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Chapter Five: Arts and Realms


Cantrips

  Cantrips, more simply known as "faerie magic," are how changelings manipulate Glamour to create magical effects, both in the Dreaming and in the mortal world. A changeling sparks her own internal Glamour and thereby creates a link with the Dreaming — a link strong enough that she can draw upon and form the raw stuff of the Dreaming to suit her desires. In a sense, cantrips are physical manifestations of Glamour.
  What follows here is a description of the Arts, which define the actual powers and effects of changeling magic, and the Realms, which delineate who or what a changeling can affect with her magic when she casts a cantrip.

Arts

  Arts are the defined means by which a changeling can mold and shape Glamour to produce certain effects. Each of the Arts is organized into five ranking powers of ascending potency. The powers given are what is known to most changelings of Earth; ancient fae may have abilities far beyond the scope and ken of their younger brethren. Following the description of each power is the systems and rules usage, including applications and the effect of casting the same cantrip multiple times upon a subject.
  The Arts described here only begin to scratch the surface of those available to changelings; they are, however, the most commonly encountered. Being creatures of Glamour and whimsy, many changelings have discovered other methods of using the Arts described here (often for radical and unorthodox results). Whether a character can use an Art in a manner other than the ways described here is at the whim of the Storyteller — though it never hurts to try.
  Mortals often later forget the effects of Arts cast upon them ("Coincidence," or "There must be a rational explanation."). Any time a mortal is affected by or witnesses a Wyrd cantrip, consult the Mists chart on pg. 208 to determine exactly what she remembers.
  The basic cantrip casting rules make the most use of the Realms of Actor and Fae. Generally speaking, the target of many cantrips is most often a person, whether a mortal, supernatural or another fae. In many cases, the Scene Realm can be used in conjunction with Fae or Actor to affect multiple targets. Realms such as Nature, Prop and Time have their own particular uses in cantrips as well.
  For example, Jimble (a pooka of fair nature if little wisdom) goes into a bar and walks right into a pack of Unseelie redcaps he played a prank on just the other week. Realizing that his life is in danger, Jimble ducks out of the bar and casts a Fugue cantrip on the redcaps to make them forget that he was ever there. Jimble needs to use Fae 2 to affect one of the redcaps and then Scene 1 to make all the redcaps in the room forget that they had seen him.

Definitions

  The Art: Each Art opens with a general description of the Art's basic function as well as a little bit about what its cantrips are capable of. This section may also discuss how the Art is used and perceived in changeling society.
  Attribute: Immediately following this description is the Attribute which is used when casting a cantrip from this Art.
  Powers: Following the description of the Art are its different levels and what cantrips can be cast at each of these levels. The opening section provides an overview of the types of effects that are possible with that Art.
  System: This section offers the actual rules for casting the cantrip. This includes how the Realms interact with the cantrip, how the number of successes earned affects the cantrip, and how (or if) the cantrip can be resisted.
  Type: This indicates whether the cantrip is chimerical or Wyrd. Chimerical cantrips are those that either only affect enchanted beings or which have subtle effects that could be purely coincidental. Anything that has a real-world effect (such as teleporting from one place to another) is considered a Wyrd cantrip. If a changeling calls upon the Wyrd, all cantrips that the character casts automatically become Wyrd.

Chicanery

  Chicanery is the Art of deception and favored by those who utilize guile to lead the unwary astray. This Art deals in fooling the senses and ensnaring the mind at higher levels. Practitioners of Chicanery are usually considered suspect by nobles and their chancellors, and are closely watched. A few nobles have become infamous through injudicious use of this Art, although Chicanery is generally considered to be a commoner's Art.
  Attribute: Manipulation

Fuddle

  Fuddle allows the caster to alter a target's perceptions. Proper use of this Art can be difficult, however, since it cannot create something from nothing — there must always be some basis for the deception the caster wishes to create. In a sense the caster is limited by the target's perceptions. A target who is blind and deaf cannot be made to suddenly see and hear the ocean, for instance, but she might fooled into smelling the tang of the salty sea air. Fuddle relies upon already existing factors to deceive the senses, and cannot completely negate a sense or create a sensation. In other words, an eshu trying to make use of Fuddle could not turn invisible while standing in plain sight, nor could he conjure up the sound of police sirens on a silent night. If the eshu were hidden in shadows, he could use Fuddle to cause a person to overlook him, or he could cause the sounds of barking dogs to be perceived as police sirens.
  This cantrip can never cause any direct harm to an individual, though it is possible for a target to inflict accidental injury upon himself due to his confused senses.
  System: The target of the cantrip determines the nature of the Realm needed to use this Art. The Scene Realm is required to affect multiple targets. For example, casting Fuddle upon a small group of mortal tourists to cause them to believe that a troll has turned into a wolf requires Actor 4 (mortal tourists) and Scene 2 (for the group).
  The number of successes indicates how long the subject is Fuddled. Multiple castings of Fuddle are not cumulative; if such is attempted, the casting with the most successes is the one that takes effect.

  1 success — one minute
  2 successes — 10 minutes
  3 successes — one hour
  4 successes — one day
  5 successes — one month

  Type: Chimerical

Veiled Eyes

  As its name implies, Veiled Eyes muddles a target's senses into ignoring anything the caster desires. The cantrip does not turn an object invisible, but rather convinces the observer that the object is not really worth his notice. Veiled Eyes would not cause a store to vanish from plain sight, but it would convince passersby that the store sold nothing of interest to them, causing them to ignore it. People cloaked with Veiled Eyes are merely ignored.
  System: The person or object being veiled determines the Realm needed when using this Art. This Art functions differently than most Chicanery cantrips in that once cast upon an individual or item, the target of the cantrip becomes veiled to all passersby. The Actor Realm would be used to veil a mortal, and the Scene Realm would be appropriate to veil a building (though Scene and Actor could be used to veil an entire room full of people, making the room appear to be empty to anyone who entered or looked inside).
  The obscurement lasts for one turn per success. A changeling can double the amount of successes by spending an extra Glamour point. A changeling can penetrate Veiled Eyes by rolling Perception + Kenning (difficulty is 4 + the number of successes scored in the initial casting before any Glamour points were spent). Only mortals who have had contact or foreknowledge of the veiled object get a chance to resist. Supernatural beings with magical senses (Kenning, Awareness, Auspex, etc.) may make the attempt to penetrate the obscurement when they first encounter it. This cantrip can be cast multiple times to increase the duration of the obscurement.

  Type: Chimerical

Fugue

  (also known as "Tip-of-the-Tongue")
  While Fuddle allows a changeling to alter a person's perceptions, Fugue lies within the province of memory. With Fugue, the changeling may remove or steal whole chapters of a person's life and beliefs, or home in on one salient detail, such as the moment the target bumped into him while walking down the street. Fugue can never add anything to an individual's memory, and its effects are rarely permanent.
  System: A changeling only needs the Realm of the target to cast Fugue.
  The number of successes determines the duration and amount of memory lost. The caster divides the number of successes between the memory loss and the duration, according to the charts below. A changeling who rolls four successes could cause her target to forget about his lunch for one minute, a person's identity for one turn, or the location of his car keys for a day.

  Memory Loss
  1 success — Forgetting a simple, immediate object or information (car keys, phone number, etc.)
  2 successes — Loss of memory of an uninteresting scene in the past ("What did I have for lunch?" or "What was her name ?")
  3 successes — Complete eradication of a specific event, person's identity or object's presence.
  4 successes — Powerful, forthright beliefs or memories may be forgotten.
  5 successes — A tabula rasa; total memory loss (a vampire could be made to forget her nature, but finds herself inexplicably craving blood).

  Duration
  1 success — One turn
  2 successes — One minute
  3 successes — One hour
  4 successes — One day
  5 successes — One week

  Multiple castings of this cantrip are cumulative. A changeling who achieves 10 successes on three castings of Fugue could, say, force a mage to completely forget her Awakened nature for a week (endeavors of this kind do not usually have tidy endings, however, and this is a great way to rack up powerful enemies).

  Type: Chimerical

Haunted Heart

  The caster of Haunted Heart can control and fan the emotions of her target. She can evoke any type of feeling she wants: fear, envy, love, gaiety, sadness, etc. This cantrip can cause a target to feel anything he is capable of feeling, even if he has never experienced the desired emotion before. The cantrip is more potent if the emotional evocation is similar to an episode from the target's past. However, the feelings can be drawn from anything: books, movies, observing wildlife, etc.
  For example, linking a memory of lost love to a banana could cause the target to weep piteously as he remembers how much his ex-lover used to love bananas. Casting a feeling of spite in a crowded bar would start a bar fight.
  Old memories (even those forgotten or blocked) could reactivate with a canny use of Haunted Heart. Evoking hatred toward policemen in a man wrongly jailed would have a recurring effect well beyond the duration of the cantrip. Provoking a fear of a lake may cause the subject to suddenly remember almost drowning at age six and give the subject a permanent fear of water (subject to Storyteller discretion). Lucky (or shrewd) casters who manage to awaken a feeling that is significantly linked to an incident in the target's past get one free success when using this cantrip.
  System: The Realm needed to cast this cantrip is determined by the target. Actor and Fae Realms are by far the most common.
  This cantrip lasts one minute per success. The duration can be extended by spending one Glamour per additional minute. Multiple castings of this cantrip are cumulative, as long as the object and the emotion evoked remain the same. Opposite emotions cast upon the same object cancel each other, no matter how many successes each casting had. A phobia of snails cast with five successes would be neutralized by a cantrip of mollusk-love with one success.

  1 success — Invokes a mild reaction.
  2 successes — The target feels wild, chaotic surges of intermittent emotion. As long as the emotional object is not in sight, the target acts normally.
  3 successes — Creates a continuous state of passion. The target's conversation drifts toward the emotional object; +1 difficulty to all rolls involving Mental Attributes.
  4 successes — The target is passionately engaged. She actively seeks (or avoids) her object of passion; +2 difficulty to all rolls.
  5 successes — Total obsession; the target can do nothing but engage in his passion. He becomes violent if restrained. Resistance requires the expenditure of a Willpower point (and a life-threatening reason).

  Type: Chimerical

Captive Heart

  Whereas Haunted Heart controls the emotions, Captive Heart has greater magnitude. The target of Captive Heart becomes pliant to the caster's commands; his personality can be completely changed with a few words. Use of this cantrip allows the changeling to change broad or narrow facets of a person's behavior. A person could be made to believe he is Mick Jagger, a lawn chair or a secret agent for Planet Z. The victim of this cantrip makes every effort to conform to the caster's wishes: jumping around and singing, hopping and croaking, or simply standing quietly in the corner — anything. This has certain limitations, however; the target cannot be commanded to do anything directly harmful to himself. Commands such as "Take the knife and draw it across your throat," will send the target into confusion as her self-preservation instinct manifests. On the other hand, a command that is not directly harmful ("See that man in the crown? Attack him!") is obeyed with as much speed as the target can muster.
  System: The nature of the cantrip's target determines the Realm needed. Only one person can be affected with a single casting of this Art, so the Scene Realm cannot be used to affect multiple targets.
  The number of successes determines how long the cantrip lasts. Whenever the subject must perform an action that runs counter to her personality, she is allowed one (extended) resistance roll (Willpower, difficulty 8). If thetotal successes on the resistance rolls exceed the caster's current Glamour, the cantrip is broken. As with all cantrips, non-mortals may spend Willpower to break the cantrip. Any expenditures of Willpower they make count as successes on extended resistance rolls.
  Captive Heart can be cast multiple times with cumulative success, if the caster spends a Glamour point for each extra casting. If two casters use conflicting commands on one target, the cantrip with the most successes determines the outcome. A target told first to be a tree and then a dog follows the cantrip with the highest successes and ignores the other one.

  1 success — The enchantment lasts for one turn.
  2 successes — The enchantment lasts for one scene.
  3 successes — The enchantment lasts for one hour.
  4 successes — The enchantment lasts until sunrise or sunset, whichever comes first.
  5 successes — The enchantment lasts 24 hours.

  Type: Chimerical

Legerdemain

  Legerdemain is the Art of sleight-of-hand and illusion. Originally based on illusions and "stage magic," Legerdemain transcends such parlor tricks, allowing a changeling to affect physical reality. Changelings who are the entertainers in Kithain society (jesters, clowns, pooka, etc.) generally specialize in this Art. While this is also considered a commoner Art, a user of Legerdemain is not as suspect as with Chicanery; however, an Unseelie pooka armed with this Art bears watching.
  While many of the effects of Legerdemain duplicate Chicanery, use of this Art differs in that it creates a substantial illusion that is visible to all changelings and enchanted beings rather than altering a single individual's perception. There are those who claim that some uses of this Art actually create temporary chimera.
  Attribute: Dexterity

Gimmix

  Gimmix permits a changeling to maneuver objects telekinetically. With this cantrip she can move, twist, throw, lift and crush things. Fine motor coordination, such as typing or dialing a telephone is impossible, however. Anything a real person could do with her hands if her fingers and thumb were glued together is possible, Gimmix can be used in extremely small places, handling objects that the changeling couldn't normally see or reach.
  The Bunk for this cantrip must incorporate some hand gesture that mimes the effect of the cantrip.
  System: The Realm is determined by what the changeling is trying to affect. If she is trying to lift a pooka by his ears, the Fae Realm would be necessary, but lifting a knife would require the Prop Realm.
  The number of successes indicates the force of the telekinesis. For objects thrown, the damage possible is determined by the strength of the cantrip (e.g., Strength = 2 inflicts two Health Levels of damage against a target). Multiple castings of this cantrip are considered separate castings and cannot be accumulated for greater strength. Five successes (depending on the target's weight) and the appropriate Realm are necessary to directly affect a human's bodywith this cantrip.
  The effects of this Art only last one turn, so the cantrip must be continually recast to maintain any telekinetically lifted object. Alternatively, once a single object has been affected, the character can spend a point of Glamour for each additional turn he wishes to maintain the Gimmix.

1 success — Lift six oz. Strength = 0
2 successes — Lift five lbs. Strength = 1
3 successes — Lift 40 lbs. Strength = 2
4 successes — Lift 100 lbs. Strength = 3
5 successes — Lift 200 lbs. Strength = 4

  Type: Wyrd

Ensnare

  This cantrip has two major uses: the changeling can cause a large object to move about quickly, or she can entangle an opponent with any scenery at hand, such as roots, old tires, tripwires, etc.
  If the changeling is attempting to trip an individual, any vines, rope or other small objects suddenly move to trip and bind the intended target. If no such objects exist, the target believes that there are, tripping over his own feet and becoming bound by chimerical vines or rope.
The other use of this Art allows the changeling to cause one object weighing up to 300 lbs. to spin and whirl about at high rates of speed. Such objects can be targeted at another person or object (often resulting in much carnage).
  System: The object being affected determines the nature of the Realm needed to cast this cantrip.
  If the changeling directs an object to smash into a person, the object inflicts three Health Levels of damage for every success achieved in casting. To hit the target with the lifted object, the changeling must succeed in a Willpower roll (difficulty 7). The target is allowed a resisted Dodge roll.
  For Ensnaring, the number of successes determines how well the target is Ensnared.

  Ensnarement
  1 success — Causes target to trip; target must roll Dexterity + Athletics (difficulty 6) to avoid falling.
  2 successes — Target is Ensnared; must succeed in a strength roll (difficulty 6) to escape.
  3 successes — Target is Ensnared and must exceed the Ensnare's successes by three or more in an extended Strength test (difficulty 6) in order to escape.
  4 successes — As above, but the target must gain five successes.
  5 successes — As above, but 10 successes are required.
  Targets Ensnared remain trapped until they can break free. Multiple castings of this cantrip are not cumulative (use the Ensnare cast with the highest success in the case of several castings upon one target).

  Type: Wyrd

Effigy

  This cantrip creates a duplicate of an object or person that the changeling can see and touch. The copy has all the features of the item that could be seen and felt. An Effigy of a book is tangible, and if the original were open when copied, the Effigy would be open to the same page and have the same writing on the page.
  The copying of the Effigy is only skin-deep, however, so none of the internal qualities of the original are transferable. The Effigy-book may be open to the same page as the original, but a person couldn't close it or read other parts. The caster can supply "special effects" to the copy by spending one Glamour point per effect (i.e., making the book open and close, writing on the other pages, etc.). Creating realistic movement and coherent speech in Effigy-created beings requires a successful roll of Manipulation + Subterfuge (difficulty subject to the complexity of the action taken).
  An Effigy lasts until the caster ceases concentration, stops thinking about the Effigy, or it is eroded by Banality. An Effigy can be out of the caster's line of sight, but the caster cannot create any special effects or supply movement or speech for it.
  An Effigy in the presence of banal individuals begins to erode. (Any changeling who has a Banality score higher than his Glamour rating is considered to be banal for these purposes.) Each turn that the Effigy is in the presence of a banal person, one success is subtracted from the cantrip's successes An Effigy in the presence of an Autumn Person deteriorates at twice this rate. The Effigy completely discorporates when the Banality erodes the successes of the Effigy's casting to zero. An Effigy with six extended successes cast on it lasts six rounds, or sooner if the caster stops concentrating on it (any action other than concentrating is at +1 difficulty). On the seventh, the Effigy discorporates. As it erodes, the copy loses its "resolution," and its imperfections become more apparent. Multiple castings on the same Effigy are cumulative.
  Effigies cannot be easily damaged. An Effigy damaged by Wyrd or chimerical effects loses one from its total successes but suffers no other ill effects. An Effigy reduced to zero successes in this manner completely discorporates.
  System: The Realm is determined by the caster's subject for his copy when creating an Effigy.
  The number of successes indicates the copy's accuracy, as well as the amount of damage an Effigy can inflict on a foe.

  1 success — Bad copy.
  2 successes — Major differences.
  3 successes — Minor differences; can inflict 1/2 chimerical damage.
  4 successes — Nearly perfect copy; can inflict chimerical damage.
  5 successes — Exact duplicate; can inflict Wyrd damage (only if the caster initially specified the Effigy as Wyrd).

Type: Wyrd or Chimerical

Mooch

  The changeling can instantaneously move things from one place to another. A favorite of pickpockets, Mooch can remove a trinket from a mark's pouch and replace it in the caster's own. The cantrip only works if the caster can see the object, or he has seen it within the past minute. A coin be could Mooched in plain sight, though anyone watching would spot the Mooch.
  System: When casting this cantrip to Mooch an item from another character, the changeling uses whatever Realm is appropriate to the item's current owner. For example, lain the pooka notices that Anya the boggan has these really neat shoelaces in her sneakers today, and he would like to "borrow" them. To Mooch the shoelaces, lain would need the Fae Realm since Anya is a boggan. It his attention is captured instead by the charm bracelet on the wrist of a mortal girl working at a newsstand, he would need the Actor Realm to work Mooch on her.
  If the object is on its own, then a Realm appropriate to the object being Mooched (generally Prop) is needed. So if the mortal girl takes off the bracelet that lain's hankering after and lays it on a stack of magazines, lain would need Prop to work Mooch this time.
  The number of successes determines how well the changeling performs the Mooch. To determine if her object is missing (unless she was holding the object in plain sight, in which case the Mooch is apparent), the target may make a Perception + Alertness roll (difficulty 4 + the number of successes gained for the Mooch).
  Characters who possess the Pickpocket Skill receive one automatic success when they cast Mooch.

  Type: Chimerical or Wyrd

Phantom Shadows

  This cantrip is the true art of illusion creation. Whereas Effigy creates an unmoving copy, Phantom Shadows creates original illusions and engenders them with sentience. The created illusion can be of any subject the caster desires and is difficult to differentiate from the real thing, unless those who examine it are mystically aware or possess faerie sight. The Phantom Shadow intrinsically knows what its caster wants and carries out her wishes; however, if the caster forgets (or is made to forget as with Fugue) the existence of the Phantom Shadow, the casting essentially becomes a free-willed, uncontrolled chimera and acts on its own whim (a sleeping caster does not forget merely because she sleeps; her unconscious mind still remembers).
  A Phantom Shadow has exact parameters with unique limitations. A Phantom car does not necessarily have gas, and a Phantom Shadow soldier may not appear with a gun, although the cantrip does create clothes for the soldier to wear. A created computer possesses operating software, but nothing else (no spreadsheets, word processing or gaming software).
  Phantom Shadows cannot be used to make a target appear as something else.
  System: The item or creature being created determines the nature of the Realm needed to cast this cantrip. Entire phantom (or chimerical) buildings can be constructed through the use of the Scene Realm.
  The casting of this cantrip actually creates a malleable chimera. The chimera created thusly can be either animate or inanimate at the caster's choice. The number of successes gained determines how believable the illusion is as well as how powerful it is. Multiple castings are cumulative in the same manner as with Effigy. Each time this cantrip is cast, the caster receives five chimera creation points for each success earned. The caster can then build his chimera using the chimera creation rules on page 220 for animate chimera or see the chart in the Appendix for inanimate chimera.
  A chimera created by Phantom Shadows remains for as long as the caster continues to supply it with Glamour. The caster must supply the Shadow with at least one point of Glamour per day or it vanishes. A Phantom Shadow that has been released and become a true chimera begins to seek out its own Glamour — by whatever means necessary.
  Phantom Shadows can inflict chimerical damage on anyone, including enchanted mortals and supernaturals. A target may disbelieve on an extended Perception + Kenning roll, difficulty 7. If the disbeliever achieves more successes than the caster of the Phantom Shadow, the Shadow immediately disperses.
  Banality also tends to erode the illusion in the same way as Effigy, but the decay is slower; the total number of successes reduces at a rate of one per hour of exposure. (Illusions that are patently "unbelievable," such as tap-dancing fish, tend to erode faster, though this is at the Storyteller's discretion.) Autumn People cause Phantom Shadows to discorporate at twice this rate.

  1 success — Fuzzy image (5 points).
  2 successes — Looks real if it's not studied too closely (10 points).
  3 successes — All but the finer details are complete (15 points).
  4 successes — Only the slightest imperfections (20 points).
  5 successes — Perfect image (25 points).

  Type: Chimerical (A Phantom Shadow made "real" by calling upon the Wyrd must be maintained by spending a point of Willpower every turn.)

Primal

  Much of the power of changelings arises from the elemental affinity between their faerie souls and the forces of nature. In ancient times, the spirits of rocks and trees whispered their secrets to the fae who lived in the forests and groves. The ability to hear the forests' whispers was lost by most changelings during the Shattering, remembered only by the Inanimae. One of the first things the Inanimae taught the changelings after the Shattering was how to whisper back.
  The Inanimae are mostly asleep now, and the Art they taught — Primal — is rumored to be only a fraction of the wisdom the nature spirits could have imparted. As a sign of gratitude to these beings, the cantrips of Primal are named after the spirits who helped the fae relearn these connections.
  Kithain often stereotype other changelings who specialize in Primal cantrips as "salt of the earth" types: simple, stolid and honest. This oversimplification often makes them the butt of pooka jokemeisters ("Hey, troll! Did you hear the one about the Willow-Whispering farmer's daughter who...")
  Primal cantrips have no effect on anything made of pure iron, though they can affect alloys, such as steel.
  Attribute: Stamina

Willow Whisper

  This cantrip allows the changeling to talk to anything, even things that normally cannot talk or understand speech. Willow Whisper grants the ability to speak to books, furniture, rocks, plants, buildings, aliens... anything. There is one limitation to this cantrip: all requests must be phrased in a whisper. Using Willow Whisper in a place such as a football stadium in the middle of a game is a fruitless exercise.
  Also, nonsentient objects possess nonsentient intellect; rocks and trees may be really interesting to talk to, but they process information differently. An oak tree might think of "a short while" as 20 years, while a rock might consider several thousand years as a brief moment. Storytellers should imbue inanimate objects with personalities appropriate to their natures.
  System: The Nature and Prop Realms are most commonly used in conjunction with this Art, describing the object with which the caster is trying to communicate.
  The successes indicate how many questions may be asked and the clarity of response from the subject. Multiple castings upon a target are cumulative, but each successive casting is at +1 difficulty.
  The Realm describes the object with which the changeling is communicating.

  1 success — Mumbling, meandering answers; one question only.
  2 successes — Vague, obscure answers; three questions.
  3 successes — Clear but strange answers (the object is thinking in its terms, not recognizable human or fae terms); lasts for one scene.
  4 successes — Clear, straightforward, but very boring answers; lasts for one week.
  5 successes — Perfectly clear, lucid, interesting answers; lasts for up to a month.

  Type: Chimerical

Eldritch Prime

  The user of this cantrip can cause any one of the following natural elements to appear: fire, water, earth, air or wood. The cantrip causes the element to appear in the most natural form possible: water showers down as either rain or bubbles up from the ground like a spring; wood either sprouts out of the ground, or an object "grows" bark. The element can appear in an unnatural setting (such as rain indoors), but the element could nor appear in an unnatural or manufactured form. A changeling could not suddenly cage an opponent inside a square wooden box, but he could cause a network of roots to grow around a target, forming a most unusual prison.
  System: If simply creating natural elements, the Nature Realm is used. If actually affecting an individual, both the Nature and the appropriate Realm (for whatever is being affected) must be used.
  The number of successes determines how much of the element appears. For every two successes gained (round up), the changeling can create a one-die effect (as is generally the case when conjuring fire and air) or provide one Health Level of protection (as can be the case when conjuring stone or wood).
  For example, a caster achieving three successes can cause a root-prison to appear that could withstand two levels of damage. A caster who rolls one success could summon a flame that would inflict one Health Level of damage, or cause bark to grow on her skin, protecting against one Health Level of damage. Multiple castings are cumulative.
  The changeling can direct where the element will appear, but she cannot control what the element does unless she recasts the cantrip. If she causes fire to rain from the sky, she cannot control the path of the resulting inferno unless she recasts the cantrip and receives at least as many successes as the present size of the flame.
  The consistency of the element is up to the caster, but she may not conjure anything that is not a phenomenon "normally" occurring in nature.
  The effects of this cantrip last for one minute for each success earned.

  Type: Chimerical

Oakenshield

  This cantrip imbues an object or person with the solid, protective essence of oak bark. Targets of Oakenshield can resist a tremendous amount of chimerical punishment.
  System: The Fae and Actor Realms are most commonly used in conjunction with this Art, though it is possible to use Prop or even Nature in some aspects to protect a specific item from damage.
  Each success provides a Health Level over and above the Health Levels already possessed by the target. These extra Health Levels last until they are destroyed by damage or deliberately shed by the wearer. Multiple castings are not cumulative, and any successive casting ofOakenshield negates the successes gained by any previous castings of it.

  Type: Chimerical

Heather Balm (or Holly Strike)

  This cantrip has two uses: it can either mend that which is broken, or it can break something by expanding upon tiny imperfections in the object. The caster can heal or break anything, although Storytellers may decide that affecting certain objects or areas requires an extra expenditure of Glamour and/or Willpower.
  System: Almost any Art can be used in conjunction with this Realm. The Realm used is determined by the person or object to be healed or harmed. If the caster uses Scene Realm to spread the damage over a large area (or several persons), the total damage is equally distributed.
  Heather Balm heals one Health Level per success. In the case of nonliving objects, the Storyteller decides how many successes are required to repair the subject.
  For Holly Strike, one Health Level of damage is caused for each success earned. When this Art is used on people, weird, jagged lacerations appear on random parts of the body. When damaging objects, the Storyteller must determine how many Health Levels are needed to destroy it.

  Type: Chimerical

Elder-Form

  This cantrip allows the caster or another target to take on the shape of something else. The new form possesses all of the Attributes and disadvantages of the new form. If the changeling turns himself into a tree, he may be taller and tougher, but he won't be able to talk (unless he casts Willow Whisper — just how does one perform that Bunk now, anyway?) If he turns himself into a stone, well, he'd better hope he's in a scenic spot, because he'll be seeing a lot of it in the next several centuries.
  While it is possible for the changeling to transform himself into the form of a mythical beast, he does not gain any magical powers from this change. A character altered by Elder-Form only gains any natural abilities that form may have, not supernatural powers. For example, a changeling who transformed himself to appear as a vampire would have pale skin and maybe even fangs, but he would gain none of the special vampiric powers (such as regeneration), nor would he be susceptible to a vampire's weaknesses (such as sunlight). The same would be true if a changeling transformed himself into a dragon; he would have scales and claws, but he could not breathe fire.
  System: Unlike most cantrips, the Realm used with this Art is determined by the form the caster wishes the target to take.
  The period of the transformation is determined by the number of successes. There is a chance that the target will revert to her original form each time an unenchanted person comes into contact with the target. Roll the unenchanted person's Banality (difficulty 9); if the number of successes on this roll equals or exceeds the successes made by the caster of Elder-Form, the cantrip is dispelled.

  1 success — One turn
  2 successes — One hour
  3 successes — One day
  4 successes — Three days
  5 successes — One week

  Type: Wyrd

Soothsay

  Soothsay is the Art of divination, prediction and interaction with Dan, the fae belief in fate.
  Dan is like an immense, complex, shifting tapestry, too complicated for most to fathom. All beings, whether mortal, fae or Prodigal, have the threads of their fates caught up within this tapestry. Wormlike and blind, they burrow their way along their threads, until they suddenly realize that they have unwittingly caused the end they've achieved.
  Occasionally, the forces of Dan make themselves apparent to a person. The most dramatic of these incarnations are the Norns, or Three Sisters, but the visitation can be more subtle. A priest glances down and sees a shiny gold coin. Instead of giving it to the church, he pockets it for himself. Years later, he is caught embezzling church funds.
  This Art is for thinkers and contemplative Kithain. As such, changelings who specialize in Soothsay can often be found as seers and advisors to nobles. Most Kithain have widely differing views of those fae skilled in the Art of Soothsay. Nobles find them useful for court intrigue, and commoners are wary of their knowledge. In general, they are accorded much respect.
  Attribute: Intelligence

Omen

  In general, most people have difficulty seeing themselves as part of the "big picture." This cantrip offers a glimpse of the target's place within the great tapestry of Dan. Subtle clues of the ultimate fate of a person, place or thing reveal themselves to the caster. While this cantrip is too weak to ascertain more than a hint of the target's future, Omen is nonetheless a useful tool.
  The information gleaned by Omen is cryptically prophetic. It hints at the target's future, but is sometimes vague concerning the immediate present. The changeling may not be able to discover that the target is an axe murderer, but she might guess that the target's intentions do not bode well for someone.
  System: When casting an Omen cantrip, the Realm determines what the Omen is about. In most cases this will be the Realm of Fae or Actor (since most Omens concern people), though it is possible to cast an Omen upon an object and thus learn a little about its future.
  The successes determine what information is available of the subject. None of the answers provided are straightforward, and the Storyteller should frame the response as symbolic visual clues. For example, a caster of Omen achieves three successes on an Unseelie troll with a Savage Legacy. The Storyteller may describe the image as this: "You see the troll wandering naked through a library with a look of confusion on her face. Suddenly, she grabs the nearest book and proceeds to eat the pages."

  1 success — One clue about an immediate plan of the target.
  2 successes — One clue about the Demeanor or general disposition of the target (if a changeling, one clue about his Court alliance).
  3 successes — One clue about a long-term goal of the target.
  4 successes — One clue about the inner nature (or Legacy) of the target.
  5 successes — One clue about a closely guarded secret of the target.

  Again, a changeling casting this cantrip receives no direct information. She couldn't cast this cantrip over Blackbeard's grave and find his treasure upon rolling five successes, but the cantrip might give her contextual clues as to where to look.
  Multiple castings are not cumulative. Any further castings are at +1 difficulty, and the info has a tendency to be more vague with each successive casting (Storytellers should get really creative with botches, and perhaps even make the initial rolls themselves and not reveal the result to the player).
  The Bunk used to spark the cantrip should involve some traditional means of fortune-telling (Tarot, tea leaves, astrology, entrail-reading, etc.).

  Type: Chimerical

Fair Is Foul and Foul Is Fair

  With this cantrip, the caster can more actively affect the target's Dan. She can curse the target with misfortune, or she can throw a ray of good fortune into a target's path. In either case, the change is not usually major; the target's situation usually only affects elements not already decided one way or another. Powerful enemies will not suddenly die, but with a bit of good luck, the target may find a piece of information that changes her enemy's mind about her, or (with bad luck) the target's closest ally suddenly decides she is not trustworthy and joins the enemy camp. Whatever happens, the change is usually unexpected.
  System: The Realm determines the target of the cantrip, the elements affected and any other characters involved.
  Multiple castings are not cumulative; they only cause multiple effects. Furthermore, all successive castings upon a target are at +1 difficulty, and successive bad-effect castings on the same target have a tendency to rebound on the caster.
  The number of successes determines the amount of good or ill fortune the target receives. For "quick-and-dirty" fortune, the caster can either raise or lower the difficulty of any one roll no higher than 3 or lower than 5.

  1 success — Find or lose a small thing (car keys, an old friend).
  2 successes — Find or lose a valued acquisition (your Rage deck; a valued friend).
  3 successes — Find or lose something treasured (a passionate love; a sizable inheritance).
  4 successes — Find or lose a major element (a powerful patron/enemy; a magical sword; your lifetime companion; the family fortune).
  5 successes — Find or lose something critical (your health, never fatal; a major magical tome).

  Type: Chimerical

Tattletale

  This cantrip provides a way to scrye through an object that is familiar to the caster. With Tattletale, the changeling can see anything that is within the immediate vicinity of the object. The image appears in any reflective surface that she desires. In order to successfully cast this cantrip, the target must be well-known to the changeling, or she must possess a part of, or know its True Name. Once she establishes a connection, she can use any Perception-based Ability or cantrip through the object.
  System: As with all cantrips involving multiple elements, several Realms are needed to incorporate everything. For instance, a troll wants to spy on several Nunnehi who stole his favorite goblet, as well as the nearby scenery. He would need Fae 4, Prop 2 and Scene 1. If he just wanted to view the interaction between the Nunnehi, he would only need Fae 4 and Prop 2. If he wished other characters present to view the scrying, he would need the appropriate Realm of the characters.
  Multiple castings are not cumulative on this cantrip. There is no limit to the casting's range. Some users have even caught glimpses of the Dreaming (if the object is in the Dreaming, Umbra, etc., subtract two from the total successes. Assume the cantrip failed if the net result is less than one).
  The more successes gained, the more detailed and intricate the information.

  1 success — Shimmering glimpses, with breaks and gaps if the object is moved. Visual only, lasting a turn.
  2 successes — A good image that lasts approximately five minutes with no sound or color. The viewpoint cannot be chosen, and it does not change unless the object is moved.
  3 successes — The image is perfectly clear, with full color and fuzzy sound quality (sounds can be heard within five feet of the object). Viewpoint may be tilted up or down, or pan left to right. Contact lasts one scene.
  4 successes — Same as above, except that everything within normal earshot of the object can be heard. Furthermore, the caster can focus (or "zoom") upon any detail near the object. With a successful Soothsay + Realm roll (difficulty is the target's Banality + 4), the caster may use Omen on any subject she can see with this cantrip. Contact lasts sunrise or sunset, whichever is closest.
  5 successes — As above, except that the caster can move her point of view wherever she likes. She can choose a subject and follow him, even if he moves out of eyesight of the original object. With a successful Soothsay + Realm roll (difficulty is the target's Banality + 4), she may use up to Level Two Soothsay cantrips upon the target (giving new meaning to a "good luck charm"). Contact lasts one full day, but a Stamina + Meditation roll (difficulty 7) is necessary to maintain contact after every six hours.

  Type: Chimerical

Augury

  A changeling uses Omen to get a small glimpse of a person's Dan. With Augury, he can throw a major element into the path of a person's destiny.
  Augury works as a limited form of Fate Fire. After the Bunk is performed (which must include some form of divination, as with Omen) and the cantrip cast, the changeling describes a scene or event which will take place at some time in the future. The event could occur anytime, and the caster has no control over when it does. Furthermore, the adage, "Be careful of what you wish for..." is particularly germane here; the changeling describes the scene, but the circumstances leading up to and following the scene are at the whim of the Storyteller (who should give the players a little slack, unless the scene described is a ridiculous attempt at powermongering). For instance, a caster describes a scene wherein her worst enemy is butchered by his own treacherous guards. A sadistic Storyteller could engineer a plotline in which the caster is forced to Elder-Form herself into an exact likeness of the enemy. Just imagine her sweating bullets as she approaches her "loyal" guards in the Elder-Form guise other enemy. Will they strike now? Only the Storyteller knows!
  No one knows whether the caster of Augury engineers the future event, or the caster's own Dan is at work as a moment in the future unravels backward in time, planting a kernel in the Augury of the intrepid caster. It is for this reason that Soothsayers treat Augury with kid gloves.
  System: Multiple castings are not cumulative; however, multiple castings can "link" successive scenes in the future together. No more than three scenes may be so linked, and the Storyteller can add unforeseen plots and elements in between the linked scenes. (The more you attempt to control your Dan, the more your Dan controls you, Oedipus.) The Realms describe all of the major elements within the Augury, including the target. To affect large areas outside the immediate vicinity of the target requires Scene.
  The number of success determines the pivotal consequence of the described event.

  1 success — Minor event, a scenic element (slight weather change); car keys found; an expected letter arrives.
  2 successes — Uncommon event, a major scenic element (thunderstorm, snow, 3-car crash); an old friend calls out of the blue; the IRS decides not to audit you.
  3 successes — Significant event, freakish weather (lightning strikes a particular person, or a rain of toads falls over L.A.); a dog reveals his owner's murderer; an ally arrives in the nick of time.
  4 successes — Decisive event, wide-ranging elements (basketball-size hail for 36 hours, or black rain for a week); the state militia rebels; the IRS sets up a trust fund for you, based on your tax shelter.
  5 successes — Acutely incredible event, nearly impossible elements (the President admits he is a vampire, a town simply disappears); the state militia announces its allegiance to Peru; a 3-headed baby holds a press conference.

  Note: The caster achieves one free success (in addition to any successes earned) if her suggested Augury event is a complimentary element to the target's Dan. For example, if her target is a person dying of AIDS and she describes a scene where he passed away with all of his loved ones present, she gets one free success. If no successes are earned, she does not get this free success.

  Type: Chimerical

Fate Fire

  Many people have little contact with their Dan; this is why the concept is so elusive. The day of reckoning does not usually arrive for a while. Casters of Fate Fire can speed up the process and bring a person's fate to manifest sooner for good or ill, depending upon the balance.
  The caster has no control over the outcome. Of course, he can make suggestions as to what may be the most fitting manifestation of Dan to the Storyteller. Casters of Fate Fire often have vague, portentous dreams of what will come to pass.
  System: As with most Soothsay cantrips, the caster needs all of the Realms that will play a part in the casting of Fate Fire, including that of the target. As this is an unusually powerful cantrip, the Storyteller should take some time and thought in considering the target's manifestation of Dan (fate is usually obvious in its manifestation, but this cantrip should not totally unbalance the story... unless the Storyteller wishes to have a storyline wherein the main plot is the aftershock of Fate Fire).
  The successes determine the degree of Dan brought to bear upon the target.

  1 success — The target receives a chance encounter, warning her of the consequence (or benefits) of her actions. A troubled soldier has nightmares about war; a bad driver is nearly hit by a car.
  2 successes — The target receives a clear illustration of her Dan, suggesting her ultimate rewards. The soldier receives Jonathan Livingston Seagull in the mail (no return address); the bad driver sees two cars smash up.
  3 successes — A sudden turn of events in the target's plans either set her back or propel her ahead of "schedule." The soldier is court-martialed; the driver suddenly inherits a hot rod.
  4 successes — Fate dramatically steps in and reveals the ends to the target's means. This may mean either sudden calamity or sudden prosperity. The soldier's platoon is wiped out (except for him), and he throws away his gun in an attempt to save an infant. The driver's close friend dies in a car accident.
  5 successes — Instant karma. A character's fate is immediately brought to the fore. The soldier receives a supernatural visitation, informing him that his fate is not tied to warfare, but to saving lives. The reckless driver has a car accident, but may (or may not) live to become a safer driver.

  Type: Chimerical

Sovereign

  In ancient times, the sidhe used Sovereign to regularly enforce their noble dictates upon commoner kith. A few highly conservative (and unpopular) nobles still adhere to this custom. The Art of Sovereign forces commoners and nobles of equal or lesser rank to obey the caster's dictates. Thus, a knight could not use Sovereign on a baron.
  This Art is the most widespread grievance that commoner fae have against the sidhe nobility. As such, wise nobles use this Art sparingly, lest they risk a revolt among their subjects. Traditionally, this Art was jealously guarded by the nobility, but in recent times this Art has surfaced in some commoners' use. Some members of the Beltaine Blade blame House Fiona, but the more likely reason is the rise of the non-sidhe nobility.
  Any time this cantrip is used to affect a changeling of equal rank (commoners are all considered to be of equal rank), the target can make a resisted Willpower roll (difficulty 6) to resist the effects of the cantrip. Each success reduces the caster's successes by one. Any character can spend a Willpower point to be allowed to make a similar roll, but at difficulty 7.
  Attribute: Charisma

Protocol

  This cantrip allows nobles to conduct business and hold court functions without being perpetually interrupted by noisy childlings or commoners. Protocol ensures that everyone affected behaves as noble etiquette requires, although a roll is required to determine if the target(s) can fathom the dictates of the proceedings (see the sidebar). When this cantrip is cast, no one may speak out of turn, and sudden combat and tomfoolery are out of the question. Duels between persons of equal rank to settle disputes are acceptable, if the reigning noble permits it.

  Nobles take court very seriously, as it is the main deciding body for Kithain society. Before a noble can cast Protocol, he must determine what kind of court session he is holding, as well as its purpose (tribunal, treaty, a simple festival, Parliament of Dreams session, etc.). The court sessions listed below are in ascending order of secrecy. Ironically, the more secretive the session, the less often Protocol is used.
  Open Court: Open to almost everyone. Often called as an impromptu session or a festivity highlight. Protocol is sometimes used if things threaten to get out of hand.
  Closed Court: Open to certain commoners privy to important information. Called to settle matters of state. Protocol is occasionally used, especially if suspect commoners are in attendance.
  Privy Council: Open to the reigning lord and his closest advisors. Protocol is rarely used here.
  Reune: Highly secretive meeting between close confidantes or those making backroom political deals. Protocol is never used; noble fae would consider it an insult.
  In addition, the form of a session is often difficult to comprehend for those unused to court proceedings. Attending changelings must make a Perception + Etiquette roll (difficulty and number of successes vary; sidhe reduce the difficulty by two, and non-kith attendants automatically fail this roll) or be out of sync with the proceedings. (Increase the difficulty of all Social and Mental rolls related to the proceedings by two.)

  System: The Realms describe the targets affected. Obviously, certain Realms (such as Prop) are useless with Protocol.
  The number of successes determines how difficult the Protocol cantrip is to break by making a resisted Willpower roll as described above. A botch when resisting this cantrip means the target abases herself by bowing and scraping to the reigning lord until the cantrip ends. This cantrip remains in effect until dusk, dawn or when the lord proclaims, "Court adjourned!" — whichever occurs first.
  Multiple castings of this cantrip are not cumulative. Two nobles who attempt to cast this cantrip at the same time is a minor breech of etiquette to the higher ranking noble (of course, the lower ranking noble's Protocol fails).

  Type: Wyrd

Dictum

  This cantrip enforces the power of authority and command over commoners and underlings. The target is simply unable to disobey the requests of the caster, although the target is aware when Dictum is used upon him (even if he is unfamiliar with the Arts).
  A target under the sway of Dictum attempts to carry out the caster's requests to the spirit and the letter, unless the request would somehow place him in immediate danger. A target couldn't be told to attack a werewolf, but he could be asked to guard the door against werewolves, as the command does not place the target in immediate harm.
  This cantrip, more than any other Sovereign cantrip, is the major point of contention between commoners and nobles. Commoner kith seem to take less of an affront to a user of Grandeur (see below) than a user of Dictum. After all, most Kithain already respect and feel a certain sense of awe for the nobility, but they do not appreciate being forced to bow and scrape before every noble whim.
  System: The Realm determines the targets affected by the cantrip.
  The number of successes denotes how difficult this cantrip is to resist by making an opposed Willpower roll as described above. This cantrip lasts exactly one hour. Multiple castings are cumulative (successive castings are at an additional +1 difficulty for each time cast).

  Type: Wyrd or Chimerical

Grandeur

  Grandeur impresses upon others that element of the majesty of Arcadia that every noble and sidhe carries. It is the component of noble poise and refinement that later mortal rulers attempted (but ultimately failed) with their divine pageants and coronations. Anyone who views a caster of Grandeur is overcome with awe; he can take no action (violent or otherwise) in the presence of the noble (even if that noble attacks the target). Holding court is not possible for a caster of Grandeur, as most of the attendees would be unable to speak. Changelings with romantic Legacies tend to fall in love with casters of Grandeur; this may be the reason it is rarely used in public (although High King David does seem to have an overwhelming number of admirers...)
  System: When Grandeur is cast, the Realm is determined by the subject(s) of the cantrip. The Scene Realm can be added to affect multiple targets.
  If someone wishes to resist, she may attempt an opposed Willpower roll (difficulty is the number of successes scored by the caster). This cantrip lasts for one scene. Multiple castings are cumulative (successive castings are at an additional +1 difficulty for each time cast).

  Type: Chimerical

Weaver Ward

  Use of this cantrip prevents a door or entranceway from being passed by certain persons or inanimate objects. Alternately, a caster can use Weaver Ward to insure that no one picks up or uses an object (if the cantrip is used in this manner, the caster must also possess the Realm that represents the object).
  A changeling may use this to erect a selective screening for this Ward that lets certain persons through (though the person's True Name must be known and spoke aloud at the time of casting), such as a Warded cave that only permits members of a certain society to enter. She can also create a deactivator password that temporarily shuts the Ward down; "Open sesame!" and "Open locks whoever knocks!" are two more famous examples of such.
  Weaver Ward may be also used as a "cantrip lock," or a lock against unwanted counterweavings. Cast in this way, Weaver Ward protects cantrips from being undone. No counterweaving is possible against a cantrip unless the Weaver Ward is undone first. For this to occur, the counterweaver must be aware of the Weaver Ward, and direct her counterweaves against it. After Weaver Ward is undone, the other spell can be made normally.
  System: The Realms determine who or what may not pass through the Weaver Ward. If cast upon a particular item rather than a doorway, a Realm appropriate to the item must be used. To Ward against cantrips, the Dweomer of Glamour (the fifth level of Fae) must be used.
  Even one success with Weaver Ward prevents the subject of the cantrip from entering the specified doorway or using the intended object. The only ways around this cantrip are casting a Counter-Weave, or the Wayfare cantrip Portal Passage. In either case, the would-be breaker must score more successes than the original Weaver Ward casting. Otherwise, only the wearing of time (many years) or excessive Banality will overcome this cantrip. In the presence of strongly banal people (those with more Banality than Glamour), a Weaver Ward loses one success per day. Once the successes are reduced to zero, the Ward is destroyed. In the presence of Autumn People, this deterioration takes place at a rate of one success per hour.
  Multiple castings of this cantrip are cumulative, but the caster can only accumulate a maximum of five successes on any given Weaver Ward.
  Note: Yes, you can cast Weaver Ward on someone's mouth, but you need to achieve more (non-cumulative) successes than the target's Willpower (and the target can spend Willpower to automatically overcome the obnoxious use of this cantrip.

  Type: Wyrd

Geas (or Ban)

  When this cantrip is used, the power of Glamour is employed to direct a person upon a task or quest. This quest must be fulfilled to the letter, or the target suffers some kind of curse (designated at the time of casting). The target need not know what lies in store for him if he fails to complete the Geas, but the anxiety of knowing can be worse than the punishment.
  The other use of this cantrip, called Ban, forbids a target from doing something or engaging in a specified activity. The most common use of this cantrip is the exile-Ban, which forces the target to leave a specified area and never return (or suffer the effect of the curse). A Ban can also be a forswearing of a certain activity, such as smoking, killing another changeling, etc.
  Certain forsworn quests and oaths are Geasa of a sort, and need no caster to initiate (the oathtaker's will and desire are initiating the cantrip). See "Oaths" in Chapter Seven for details on this form of Geas. For any other oaths not specified by this section, assume that a point of temporary Glamour is gained upon completion of the quest. The Storyteller must determine any ill effects for failure to complete the quest or the breaking of an oath. The minimum should be the addition of a permanent point of Banality.
  A Geas or Ban that is impossible (e.g., a mortal is ordered never to breathe air) immediately fails. Geasa or Bans ordering a target to kill himself are likewise void, but a Geas or Ban can be cast which will surely mean death to the target (i.e., a target could not be Geased to stab himself, but he could be forced to take a quest in which he must kill an "unkillable" enemy).
  System: The target of the cantrip determines the Realm need to cast this cantrip. The Scene Realm can be used to affect multiple targets. Unlike other cantrips, the changeling only needs the Realm affecting the target(s) to cast Geas or Ban. The Prop Realm is not usually needed unless the Storyteller feels that this is necessary. As usual, Scene is required to affect multiple targets.
  The target must fulfill the Geas or Ban to the letter or suffer the consequences, determined by the number of successes. The target may (immediately) attempt to resist the cantrip by spending one permanent point of Willpower and succeeding in a Willpower roll (difficulty 4 + the caster's successes). This attempt must be made immediately after the cantrip is cast. Only one success is necessary to resist its effects. A Geas or Ban is immune to the effects of counterweaving.
  The caster must divide her total successes between the quest and the curse (see below). She cannot stack multiple castings of this cantrip to increase the effects, though a single character can be affected by multiple Geasa and Bans. If she spends an extra Glamour point, she can designate the curse to gradually affect the target (with increasing severity) over the course of the quest. For example, a caster could send a target on a quest to find true love; the longer he looks, the more a debilitating and scarring disease ravages his body.
  A Geas can be long-term ("Fight injustice whenever you face it.") or short-term ("No one may move until I finish singing my ballad."). The extent and power of the Geas (and the curse) are only limited by the number of successes at the time of casting.

  Quests or Bans:
  1 success — A simple Geas or Ban (drive me to the airport; stop picking your nose).
  2 successes — A moderate Geas or Ban (retrieve a known item that has few guards; exile from a place rarely visited).
  3 successes — A difficult Geas or Ban (find an unknown person; cease an activity you find important).
  4 successes — A nearly impossible Geas or Ban (find an honest politician; exile from an area you've lived in all your life).
  5 successes — A legendary Geas or Ban (bring back the Siege Perilous from Arcadia; never visit the love with whom you have sworn the Oath of Truehearts).

  Curses:
  1 success — Mild curse (rash or itch).
  2 successes — Moderate curse (minor physical ailment or non-debilitating illness, such as a cold).
  3 successes — Major curse (debilitating illness).
  4 successes — Catastrophic curse (loss of loved ones, all possessions, etc.).
  5 successes — Deadly curse (death, or worse).

  Type: Chimerical

Wayfare

  Wayfare is the Art of efficient travel. Originally developed by scouts and messengers, this Art has also found use in noble circles as a means to spy, because the powers at higher levels allow one to move into seemingly impossible places. For this reason, the overt use of Wayfare at higher levels is carefully watched by some nobles (and outlawed by others). At the lower end, the Art is considered more of a useful tool than a dangerous weapon. In general, commoners, noble retainers and eshu are the most likely to possess Wayfare.
Attribute: Wits

Hopscotch

  Leap trods in a single bound! With this cantrip, the changeling can make herself or others venture (seemingly) impossible leaps, either up or down. This cantrip is limited by the amount of space available (she could not smash an enemy into the ground as she could with Gimmix).
  System: The Realm is determined by the target imbued with the ability to leap. An item imbued with this ability can be made to leap as well as people, though the caster must actually will it to do so. Anyone in physical contact with the item may prevent it from doing so by making an opposed Willpower roll (difficulty 6). Each success reduces the caster's successes by one. A failed Willpower roll generally means that the item in question rips free from the resisting parties grasp and leaps into the air. In the case of this cantrip being cast upon a person's clothing, the clothing will generally rip tree (unless it is of particularly sturdy manufacture). This opposed roll cannot be used to stop a person who has been affected by Hopscotch. Finally, the Scene Realm cannot be used to cause a build ing to leap into the air.
  If the Scene Realm is used to allow multiple people to jump, the successes must be divided among the targets.
  For example, Jimble the pooka casts a Hopscotch cantrip on a unsuspecting redcap's undershorts (hoping to give the redcap in question a serious wedgie). Obviously not wanting to be pulled into the air by his undershorts, the redcap makes his Willpower roll. His four successes cancel Jimble's original four. Jimble is going to need that Hopscotch cantrip for himself in a few moments...

  The number of successes determines how far the caster can leap.
  1 success — Five feet straight up; 15-foot broad jump.
  2 successes — One story straight up; 30-foot broad jump.
  3 successes — Two stories straight up; 60-foot broad jump.
  4 successes — Five stories straight up; 150-foot broad jump.
  5 successes — 10 stories straight up; 300-foot broad jump.

  Type: Wyrd

Quicksilver

  Faster than a speeding phoenix! This cantrip allows the changeling or a subject other choice to move incredibly fast for brief instances. Others view the Quicksilver target as a blur.
  System: The Realm determines the target(s) of this cantrip. Each success allows the changeling to perform an additional action on her next turn. If the Scene Realm is used to allow multiple people to be affected by Quicksilver, the successes must be divided among the targets.

  Type: Wyrd

Portal Passage

  Portal Passage creates an opening through any barrier, up to 10 feet thick. This portal will generally appear as a normal door (6' x 3'), though it may be smaller, depending upon the size of the barrier. The portal will pierce any barrier, no matter how thick. A barrier can be defined as a wall, hedge or closed door. A mountain obviously cannot be pierced since this exceeds the thickness limitation, though an eight-foot-thick wall of stone can be pierced.
  System: When casting a Portal Passage cantrip, the substance in which the portal is to be created determines the Realm. In most cases this will require the Nature Realm, though generous Storytellers may allow the Scene Realm to substitute (if appropriate). If the character was trying to make an opening into a locked car or a boat, the Prop Realm may be appropriate.
  A created portal remains for one turn for each success gained.

  Type: Wyrd

Wind Runner

  This cantrip can bestow flight upon the target. The target has full control over 'here he wants to fly, and for how long (subject to the limits of the cantrip). Multiple castings are not cumulative, and another Wind Runner cantrip may not be while the changeling is airborne. If he forgets about the cantrip's duration while aloft, he has a long time to ponder his mistake as he plummets earthward.
  System: The Realm is determined by the target of the cantrip (almost always Actor or Fae). This cantrip can cause an object to fly, but it is subject to the limitation of Hopscotch (see above). Any individual who is in physical contact with the object may attempt to stop the flight by making an opposed Willpower roll (difficulty 6). This opposed roll cannot be made to stop a person affected by Wind Runner. If the Scene Realm is used to allow multiple beings to fly, the caster must divide her total successes among her targets.
  The number of successes + 1 die determines how many turns the target may remain aloft.

  Type: Wyrd

Flicker Flash

  This is the cantrip feared by the nobility for its ability to allow anyone to get anywhere. With Flicker Flash, the changeling can disappear and reappear anywhere in creation that she desires. The caster must know, see (or scrye) or possess a part of both her target and the destination. If she cannot fulfill this limitation, there is a chance the cantrip will go awry (the Storyteller should have as much fun as she likes thinking up a really creative place to send the character!)
  This cantrip does not usually work when attempting to cross to the Dreaming. The few changelings foolish enough to attempt crossing to Arcadia have all been lost.
  System: The nature of the person or item being affected by the cantrip determines the Realm. If the Scene Realm is used to Flicker Flash multiple people, the successes must be divided among the targets.
  The number of successes determines how quickly the changeling crosses from point A to point B. Storytellers may adjust this chart as they see fit for their own chronicle.

  1 success — Travel takes one hour (or more).
  2 successes — Travel takes about five minutes.
  3 successes — Travel takes about one minute.
  4 successes — Travel takes about 10 seconds.
  5 + successes — Travel is instantaneous.

  Type: Wyrd

Realms

  Possession of Realms determines who or what changeling casters are able to affect when casting cantrips. Everything up to the level she possesses is inclusive; thus if a changeling possesses four levels of a particular Realm, she is able to affect anything up to the fourth level.
  The level of the Realm used added to the appropriate Attribute (based on the Art used) determines the number of dice the changeling has available to cast a cantrip. If several Realms are used in casting a cantrip, she must use the Realm with the fewest number of dots for figuring the Dice Pool. Even if she only needs a lower level of a Realm, she can still use her full rating for the purposes of casting a cantrip. So if she has five levels of Fae, but is only trying to affect a commoner, she can still add five to her Dice Pool.
  For example, a giant land dragon is rushing at a group of changelings. Thinking quickly, Eriond the eshu decides to cast a Wind Runner cantrip so that they may fly away out of danger. The changelings have a couple of enchanted mortals with them, further complicating the situation.
  Eriond has to use three Realms to be able to affect himself and all of his companions: He has Fae 4 (though he would only need one, since all of his companions are commoners), but he has only Actor 1 (which is fortunately enough since the enchanted mortals are good friends). He then combines this with Scene 4 (since they are currently in an open field). The lowest Realm he possesses is Actor, so Eriond uses this Realm when determining his Dice Pool for casting the cantrip. See Chapter Seven for complete information on casting cantrips.
  Exceptions to the use of Realms are Scene and Time. In most cases, Scene allows the caster to affect multiple targets, and Time allows a cantrip to be cast with a delay before it takes effect (literally, a time bomb). When used this way, neither Realms are used to figure in the number of dice for Dice Pool. There are some instances where Scene can be used as the primary Realm, and in such cases Scene is used to help determine the Dice Pool.

Actor

  This Realm concerns itself with mortals. The higher the Realm, the less the caster must personally know the person. This Realm includes supernatural beings such as vampires, wraiths, etc., but not other fae.
Level Title Description
True Friend

A well-known confidant, buddy, etc.

Personal Contact

You have had a long conversation with this person, and you know his name.

Familiar Face

You recognize his face, but you do not need to know his name.

Complete Stranger

You need no information, but the person cannot be your enemy.

Dire Enemy

This person must be your enemy, or in competition with you; a gaming friend falls in this category.

Fae

  This Realm governs all creatures of the Dreaming.
Level Title Description
Hearty Commoner

Commoner changeling.

Lofty Noble

Any changeling with a title.

Manifold Chimera

Chimerical creatures or items.

Elusive Gallain

Usable on all fae beings not categorized above: Nunnehi, Inanimae or anything else unexplainable but related to the Dreaming.

Dweomer of Glamour

Anything composed of Glamour: cantrips, treasures, dross, etc. (Note: you heed to possess this level to attempt to counter any cantrips cast).

Nature

  This Realm encompasses animals, elements and nonsupernatural creatures of nature.
Level Title Description
Raw Material

Unliving, organic matter (rope, paper, stone, etc.). If it's inorganic (steel, etc.), it is not of this Realm.

Verdant Forest

Living, organic plant material (not animals).

Feral Animal

Living, nonsentient animals (self-aware animals are governed under Actor).

Natural Phenomena

Natural occurrences: weather, volcanic eruptions, earthquakes, etc.

Base Element

Governs natural (carbon-based) elements, or the traditional four: fire, water, earth and air.

Prop

  Prop governs objects that not natural and crafted from human hands. This includes formerly natural objects crafted into something else (wood sculptures, papier mache, etc.).
Level Title Description
Ornate Garb

Objects commonly worn (clothing, rings, tattoos, etc.).

Grafted Tool

An item with no movable parts (swords, shields, but not guns or even a morningstar).

Mechanical Device

An item with movable parts, but not needing fuel to operate (including computers, which need electricity).

Complex machine

A single item with movable, sometimes electronic components, but with an easily understandable mechanism (toaster ovens, cars and printing presses; no computers, TVs, etc.).

Arcane Artifact

Any crafted item not listed above, with complex components.

Scene

  This Realm determines area of the casting. It allows the changeling to affect multiple targets (although she must possess the requisite Realms to affect these targets as well. She could not use Scene 3 by itself to affect a playground full of kids).
Level Title Description
Chamber up to 25 sq. ft.
Cottage up to 200 sq. ft.
House up to 750 sq. ft.
Park up to 2,000 sq. ft.
Kingdom up to 50,000 sq. ft.

Time

  This Realm allows the caster to set a "delay" on a cantrip casting. She could cast the cantrip, leave the area and then expect the cantrip to release without her being present. The number of dots determines how long the delay can be set, and the difficulty modifier applied to the casting.
Level Delay
1 turn
1 hour
1 day
1 week
1 month


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