorny vines. Five successes could call forth rocks big enough to flip a car as they erupt from the ground, a small inferno, enough water to fill a backyard swimming pool, or a young tree.
A troll knight’s skin grows hard as mountain granite. A redcap fleeing through thorny brambles breaks off a twig and chews it, causing thick protective bark to grow across his jacket and pants, lending him greater protection. This useful cantrip fortifies its target with a protective elemental sheath. Despite the name, this need not necessarily be a coat of armor-like bark; it could also make a person’s skin hard as marble, allow the apparently solid surface of a door to splash and reform like water when struck, or surround a getaway car with an ablative shield of powerful wind.
System: The Realm used determines who or what is fortified. Each success rolled when activating Oakenshield grants the target one temporary extra Bruised health level, which lasts until destroyed or until the end of the scene. These temporary health levels are always the first marked when damage is taken, and rather than “retaining” marked damage, the damaged health levels simply vanish. Multiple castings of this cantrip are not cumulative — a new casting always overwrites any existing protection.
●●●● Elder Form
“Oi, you shouldn’t have come here,” the redcap snarls. He puts out a cigarette on his tongue, and flames unfurl across his entire body. “Now you’re gonna regret it.”
This powerful cantrip allows the changeling to imbue someone or something with the very essence of one of the elements, transforming them into a living manifestation of elemental power.
System: The Realm used determines who or what is transformed. This transformation’s duration depends on the successes rolled. The number of successes determines how long the subject can fly.
1 success: Changeling’s Glamour in turns.
2 successes: Changeling’s Glamour in minutes.
3 successes: Five minutes per dot of Glamour.
4 successes: 30 minutes per dot of Glamour.
5 successes: One hour per dot of Glamour.
Those enchanted with air become invisible and may float through the air under their own power at walking speed.
Those enchanted with earth are visibly made of stone and dirt, may soak lethal damage at difficulty 6 if they could not already do so, and gain an additional 3 soak dice. However, they are also very heavy, move at half speed, and the difficulty of dodge attempts rises by 1.
Those enchanted with water become slick, slippery, and fluid. They gain an extra dot of Dexterity. The difficulty to squeeze through tight spaces and narrow confines drops by 2 (as would the difficulty to escape from objects such as handcuffs enchanted by this cantrip). They can exist underwater without the need for air, and enchanted objects such as books won’t be ruined or damaged by submersion in water.
Those enchanted with wood become rooted in place, and cannot be moved from where they stand or rest by any force. They become supple as a reed in the wind, lowering the difficulty of Dexterity and Stamina-based rolls by 1, and they may slowly regain any damage taken, at a rate of one level of bashing damage per minute and one level of lethal damage per five minutes.
Those enchanted with fire become formed of sculpted flame, and inflict one level of automatic lethal damage per turn to anything in direct contact with them. They are themselves immune to fire for the duration of the transformation.
●●●●● Dance of the Five Kings
An eshu makes a place for himself at court with lovely decorations of sculpted water and flame. A clurichaun hides his worldly treasures within a stout old tree, his magic the only key to open or close its trunk.
This potent cantrip makes the changeling the master of the five elements. She commands, and flames and earth and water leap to obey. She may guide any elemental manifestations that are already present to attack, restrain, entrap, clear a path, or simply reshape themselves to her liking.
System: The Realm used determines what the elements can be made to do. Actor and Fae can command the elements to attack individuals (one level of lethal or bashing damage per success, depending on the element used), or restrain or hamper them (the difficulty of the target’s next action rises by one per success). Prop and Nature allow the elements to be reshaped into forms fitting the Realm deployed — a tree could be reshaped into a throne, flames could become impossible burning flowers, and a stone could become an impromptu, but well-balanced, mace.
Every changeling’s soul burns with the power of the Dream ing, but not all learn to harness that flame with the magic of Pyretics. Fire consumes, purifies, protects, and makes new. Kithain from both courts, commoners and nobles, members of all houses, respect the power of the flame and seek knowledge of its secrets.
Unleashing Glamour through Pyretics can burn away impurity or illusions, cause terrible destruction, or make some thing new again. The character may invoke the Art to create a protective circle of fire, burn away phantoms cast to distract or haunt her, or transform her sweat and tears into molten Glamour, setting everything they touch on fire.
Unsurprisingly, Pyretics bunks most often involve fire and destruction, but also include removing impurities, cooking, and new life. Example bunks: Burn something, or burn everything, make something broken like new, hold a match under your hand until it blisters, tell a story around a campfire, create a glass sculpture and then smash it, walk on hot coals, or sing a ballad and end just as the runs rises.
A basic but eminently useful cantrip, Kindle heats the focus of the Glamour enough to cause discomfort but not injure. Kindle can cook food, help start a fire, make someone sweat and appear feverish, or heat a gun enough to burn someone touching it.
Tired of the grind at school, a childling pooka stays home sick with a fever created with Glamour. A boggan ensures her victory at a culinary competition by overcooking the competition’s food. A sidhe uses Kindle to distract his rival in a war council and convince the duke to pursue negotiations instead of battle.
System: The cantrip’s Realm determines the target(s). When used on something inanimate or non-sentient, the Storyteller should arbitrate the effects of the heat (plants may wilt, metal becomes dangerous to touch, food cooks without a visible source of heat). When cast on a person, animal, or creature, the target incurs a +1 difficulty to all rolls due to the distraction and discomfort. The number of successes determines the number of turns the target remains overheated.
Countless creation myths from the mortals begin with a divine light piercing the darkness. Changelings adept in Pyretics wield the power at the heart of such stories. By channeling Glamour into this cantrip, the Kithain can create a light which dispels darkness, illusion, and petty subterfuge.
The motley turns away from the blinding light, but turns back to see their mentor replaced by an impostor. All who enter the piskey’s home must first stand in front of a glowing stone and be revealed.
System: The Realm determines the source of the light. Illuminate’s glow reveals anything hidden or obscured. Supernatural illusions, physical disguises, and even base dishonesty become easier to see through while the cantrip’s light shines. The light normally extends out only a few feet in each direction, but can be extended substantially with Scene, and if the cantrip is Wyrd anyone can see clearly in the light. Any supernatural illusion or disguise with a lower power level than the number of successes rolled for the cantrip is revealed. All attempts to lie or hide within the area of the magical light incur a dice pool penalty equal to the number of successes rolled for the cantrip. This cantrip cannot be extended, and successive uses in the same scene gain a +1 difficulty. The effects of Illuminate last for one scene, but may be ended earlier by the caster.
Type: Chimerical or Wyrd
No impurity withstands sufficient heat, but the student of Pyretics can burn away contaminants with chimerical fire that does not damage or consume the target. Purify makes water and food safe to consume, can destroy infection or poison, and even temporarily cure disease. By coupling the cantrip with the Fae Realm, the caster can even burn away curses and effects from other cantrips.
A traitor’s attempt to poison the motley fails because of the nocker’s cantrip. In the troll’s forge, any metal becomes pure and strong in his furnace. With a hopeful song, the clurichaun cleans a river from the pollutants dumped in by a nearby factory.
System: The cantrip’s Realm dictates what can be purified. Objects and inanimate material have all impurities and contaminants removed. The effects on changelings, mortals, and other creatures depend on the circumstances. The Storyteller should determine what qualifies as an impurity (a curse causing delusion may be temporarily abated, but an illness naturally occurring within the body may not). The number of successes can be compared to the strength of any poison, curse, disease, or ill effect. If the Purify cantrip does not match or exceed the ailment in successes, it returns to the target after the current scene.
Sometimes a changeling just needs to set something on fire. A simple and powerful cantrip, Engulf makes the target combust. The changeling can choose whether the focus of the magic burns from the flame or remains protected from the wreath of magical fire. Once the flame catches to anything else nearby, it burns and spreads as a normal fire, outside the changeling’s control.
A clurichaun made the rain catch fire and burn the factory where he toiled before his Chrysalis. Inspired by the superheroes, a childling wreathed her body in flames to scare a neighborhood bully. Word spread quickly of the tall, blue vigilante with the axe wrapped in flame.
System: The Realm determines what combusts or becomes wreathed in flame. The number of successes determines the intensity and duration of the fire, but if it catches anything else alight, that mundane fire will persist and spread. Each success represents the number of turns the target of the cantrip burns or is surrounded with the Pyretic flame. If the cantrip is used to burn the target, they suffer one aggravated damage per turn. If the cantrip surrounded a protected target with the flame, anyone or anything other than the caster or the target touching the flame suffers one aggravated damage per round of contact.
●●●●● 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 Engulf, 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
Skycraft is the ancient and rarely-seen Art of command over the wind and the thunder. Once upon a time, or so the eshu say, the lords of the fae rode chariots of the winds and hunted the lightning so they could forge it into fine blades and gleaming finery. They called the North Wind to hand, and spoke with the voice of the tornado. Such sheer power has long been lost to the fae, save in the depths of perilous Unleashings, but they retain even now the rudiments of their mastery over the forces of the sky.
Skycraft is a rare Art, favored by its practitioners as a more refined alternative to the common magic of Primal or Wayfare. It is primarily practiced by trolls, and rumored to be much prized by the merfolk and selkies, though some eshu find it a stylish Art that lends them a certain storm-tossed flair.
Skycraft Unleashings are unsubtle affairs of sudden storms, gale-force winds, booming thunder, dancing lightning, and ravaged electronics. They might be deployed to run a ship to port (or send it to the bottom of the sea), paralyze the streets of a major city for an hour with torrential rain and punishing wind, to damage or destroy a building, or to fry a major electri cal network.
Skycraft bunks focus on sound, electricity, open air, and the old ways. Examples include: Clap your hands in a silent room, rattle a sheet of tinfoil, carve a rune into your flesh, draw lightning-bolt streaks on the object of your cantrip, short out an electrical device, whirl a bullroarer, paint yourself blue, howl to the open sky, climb onto a roof in the midst of a storm, turn an umbrella inside out, lick a battery’s terminals, pound a drum, smash your hand into a bowl of water, forecast the weather, run with a windsock until it streams behind you, fly a kite, smash a delicate electronic device, or flip the breakers in an old house.
● Howling Gale
An eshu makes a truly dramatic entrance, hair and coat flapping around him. A troll holds the top of a staircase, sending a punishing wind against those trying to climb up and fight him. A pudgy boggan runs like an Olympic sprinter, pushed by the wind itself.
The changeling may call forth a powerful wind, using it to speed the movement of herself or her allies, to confound her enemies, or simply to blow as she desires.
System: The Realm selected determines who the wind aids, or from whence it blows. If used to target a person, the changeling may place a powerful wind at their back, doubling their movement speed for every two successes rolled, or she may cut their movement speed by half for every two successes rolled by setting the wind against them. Such winds last for (Glamour) minutes. If an object is targeted, the changeling may push it along at (Glamour) miles per hour for five minutes per success rolled, directing the wind as she pleases. Alternately, she may make an object or person the source of a powerful wind that roars out in all directions, making it difficult for others to approach the one so enchanted (treat all who approach as though the changeling were setting the wind against them; lasts for one minute per dot of Glamour). Finally, with proper application of Nature, the changeling may simply cause the wind to blow in a certain direction as she wills, with each success gaining her 10 miles per hour of wind speed or 10 minutes of sustained wind, distributed as she sees fit.
●● Electric Gremlins
An office manager curses as the eighth system of the day crashes. With a sigh, he orders everyone home for the afternoon—no work can be done like this. Sitting at a window and looking at the beautiful day outside, a satyr smiles and leaves her desk.
This cantrip summons a host of gremlins — minor chimerae that play havoc with electrical devices. Gremlins are tiny greenish-yellow creatures blessed with the ability to hide behind anything, no matter how small, when directly observed, whose presence disrupts complex electronics. An individual plagued by a host of gremlins finds complex electronics impossible to manage, as modern technology balks at his presence and refuses to function.
System:' The Realm determines who or what the gremlins stalk and harass. Fae and Actor inflict a host of gremlins that disrupt any complex electronics the one so marked attempts to use, or even spends more than a few minutes in close proximity to. Nature and Prop can be used to inflict gremlins on objects and phenomena with similar results, ranging from directly destroying a computer by targeting it, to creating “cursed” stones, coats, and so forth, which play merry hell with electronics in their vicinity.
Electronics targeted by gremlins experience crippling glitches, hangups, errors, short outs, signal disruptions, and even contract mysterious and confounding viruses for no apparent reason, rendering them unusable.
The more successes rolled, the longer the gremlins persist, as outlined below:
1 success: The gremlins lurk about for one scene.
2 successes: The gremlins plague the target for one day.
3 successes: The gremlins persist for the caster’s Glamour in days.
4 successes: The gremlins last for twice the caster’s Glamour in days.
5 successes: The gremlins harass their target for thrice the caster’s Glamour in days.
●●● Hurricane Speed
A troll grins, cornered and impossibly outnumbered. “You want the Count’s blade? Then fetch,” he cries, hurling the ancestral Treasure over the horizon. The Count’s seer will be able to find it, but from the expressions on their faces, the gang of redcaps and satyrs possess no such talents.
The changeling calls down the very essence of the wind itself and infuses it into a person or thing. Those infused with Hurricane Speed not only gain the swiftness of the wind, but also its expansive perspective, quickening their reflexes and reactions. Objects become as one with the wind, carrying themselves tremendous distances once impelled to movement.
System: The Realm used determines who or what is enchanted. If used to enhance an object, each success reduces the object’s weight by half and doubles the distance it can be thrown, pushed, or otherwise impelled. If a person is targeted, each success raises her Initiative by one each round, and every two successes raise her Dexterity by one. This cantrip lasts for the changeling’s Glamour in rounds.
●●●● Storm Shroud
A troll bangs his fists together, and they crackle with deadly power. A sidhe raises his shield, and its surface crawls with electricity. A fleeing clurichaun slams a door behind him, scratches a lightning-bolt zig zag onto it with his pocket knife, and is gratified to hear the howls of his pursuers as they hit it a moment later, provoking a burst of painful sparks.
The changeling calls down the essence of lightning into the target of this cantrip, surrounding it with a flickering nimbus of electrical destruction.
System: The Realm used determines who or what gains a crackling aura. Anyone who comes into contact with this barrier, either by touching an object or person or being touched by them in turn (which may require a Brawl or Melee attack) suffers three dice of bashing damage. Storm Shroud lasts for one round per success. The changeling who casts this cantrip is always immune to its effects, and thus can enchant her own weapons or clothing without any danger, although no other characters enjoy such immunity.
●●●●● Lord of Levin
A master of Skycraft commands the very fires of heaven, and may send the lightning to strike down her enemies. This cantrip normally only works under an open sky, but a changeling who has enchanted herself with Storm Shroud may use Lord of Levin to throw lightning bolts from her fingertips so long as Storm Shroud persists.
System: The Realm used determines who the lightning strikes. Lord of Levin’s activation roll is also treated as an attack roll. If successful, this cantrip inflicts 5 dice of lethal damage plus one die per extra success on the activation roll, and stuns the target such that they suffer a –2 penalty to all dice pools until the end of the next turn.
Soothsay is the Art of divination, prediction, and interac tion with Dán, the fae belief in fate.
Changeling seers hold that Dán is a great loom of interwo ven strings of destiny, too vast and complex for most minds to untangle. All beings — fae, mortal, and Prodigal alike — are woven into this great tapestry, their actions and ideals looping across and around one another to create the great design that is the world. Occasionally, the forces of Dán become apparent in the form of signs, omens, and portents, if the viewer has the knowledge, instinct, and wisdom to know them for what they are. Soothsay measures these qualities.
This Art is associated with thoughtful, contemplative Kithain. Nobles seek masters of Soothsay as seers and advisors, while commoners revere them for the wisdom they offer. This Art is most often practiced by sidhe sorcerers and eshu seers, but is also known for ancient associations with satyr grumps.
Soothsay Unleashings are often considered among the most dangerous phenomena in the Dreaming, for they lay bare the full tapestry of Dán—a dangerous thing for any seer. Unleashing this Art reveals the future, for good or ill, and almost always reveals more than the bare essentials the seer hoped to learn, complicating her destiny in the process.
Soothsay bunks tend to involve traditional and nontra ditional acts of divination. Examples include: Lay out a tarot reading, drink down a bowl of tea and read the leaves, shatter a mirror and examine the fragments, perform scapulomancy, eat a fortune cookie, hypnotize a friend and quiz them on the future, interpret clouds, take hallucinogens, sit in a smoke lodge, shake a magic 8 ball, program a random algorithm to replicate a magic 8 ball.
An eshu seer pronounces a wanderer of honest character, and he is welcomed into the local court. Elsewhere, another seer informs his liege that the love she pursues does not feel as she does—and is banished for his honesty. This rudimentary cantrip provides the briefest of glimpses at the thread of a person, place, or thing’s destiny. The Omen revealed is always vague, and rarely concerned with immediate events — at this level, the seer can at best glimpse the broad nature of a thing’s destiny.
System: The Realm selected determines what the Omen is about — usually Fae or Actor, although it’s certainly possible to conjure an Omen about a place or object. The more successes rolled, the deeper the Omen may reach to hint at the truth of its subject... although no matter how many successes are rolled, Omens are always subject to some interpretation.
1 success: The seer may seek one clue about an immediate plan of the target or the near-future of an object.
2 successes: ...or one clue about the outward demeanor or Court allegiance of the target, or whether the object is lucky or ill-omened.
3 successes: ...or one clue about a long-term goal of the target, or where the object will be in the future.
4 successes: ...or one clue about the inner nature or Legacy of the target, or whether the object is of great importance.
5 successes: ...or one clue about a closely-guarded secret of the target, or the defining moment of the object’s destiny.
Multiple castings upon the same target within a single plot give different answers, with the cost cumulatively increasing by one additional point of Glamour with each repeated casting, as the threads of Dán become increasingly tangled. After a certain point, any further clues become vague and repetitive.
●● Seer's Wisp
A boy conjures up a ball of warm light. “My brother,” he whispers. “Find my brother.” It bobs, drifts out of his bedroom window, and an adventure begins.
The seer gains the ability to conjure a bright fragment from the heart of the Dreaming, to lead her where she needs to journey. She may whisper into the Wisp the name or a description of the thing or person or place she seeks, and it will lead her there unerringly along the paths of Dán.
System: The Realm dictates who or what the changeling is trying to find. The more successes rolled, the more direct and safer the path down which the Wisp leads the changeling. This cantrip only lasts for one hour per dot of the seer’s Glamour, and can only be used to seek a single subject once per plot, severely limiting its effectiveness as a tool to resolve legendary quests. One odd quirk of this cantrip is that while the Wisp is entirely chimerical, mortals with low Banality (6 or less) can sometimes glimpse its light, particularly by night and in lonely places.
This useful cantrip allows the seer to scry distant scenes through an object or individual she has ensorcelled for this purpose. Traditionally, anything in the immediate vicinity of the Tattletale focus is displayed in a nearby reflective surface or surface of the changeling’s choosing, though some nocker seers have been known to display the results of Tattletale on old television screens or computer monitors. The changeling can use any perception-based cantrip through the focus once a connection has been established.
System: The Realm used determines who or what becomes the focus of Tattletale. Dedicating a person or object as a focus requires some sort of ritual invocation which may be improvised and differs from seer to seer, but is generally fairly obvious in intent — it takes some fairly skilled trickery to make someone into a Tattletale focus without them realizing what’s happening. Dedication as a focus lasts for one day per success rolled. The seer can scry through her focus whenever she likes, but must place all of her concentration into such scrying.
The seer reaches deep into the weave and weft of Dán, coaxing the forces of fate and the Dreaming to reveal a path toward his heart’s desire. Augury is a notoriously treacherous and uncertain Art, for the path it reveals is always fragmentary and clouded — but followed diligently, it will lead to the future the changeling seeks. Rather than providing a list of instructions to achieve the goal queried, Augury instead provides tantalizing hints, clues, portents, and interpretive visions. But Augury merely promises a fated road — not a short, easy, or cheap one. The more precious the future sought with this cantrip, the more demanding the road it lays out tends to be.
System: The Realm used corresponds to what is sought - the love of a mortal would require Actor, while a lost heirloom would demand Prop, for example. If cast on behalf of another, then a secondary Realm must be used as well (generally Actor or Fae). The seer receives one clue, signpost, or omen per success rolled. Only one attempt can be made to find a specific fortune or destiny with this cantrip per plot.
●●●●● Fate Fire
A seer blesses a knight on the eve of battle. A boggan purchases a boon on the opening day of his new business. A bitter selkie curses the realtor driving new development to her favorite private cove.
In this, the greatest feat of Soothsay, the seer lays her hands directly upon the threads that make up the great tapestry of Dán and bends them to her will, blessing a subject with good fortune or cursing them with dire portents. The precise expression of this manipulation of destiny is always difficult to predict, but the signs cannot be mistaken.
System: The Realm used determines who or what is blessed or cursed. If a person is blessed, then she’ll gain one automatic success per success rolled on Fate Fire’s activation at an auspicious moment of the Storyteller’s choosing at some point during the current story. If cursed, each success removes a success on a roll in a dire time of difficulty of the Storyteller’s choosing, also at some point during the same story. Furthermore, all rolls for the rest of the scene after Fate Fire kicks in add or subtract one automatic success (depending on whether a blessing or curse has been laid). Blessings and curses affect objects in the same way, but tend to center on uses of the object or attempts to do something momentous to or within locales, rather than attaching to a particular person. Fate Fire can linger on an object for an indefinite time, until a properly fortuitous moment arises. An object or individual can’t have more than one use of Fate Fire hanging over them at a time, although a second use of Fate Fire can be used to “fight” a hanging blessing or curse, canceling successes on a one-for-one basis. This costs one point of Glamour to attempt, however.
Note to Storytellers: It is not up to the players when the successes or failures occur. Fate Fire is more than simply a hanging bundle of extra successes or a nasty forced botch. It’s Glamour woven into the tapestry of destiny itself by the deft hands of a master seer, and exists to enforce tales of staggering triumph in the darkest of hours, or terrible defeat at the cusp of victory. The triggers of the effects of this cantrip aren’t intended to go off at random, but rather when it would be most dramatic. When the players are leaning forward across the table, sweating as they pick over the results of their dice roll and just beginning to curse or cheer — that’s when you drop Fate Fire on them.
Sovereign forces others to obey, or at least observe, the authority of the wielder. An ancient Art traditionally used by sidhe rulers to enforce obedience from their subjects, Sovereign became more prevalent among commoners as changelings spent more time trapped on Earth. Now that the Art of nobil ity no longer remains tightly controlled, the commoners have discovered that Sovereign confers significant authority, even without title.
Characters employing Sovereign can attempt to exert their will over anything and anyone else; however, doing so to those of higher position or title is not only significantly more difficult, but the breach of etiquette may result in serious consequences. Changeling society still observes and adheres to strict enforcement of court rules, at least within the domains of dukes, barons, and kings. Attempting to cast a Sovereign cantrip on a kith of higher rank could result in loss of title, imprisonment, or even exile.
If a character attempts to use Sovereign on anyone who holds a higher status, such as their boss or a famous movie star, add one to the cantrip’s difficulty. Context and environment matter when determining relative status. A renowned boggan chef in her restaurant would be top of the food chain, but when she’s bailing the other members of her motley out of jail none of that clout follows her (unless the jailor happens to be a foodie and recognizes her). Additionally, any changeling of equal or greater Title may resist the effects of Sovereign for the duration of the cantrip by spending one Willpower.
Sovereign magic expresses mastery, nobility, privilege, and grace. Unleashing Sovereign can turn the character into the unquestionable leader (“I am in charge”), force someone to act on their behalf (“duel for my blessing”), or even compel anyone nearby to undertake a quest (“find my lost child!”). Sovereign magic unfettered by a cantrip overwhelms and awes, inspiring submission and fear.
Sovereign bunks involve grand displays, becoming the center of attention, adornments and ceremonial trappings, and exerting authority. Example bunks: Enter a crowded store and begin issuing orders as if you owned it, yell like a drill sergeant at the police officer questioning you, meticulously put on finery and jewelry, or get a tattoo of your house symbol somewhere visible.
Kithain rules for courtly dealings are often arcane and sometimes inscrutable. The first cantrip taught to Kithain learning Sovereign applies that etiquette to nearly any situation. Anyone under the effects of Protocol becomes bound by the rules of Kithain decorum and suffers the consequences of violating those rules, even unintentionally.
System: The Realm determines who or what must observe the Protocol. Actor could keep a group of werewolves peaceful during a diplomatic discussion of territory, and a changeling versed with Nature could prevent animals or even the weather from spoiling the event. Anyone who breaks the Protocol suffers a penalty to all dice pools equal to the number o fusccesses rolled for the cantrip during the current scene. Any changeling of higher rank than the character who invoked the cantrip can spend a point of Willpower at any time to ignore the effects of Protocol.
With a simple cantrip, the changeling embodies the Grandeur inherent in all children of Arcadia, making those around her clamour for attention and avoid conflict. Everyone under the influence of the cantrip looks upon the changeling as a leader, savior, or royalty. She may not actually possess the poise and grace attributed to the kings and queens of old, but Grandeur rovides a handy substitute for the real thing.
A sidhe duchess can win the attention of her mortal sister's suitor, or the redcap boxer might seem so powerful that his opponent fears to throw a single punch.
System: The Realm determines who or what feels the effects of Grandeur. Anyone influenced by the cantrip either seeks the attention and approval of the changeling or avoids any conflict. All of the character's social interactions add automatic successes equal to the successes from the cantrip, and anyone affected by the cnatrip must spend a Willpower point each time they wish to contradict, acost, or attack the changeling. Any changeling of higher rank than the character who invoked the cantrip can spend a point of Willpower to ignore completely the affects of Grandeur. Grandeur lasts for a scene, unless someone humiliates or bests the changeling publicly, in which case it immediately dissipates.
●●● Guest List
Use of this cantrip prevents anyone or anything from entering, using, or interacting with the target of the cantrip without the caster's permission. The changeling may institute a password consisting of a phrase or action which adds the subject to the "list" and permits him access to the focus of the cantrip.
The sluagh leader of a secret society restricts access to the sub-basement where they meet each month. A jealous and possessive satyr prevents anyone from speaking to his lover without his permission. The troll guarding the freehold loves his favorite warhammer, and no one can life or wield it without the password.
System: The Realm defines what the cantrip protects or restricts from others. Nature and Scene keeps hikers from stumbling upon the grotto where the satyrs go to skinny dip, while Prop prevents anyone from stealing the sidhe noble's favorite cat. IF cast on a changeling or other supernatural being, the target may take a resisted action by rolling Willpower (difficulty 8). Each Willpower roll of the resisted action requires the expenditure of one Willpower by the target. Any changeling of higher rank who is either the target or being restricted by Guest List can spend a Willpower to ignore the effects.
The number of successes determines the duration of the cantrip (and can be increased through the use of the Time Realm), but a Guest List maintained perpetually for a full year becomes permanent until someone or something breaks the ward. To ward against cantrips, the Dweomer of Glamour ( the fifth level of Fae ) must be used. Additionally, excessive Banality will overcome this cantrip. In the presence of strongly banal people (those with a banality of 8 or higher), the cantrip loses one success per hour.
1 success: One hour
2 successes: One scene
3 successes: One day
4 successes: One week
5 successes: One month
Title and status are often enough to compel those around a changeling to do her bidding. When the trappings of nobility are not enough, Dictum provides an unmistakable reminder of who is in charge. The changeling casts the cantrip and then issues a simple command to the target, with which they must comply. A target of Dictum may be able to resist the roder, but most do not hav ethe will and become at least a temporary servant of the changeling.
A redcap commands a door to close and remaind locked, trapping her victim inside. The sidhe knight orders his squire to deliver a poisoned letter to a rival. The boggan tracker orders the rain to stop as she follows a trail through the woods. The sidhe commands a recalcistrant member of the barony to defend the freehold against his allies.
System: The target determines the Realm, which can be used on inanimate and non-sentient targets as well as people, fae, Prodigals, etc. After the Kinain issues a simple, directed voice command, the target must complete the action. Anything which shocks the target's conscience or would result in immediate mortal tanger prompts a Willpower roll (difficulty 9). If successful, she resists the Dictum but spends the turn concentrating on remaining in control.
Changelings and supernatural creatures can spend a point of Willpower to gain a Willpower roll (difficulty 7; or - if the changeling is of equal or greater rank to the one who cast the cantrip - difficulty 6) to delay complying with Dictum fo ra turn and continue to act on their own volition. Should the caster be killed or knocked unconscious prior to the target acting on the order, the cantrip's power fades.
Tales of quests bestowed to heroes and villains banished in exile populate folklore, and the former denizens of the Dremaing make those stories reality with a mastery of Sovereign. A Geas molds Glamour into a directive, similar to an oath or contract but without the reciprocity normally required. The changeling yokeks the target to a directive or ban along with an accompanying curse should she fail to fulfil the edict.
A troll knight commands his mother to abandon the drugs slowly killing her. The widower sidhe king commands his orchard and gardens not to bloom until he dies and can rejoin his lost family. A sluagh prince commands the weapons in his armory never to draw blood from a member of his family.
System:The cantrip's Realm determines the target(s), and the master of Sovereign must speak the Geas aloud. While nearly anything may be issued as a geas, two restrictions apply which, if violated, cause the cantrip to disperse with no effect. First, the Geas must be physically possible. "Blow up the ocean," would not succeed as a Geas, but "kill the Leviathan at the bottom of the sea" would be possible given enough magic and resourcefulness. Second, the edict cannot involve direct self-harm or direct violence toward loved ones. An edict to "kill yourself" or "murder your family" fails immediately, but "avenge our father's death" would take hold even if the creature that killed their father will surely kill the target of the Geas as well.
A geas applied to an inanimate or non-sentient target typically will not be broken and does not require an accompanying curse. The Geas remains in place for the duration and the object or thing follows the rule prescribed. When a changeling imposes a Geas on a Kithain, person, Prodigal, animal, etc., the target can suffer the accompanying curse if she fails to fulfil the Geas.
In addition to the Glamour spent when casting a cantrip, invoking a Geas requires the caster to spend additional points of Galmour and Willpower to determine the scope of the Geas and the severity of the accompanying curse. The changeling may design the curse to afflict the target all at once, or gradually take hold depending on the Geas. The cost may be paid in any combination of Willpower or Glamour, once the initial Glamour required by the cantrip and any additional required by casting requirements has been spent.
3 points of Willpower and/or Glamour: A simple Geas with a minor curse (do not speak until sundwown or you will reveal your secrets).
5 points of Willpower and/or Glamour: A moderate Geas with a significant curse (retrieve the Goblin Goblet or all food and drink will taste fetid for a year).
7 points of Willpower and/or Glamour: A difficult Geas with a severe curse (leave your home and never return or every step will feel like walking on iron knives).
10 points of Willpower and/or Glamour: A daunting Geas with a powerful curse (never speak to your Trueheart again or you will be the instrument of his death).
1 dot (permanent point) of Willpower or Glamour: A legendary Geas with a fatal (or worse) curse (retrieve the sword of King David from the Deep Dreaming or forget your Kithain nature forever).
Spring embodies the fae's vibrant optimism, wonder, and affinity with nature. Spring cantrips channel Glamour into growth, new life, and protection. Though modern changelings favor Primal, Spring maintains a dedicated group of practitioners, primarily in the Seelie Court.
Spring Unleashed creates overwhelming foliage, cleanses curses and dark magics, and restores what is broken. Channeling Glamour through the Art of Spring, a changeling could cover a building in flora, temporarily lift a curse plaguing her motley, or heal the mortal wounds of everyone around her after an explosion.
Spring bunks often involve nature, animals, circles, and sexuality. Example bunks: Take off all of your clothes and climb a tree in Central Park, make a sex tape that goes viral, tell the tale of the three little pigs to an audience of pigs at the petting zoo, run around your enemy in a circle three times, or tell an unrequited love how you really feel.
New life, a sprouting seed — at the heart of Spring is the promise of beginnings and awakening from dormancy or slumber. The changeling begins her journey into the Art of Spring by learning to call an end to hibernation and encourage growth. The changeling plants a seed of Glamour and then watches as it takes root and rouses the focus of the cantrip.
A courtly sidhe ensures that his liege’s crops begin to grow this season. A massive chimera slumbers in the Near Dreaming, but the satyr must rouse it and beg for its help. After watching the writer struggle to put words on the page, a helpful Troll plants a seed in the artist’s mind that may become the next great story of his generation.
System: Awaken gives new energy to the target, as determined by the Realm. Anything that is dormant or frozen will return; anything barren or void becomes the home of a new spark of life. The specific effect depends entirely on the Realm used and the context when cast, but Awaken’s primary function is to rouse anything inert. The number of successes determines how powerful the effect. One success would be enough to start an old car rusting in an abandoned shed, while five successes might be required to counter the effects of Stasis (see Winter, below).
Type: Chimerical or Wyrd (depending on target)
●● Verdant Reclamation
All things from the earth, and to the earth all things shall return. Given enough time, nature reclaims everything, and with a little Glamour, the changeling casting a Verdant Reclamation cantrip can speed up the process. Useful as a display of power and to cause distraction, the plants and foliage that cover the target continue to grow and overwhelm for the entire scene.
A satyr causes a garden to grow in the middle of his apartment to impress and enchant a mortal. Realizing he is being followed, the duke causes vines and trees to cover and disable the car following him. In a strange turn of events, the sluagh calls a canopy of trees to block the sun and save the vampire caught out in the day.
System: The focus of the cantrip as determined by the Realm becomes the center of an explosive growth of plants. Even if nothing natural exists nearby, roots, flowers, trees, and vines sprout from the ground, or out of the target itself, and cover the surface. The foliage lasts for one scene, after which they wither and gradually fade.
If the cantrip targets a machine or object, it becomes unusable until someone removes the foliage from in and on the item. A person or creature caught in the cantrip must contend with the flora and do everything they can to pull and tear at the plants as they grow on her or risk being covered completely. A living target cannot move or take any other meaningful physical action until they accumulate more successes than the cantrip’s roll using Strength + Athletics.
●●● Well of Life
Legends of the water of life, a mystic well or elixir that heals wounds or grants eternal life, appear in most cultures throughout the ages. This Spring cantrip does not reverse aging or grant immortality, but does infuse the target with Glamour that heals anyone nearby or in contact with the cantrip. The clurichaun watching two friends duel stands between them and heals both of their injuries. Despairing for the lives lost on both sides, a troll knight makes the rain restore life to the wounded on the battlefield. Hoping to provide comfort to a weary doctor, a pooka makes him a vessel for healing as he starts his rounds. After being ambushed, a redcap offers the flesh and blood of their bested enemy to heal his motley.
System: The Realm determines the source of the healing to anything near the target. Simply being in proximity of the focus of Well of Life restores a bashing or lethal injury during the scene. Touching the target of the cantrip heals a bashing or lethal each turn. Consuming all or part of the focus of the cantrip restores all bashing and lethal damage, and also heals one aggravated damage. Spending an extended amount of time near the Well of Life can also heal infections, counteract poisons, and reduce the severity of diseases. Healing effects of this cantrip do not distinguish between friends or foes, and will heal anyone who is near the target of the cantrip.
The number of successes determines the duration:
1 success: One minute
2 successes: One hour
3 successes: One scene
4 successes: One day
5 successes: One week
For example, a boggan casts a Well of Life cantrip on the stew she is cooking using Nature. As her friends stumble through the door, nursing injuries and ailments from their latest adventures, she insists they take a moment to eat the home-cooked meal. The boggan’s player rolled three successes for the cantrip, meaning that anyone who eats a serving of the stew during the current scene will restore all bashing and lethal injuries, as well as up to one aggravated injury.
●●●● Faerie Ring
Human legends tell of circles of mushrooms, wildflowers, or stones known as faerie rings — dangerous places for mortals because the fae who live and dance in the rings can kidnap or curse any interlopers. The folklore holds a seed of truth. The Faerie Ring is a Spring cantrip that allows a changeling to create a circle that offers protection and concealment from any outsiders, with serious consequences for anyone who intrudes.
A childling arranges her toys in a circle around her in the center of her room and watches the intruder look past her and continue searching the house. Shells formed in a circle on the beach remain in place through high tide, and the motley inside plots their next move in safety. The court magician curses her husband after his outburst to the king, so the satyr gives him a brief respite from the bursting boils within a faerie ring.
System: The bunk for this cantrip always involves a circle of some natural substance that defines the protected area. The Realm determines who or what can be protected inside. Anyone and anything the character allows inside the ring (and within the Realm(s) used) becomes invisible to the outside and protected from any sort of hostile magic.
The faerie ring lasts until the next sunrise, and the number of successes determines the strength of the magical protection. Each success on the cantrip adds one to the difficulty of any attempt to detect or harm those inside the ring. Additionally, the number of successes determines the strength of the curse that afflicts anyone who violates the circle of protection. A curse from a faerie ring lasts until the next full moon.
1 success: Minor curse (rash covering their body)
2 successes: Significant curse (speak in a random assortment of languages)
3 successes: Severe curse (her right hand contracts and stiffens, becoming useless)
4 successes: Powerful curse (Blind, or deaf and mute)
5 successes: Legendary curse (unable to use magic or other supernatural powers)
Every year, Spring performs the ultimate miracle by thawing soil and resurrecting life in a landscape made temporarily barren by the winter. Masters of Spring magic tap into the cycle of death and rebirth to temporarily grant life to anything inert or dead. The circle closes soon after however, as Glamour only sustains the resurrection for a few precious moments.
The brokenhearted king returns to his wife’s tomb every year on their anniversary to laugh, eat, love, and then kiss her again before another year’s return to death. Believing the battle lost, the troll general’s troops begin to flee until they see their slain brethren all stand and return to the fight. A piskey finds an inert and drained Treasure, but invokes Spring’s Renewal to activate the Treasure’s power again.
System:' The player must spend a point of Willpower in addition to the required Glamour to fuel this cantrip. The character must target something dead or inert that she can recognize (a skeleton or husk of a building would suffice, but not the contents of an urn), and use the appropriate Realm. The target returns to life (if ever alive) or becomes restored. Renewal does not create a copy or an undead revenant; the focus of the cantrip temporarily revies and becomes as full of life as she was in her prime. Renewal grants no special protection or resistance to harm, mundane or mystical. If the target dies or is destroyed, she returns to death.
Every success on the cantrip's roll grants renewal for one scene. Regardless of the number of successes rolled, the magic fades at the next sunrise. Because Renewal taps into the oldest magic of cycles, the cantrip cannot be cast on the same target more than once during the same lunar month.
The Summer Art is among the most celebrated magics of the Kithain, and is particularly associated with the Seelie Court. This powerful seasonal Art harnesses the magic of fire, of passion, of hot days of longing and nights of dreaming. Many changelings regard it as an invaluable tool in coaxing Glamour from the cynical heart of the Autumn World. While the Summer Art is broadly thought of as Seelie magic, the truth is that Kithain of both courts value and practice it, noble and commoner alike. Indeed, the Unseelie have made passion their watchword, and find the Summer Art suits them exceptionally well. Out of all the Kithain, it is most popular among the sidhe, satyrs, and selkies.
Summer Unleashings are things of awe and power, creating storms of heat or sweeping entire communities up in paroxysms of wild passion. The passions of Summer Unleashings tend to be short-lived, uncontrolled, and exhausting, and for this reason, satyrs in particular sometimes advocate spilling torrents of raw Summer Glamour into the Autumn World to promote its simple wellbeing. Other Kithain, remembering the violence and ash that often accompany such grand magic, are generally more reluctant.
Summer bunks tend to involve the trappings of summer, of daytime and heat, of passion, freedom, and joy. Examples include: rip up old homework, whoop with joy, do an energetic dance, climb a tree, chew a piece of grass, point out three shapes in the clouds, set a fire, stare at the sun or some other bright light, catch a firefly, ring a bell, leap down a flight of stairs, paint a landscape, take a nap in grass high enough to disappear in, sing a song, or speak your true name through the blades of a spinning fan.
Everyone who comes near the front door of an old clurichaun grump tends to give up on whatever errand brought them, consumed by maudlin regret. A satyr shrouds herself in a flickering cloud of desire, preparing for a night out on the town. This cantrip summons bright, dancing motes of colored light from the substance of the Dreaming. Flicker-flies not only illuminate the area around them, but their softly pulsing colors evoke a subtle resonance of an emotion of the changeling’s choice in those who view them. Both the flicker-flies and the light they cast are invisible to mundane beings, yet mortals touched by their light still react to their emotional resonance.
System: The Realm used with this cantrip determines who or what the flicker-flies congregate around. They provide as much light as a brightly-burning torch for the rest of the scene, at least for those who can see things of the Dreaming. More importantly, all who are touched directly by their light or who behold that radiance feel subtle stirrings of an emotion of the changeling’s choosing — anger, melancholy, lust, happiness, and so forth. Rolls that take advantage of this emotional resonance enjoy –1 difficulty.
A bully trembles in the dark, and a sluagh winds that tension into screaming terror. A pooka’s joke elicits little more than chuckles—until she forces a bit of magic into her audience’s response, filling the room with helpless laughter. Expelling a breath of Glamour, the changeling fans the flames of passion to a roaring and manic height. Any emotion an individual is feeling when enchanted with Enkindle intensifies dramatically — irritation becomes seething resentment, anger becomes full-blown rage, sadness deepens into crippling sorrow, happiness unfolds into leaping joy, and love becomes an all-consuming passion. If directed at an object, then any emotions that object inspires in those who interact with it become similarly inflamed.
System: The Realm used determines the target of the cantrip. Enkindle’s effects last for one minute per success when used on living targets, and one hour per success when used on objects.
Much-favored by the merfolk, satyrs, clurichaun, and certain other fae, this cantrip is the Art of creating all-encompassing awe, fascination, and even desire. The subject of this Charm gains a magnetic attraction. If a person is enchanted, their every word and action becomes entrancing and captivating. If Aphrodisia is cast upon an object, everyone who beholds that object immediately covets it.
System: The Realm used to cast Aphrodisia dictates who or what becomes fascinating and desirable. This cantrip lasts for one scene, and its enchantment affects all individuals with a lower Willpower rating than the successes rolled to activate the cantrip. While the fascinations of Aphrodisia are powerful, they cannot compel someone to violate his fundamental nature or Legacies — an honor-bound knight can’t be compelled to steal his lord’s jewels by this cantrip alone, though a less idealistic servant might, and other cantrips (such as Enkindle) might work to aggravate his sense of forced desire.
●●●● Vesta's Blessing
The hearth in a home represents safety and hospitality. By employing Vesta’s Blessing, a changeling creates the comfort of home anywhere she can create shelter or fire. Useful for travelers and anyone being hunted, the changeling’s Glamour acts as a sentry and provides an instinctual warning for any intrusion. Additionally, anyone invited into the sanctified space feels restored and rejuvenated.
System: The Realm determines the focal point of the secured space, and the cantrip requires the changeling establish some sort of shelter, camp, or enclosure to define the space protected. Vesta’s Blessing remains in effect until the next sunrise or until the focus of the cantrip leaves the established space. Everything in the vicinity of the target that is welcomed by the changeling comes under the protection of Vesta’s Blessing. The changeling becomes aware of anyone not invited approaching the target of the cantrip, and anyone welcomed by the changeling can restore Willpower and Glamour.
The number of successes determines the additional amount of Willpower and Glamour everyone within the Blessing can restore, provided they stay there overnight.
1 success: One point of Glamour
2 successes: One point of Willpower and one point of Glamour
3 successes: One point of Willpower and two points of Glamour
4 successes: Five points of Willpoer and/or Glamour in any combination
5 successes: Restores all Willpower and Glamour
●●●●● The Beltane Blade
The changeling gestures, and the taint of Banality within her target erupts into brilliantly destructive red-gold flames. Once upon a time, this cantrip was the great and shining sword of Summer, used to drive mortals and the taint of the mundane away from the secret freeholds and hidden countries of the fae. Now that Banality has drowned the Autumn World, this cantrip remains a potent weapon, but one whose fierce heat seems woefully inadequate to keep the coming Winter at bay.
System: The Realm used determines the target of the cantrip. If the Beltane Blade is cast successfully, the changeling rolls dice of lethal damage (difficulty of the target’s Banality rat ing). If the player rolls five or more successes on the activation roll, this damage is aggravated instead, and every two successes burn away a point of Banality.
This is the Art of travel, of clever movement, of the fae talent for moving quick as a dream. Wayfare is an ancient Art and one of the most widespread bits of changeling magic. It is prized by scouts, scoundrels, couriers, and travelers alike. During the Accordance War, commoners used the Art to evade sidhe ambushes and advances, while the nobility have always valued it to keep lines of communication open between freeholds.
Useful as it is, Wayfare is often regarded as a hedge Art — magic suited for retainers, scouts, and commoners, not refined magic for high nobles or grand courts. The eshu are its most famous practitioners, but it is also strongly associated with pooka and clurichaun.
Unleashing Wayfare is the desperate act of those who have utterly lost their way or who face imminent doom. “Get us out of here” and “get them out of here” are by far the most com mon directions when the ancient magic of ways and travel is poured into the Autumn World, followed closely by “bring me to my goal.” The latter command is rarely predictable, hurling Kithain into the arms of Dán — the place a changeling needs to go to progress is often not the place they expect. Wayfare Unleashings have also been used in the past to attempt to force open dormant trods, with only limited and temporary success. A bold few changelings have even used this Art to attempt to transport themselves to lost Arcadia, but either report that even the Glamour of the Autumn World can no longer lead them to its source, or simply vanish into the depths of the Dream ing, never to be heard from again, their ultimate fate up to the speculation of those left behind.
Wayfare bunks tend to involve the concepts of motion, travel, flashy action, or ostentatious display. Examples include: Tap your foot thrice, get down into a runner’s stance, paint flames or lightning bolts on an object, jog in place, jump up and down, whistle loudly and point to your destination, hum your favorite road song, pick up and pocket a bit of road dust, rip up a gas station map, throw a frequently-used key some where irretrievable, draw a map, run a mile to build up speed, call someone at your far-away destination to confidently state you’ll be right there.
A laughing pooka clears a high fence in a single bound, leaving behind her pursuers. A wicked redcap forces a forklift to hurl itself at the group of trolls who have come to drag him before their liege.
This is the Art of prodigious leaps, potentially allowing the subject to clear tall buildings in a single bound. Hopscotch moves its subject forward or upward as the caster desires, and the Glamour infused into the leap ensures that the landing is always undamaging, no matter how far the target drops before impact. Some pooka insist that Hopscotch was once their very own special magic, stolen by an eshu trickster in the time of legends and spread to the rest of the Fae — but who believes a pooka?
System: The Realm selected determines who or what jumps. Living creatures gain the ability to make a prodigious leap, or can be forced to do so. Someone unexpectedly forced to jump who (voluntarily or involuntarily) fights the cantrip must make a successful Dexterity + Athletics roll (difficulty 6) or risk landing badly and being hurt. If the magic isn't fought, the cantrip will naturally cause them to land safely. Objects targeted with Hopscotch leap wildly as the caster wills them to. Anyone in contact with a leaping object may attempt to stop its wild flight with a Strength + Athletics roll (difficulty 7) against the changeling’s successes in invoking the cantrip. The exact result of failing to stop an object from taking flight are up to the Storyteller and depend on the object. A set of clothing is likely to rip itself free as it soars skyward, but a leaping smart car could have significantly more serious results.
The Scene Realm allows multiple subjects to jump, rather than making roads or buildings hurl themselves about — although such terrifying acrobatics have been observed in the wake of Wayfare Unleashings. The number of successes rolled dictates the strength of the jump:
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.
6 successes: The changeling can leap as far as the eye can see, even onto the wing of a passing plane or across the mighty Mississippi River.
Quick as a grin, the subject of this cantrip moves as a literal blur, trailing traceries of expended Glamour behind as speed lines, crackling lightning, or some other manner of visual discharge. A motley of piskies runs down a speeding car carrying a stolen treasure, burning the road in their wake. A sidhe knight explodes into a blur of flashing steel and sizzling magic.
System: The Realm determines who or what speeds up, although it doesn’t grant objects the power to move if they’re not moving already. Each success grants a subject one extra action or doubles her movement speed on her next turn. Successes may be divided between extra actions and extra speed as the player desires. Hurled objects treat successes on the activation roll as bonus dice on the damage roll if they strike a target. Enchanted vehicles cannot gain extra actions, and simply speed up instead, enjoying the same damage bonus as a hurled object if they strike something. 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
A pooka childling draws a door in chalk on her bedroom wall, which becomes her gateway to the world. A sluagh childling creates a trap door in the floor, leading to the sealed-off basement below — her personal playground.
This is the Art of gaining entry or egress whenever and wherever the changeling desires. Portal Passage creates a door large enough for the changeling to pass through, which pierces any barrier up to 10 feet thick — whether it’s a brick wall, a hedgerow, or the side of a moving van makes no difference to the cantrip. Doors created with Portal Passage are unique to the changeling casting them, and may be recognized and identified by those familiar with her. Portal Passage can also be used to open gateways into the Dreaming.
System: The Realm used determines who can open the door, if used with Actor or Fae, or what material or object the door appears in, if used with Prop or Nature. Doors created by Prop and Nature can be used by anyone capable of perceiving things of the Dreaming, while only the individuals targeted at activation can use Actor or Fae doors. The door created persists for one minute per success.
Through the use of this cantrip combined with Dweomer of Glamour (Fae Realm 5), it is possible to create temporary portals into a random trod if the Changeling is presently in the Near Dreaming. However, the caster has no control over which trod or what type of trod they reach - and the portal lasts no longer than any other kind, risking leaving them stranded at an unfamiliar, conditional trod until such time as its conditions are met and it opens or risk wandering through an unfamiliar section fo the Dreaming.
●●●● Wind Runner
An eshu arrives at a freehold aboard a flying carpet — clichéd, but stylish nonetheless. A pooka childling stamps her feet and rises into the sky, escaping the pressures of the schoolyard. Wind Runner is the glorious Art of flight. Most believe this particular magic was bartered for or stolen from the inanimae or some similar spirit of the winds, though the Nunnehi mutter that it was originally theirs, learned at great cost from the terrible beast known as the wendigo.
System: The Realm used determines who or what gains the power of flight. If used on an object such as a rug or classic car, it allows anyone on or in the enchanted object to come along for the ride. Weight is of no concern to the power of Glamour. The number of successes determines how long the subject can fly.
1 success: Changeling’s Glamour in turns.
2 successes: Changeling’s Glamour in minutes.
3 successes: Five minutes per dot of Glamour.
4 successes: 30 minutes per dot of Glamour.
5 successes: One hour per dot of Glamour.
Unlike Hopscotch, Wind Runner does not guarantee a safe landing if the magic runs out while the enchanted person or object is still airborne.
●●●●● Flicker Flash
This fearsome cantrip allows its master to go anywhere she pleases, and none can bar her passage. It is the wondrous trick of vanishing sorcerers and gloating thieves, allowing the subject to disappear and reappear anywhere she desires.
A few caveats apply. First, the traveler must know, see, or possess a part of the place she intends to go. Second, Flicker Flash can only deposit the changeling somewhere within the same realm she currently occupies — she cannot use it to travel from the Autumn World to the Dreaming, or vice versa, nor from one depth of the Dreaming into another. Using it within the Dreaming carries risks, as the caster must know where they are going - and the Dreaming is always changing; the further in the Dreaming the Changeling is, the higher the risk as the more frequent and drastic the changes. If the area of the Dreaming has changed sufficiently, it may cause the cantrip to fail, or it can cause them to go awry in unexpected ways (exact effects determined by the Storyteller). Those few changelings foolish enough to attempt crossing to Arcadia - even from right outside the gates - have never been heard froma gain.
System: The Realm used determines who gains the ability to teleport. If used on another living being, the subject determines where she wants to go; this cantrip can’t be used to banish others to secret prisons or underwater grottoes. If used on an object, the caster determines where the object goes. The number of successes rolled determines how quickly the magic takes effect to transport the subject. Flicker Flash takes effect after (5 – successes) turns — thus, 5+ successes produce an instant result.
Despite a long absence from the Dreaming, changelings remain bound to the seasons. Each of the four cycles creates powerful magic for the Kithain, but none so unyielding and frightening as winter. Winter harnesses the fae’s connection to frozen lakes, endless nights, and bitter winds. The cantrips of Winter deal with cold, ice, fear, and the loss of desire. Many view Winter as an Unseelie Art, but any changeling can learn winter magics.
Winter Unleashed manifests deep, instinctual fear (“make them flee”), mastery over ice or cold (“protect the motley with frozen armor”), or numbed hearts (“end the party”). Filtered only through the changeling’s kith, the glamour of Winter embodies the heart of winter: unyielding, uncaring, and unending.
Bunks for Winter cantrips often involve discarding posses sions, casting during moon phases or tides, and unflinchingly facing danger. Example bunks: Walk straight up to your enemy and kiss him on the cheek without hesitating, skinny dip in freezing waters under a blood moon, hold your hand in ice water, scorn someone you love, or drink an entire frozen beverage at once while a crowd cheers you on.
The first and most benign application of Winter magics allows the changeling to lower the temperature of the target significantly over a short period of time. Chill does not cause injury or damage when cast on a living creature, but plants and objects may wither or break, respectively. Provided the Kithain can see the focus of the cantrip, she can usher in a deep and unpleasant cold.
A boggan barkeep keeps the drinks cool and refreshing when the icemaker breaks down. Jealous and vindictive, a scorned sidhe kills all of the plants in her ex-lover’s garden. Obsessed with becoming a vigilante, the sluagh chills her next criminal target before striking.
System: The cantrip’s Realm determines the target(s), and the changeling possesses enough control over the Glamour to pleasantly cool a drink or cause someone to shiver and move as they futilely try to escape the cold. When used on something inanimate or non-sentient, the Storyteller should arbitrate the effects of the cold (flowers die, metal becomes dangerous to touch, rain turns to hail). When cast on a warm-blooded animal or creature, the target incurs a +1 difficulty to all rolls due to the distraction and discomfort. The number of successes determines the number of turns the cold persists.
●● Hardened Heart
Winter does not grieve for the lost traveler, freezing in the snow. Winter does not protect the prey tracked by wolves or caught in the hunter’s trap. Tapping into the heart of the cold, adepts of Winter mute emotion and insulate the focus of their cantrip from manipulation and influence. The target becomes unable to muster her own passion and will, a significant price for resistance to even the most powerful manipulations.
Facing a vicious baron in his court, the troll remains standing as every other subject is ordered to kneel. A boggan makes the duke’s favorite pet indifferent to its master’s commands. Ordered by the king to execute her own son, the sidhe knight freezes out any emotion to bring down the axe without hesitation.
System: The cantrip’s Realm dictates the target, which then becomes unfeeling and resistant to mundane manipulations as well as supernatural mind or emotion control. Additionally, the target may not spend Willpower for the duration of the cantrip. A player may use Hardened Heart to prevent an object or other inanimate target from obeying a command such as from Dictum, but normally changelings use this cantrip on Kithain, mortals, prodigals, or chimera. The number of successes determines the duration of the cantrip:
1 success: One scene
2 successes: One minute
3 successes: One hour
4 successes: One scene
5 successes: One day
●●● Terror of the Long Night
True winter dims light and swallows heat. Alone and cold, even the bravest feel a deep, existential fear when faced with an unending, frigid darkness. The sluagh knight causes his enemy to back down in front of the whole court. A pooka’s cantrip makes her mortal accomplices flee, leaving the fruits of their larceny solely for her. Slinking through backyards to escape a Dauntain, a nocker sends the resident German Shepherds cowering into their doghouses.
System: The Realm determines the target of the intense and overwhelming fear. The cantrip lasts for the current scene. The target must spend a point of Willpower to take any action other than run, hide, or cower during the cantrip’s duration. Changelings and other supernatural creatures can resist the Winter magic by spending a point of Willpower and then making a resisted Willpower roll (difficulty 8) against the number of successes scored on the cantrip.
Moving past basic invocations of cold, the changeling conjures ice with her Glamour and sculpts it for whatever her purpose. The creation cannot be mistaken for anything other than ice, and feels bitterly cold to anyone else’s touch, but the sculpture does not melt unless exposed to magical heat or flame.
Confronting the man who killed her brother, the sluagh forms ice in his mouth, suffocating him in minutes. A sidhe knight, surprised and under attack, forms armor and a sword to aid him in battle. Needing something beautiful to trade to the chimera for information, a boggan crafts an ornate ice sculpture of their city.
System: The Realm determines what the changeling sculpts with the cantrip. Sculpting the face of the motley’s enemy requires Actor, while sculpting a house would use Prop and Scene. Using Nature, a character could create a frozen garden filled with ice flowers. Once complete, the finished product is extremely durable.
The size and scale of the cantrip may require several minutes or even hours to form, but the changeling can create and form the ice anywhere within her line of sight. Once the character casts the cantrip, the ice begins to form and take shape. Each turn, approximately one cubic foot of ice will appear and take shape. The character does not need to focus on the magic beyond the turn she cast the cantrip.
Combat applications of this cantrip tend to be crude but effective (a sharpened icicle as a weapon, or misshapen boots of ice rooting a target to the floor), while, given time and space, a changeling can create scenes of breathtaking beauty. The product of Sculpt can never move or simulate life. An ice sculpture of a person does not animate or become a golem. Objects and items created with Sculpt function like their mundane counterparts provided they have no moving parts (ice armor provides protec- tion, but an ice car cannot be driven). The number of successes determines how long the product of the cantrip lasts before melting:
1 success: One turn
2 successes: One minute
3 successes: One hour
4 successes: One scene
5 successes: One day
The final cantrip taught to masters of Winter allows a changeling to trap a target in magical frost for extended periods of time, keeping it exactly as it is but immobile and (if applicable) unconscious. Anything or anyone placed into stasis does not age, decay, break, or change. For the duration of the cantrip the target remains suspended in time. Breaking through the frost requires powerful magic, such as from a master of Pyretics or Spring.
A lonely redcap collects frozen mortals to keep in his home as a family. The duchess encases her poisoned daughter in mystic frost until she can find the antidote. A nocker places a complex chimerical device into stasis so he can bring it back to his workshop and get to work on reverse engineering.
System: The cantrip’s Realm determines the target(s). Changelings and other supernatural beings can resist the effect of Stasis with a point of Willpower and a successful Stamina roll (difficulty 9). The subject placed into stasis cannot act, does not suffer damage, and becomes completely inert.
Supernatural powers or magic can thaw the magical frost coating the subject, but mundane heat or force does not break the barrier. Anyone attempting to undo the Stasis must per form an extended action using an appropriate (as determined by the Storyteller) power or ability. Attempting to undo the ultimate Winter cantrip requires five successes per success on the original cantrip roll.
The number of successes determines the length of the stasis, although the changeling who cast the cantrip can end it at any time.
1 success: One scene
2 successes: One day
3 successes: One week
4 successes: One month
5 successes: One year