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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. | |||
'''• Ensnare''' | |||
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 a 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) | |||
'''•• Mooch''' | |||
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 successful, Mooch instantly transfers one inanimate object from the pos208 Changeling: The Dreaming session of the target to the changeling. The item can appear in the character’s hand, pocket, or sock — anywhere on her person she desires. | |||
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 requires Fae, Actor for the business card handed to the 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) | |||
'''••• Effigy''' | |||
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 the 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 no longer can hold the form. | |||
1 success One turn | |||
2 successes One minute | |||
3 successes 10 minutes | |||
4 successes One hour | |||
5 successes One scene | |||
Type: Chimerical or Wyrd (depending on the target copied) | |||
'''•••• Gimmix''' | |||
Mortal magicians spend countless hours staging elaborate tricks to convince others they can move and 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. | |||
Type: Wyrd | |||
'''••••• 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 One minute | |||
2 successes One hour | |||
3 successes One scene | |||
4 successes One day | |||
5 successes One week | |||
Type: Chimerical or Wyrd (chimerical illusions are only visible to those who can see chimera) | |||
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Revision as of 23:12, 31 July 2024
Arts
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. It possesses none of the creative energy or passion of the Spring or Summer Arts, nor the solemn dignity of Winter. Instead, it is an art of shadows and decay, of withering away, of death not yet accepted and doom still befalling its victims. 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.
• 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 used to commandeer shadows to become great leering things, utterly 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 announce 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, an 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. 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 that target for each success rolled. Objects may be scrutinized 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 — see p. 189), then this fact is revealed with three or more successes, along with the nature of the doom or supernatural malignance.
Type: Chimerical
••• 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 herafter 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 the successes rolled, and is resisted as normal for a poison (see p. 292). Supernatural beings resist it as a category 3 poison, while for mortals it is resisted as a category 5.
Type: Wyrd
•••• 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.
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. No matter how badly this cantrip withers its target, it cannot kill it outright with advanced age.
Type: Wyrd
••••• Shivers
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 into its 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. System: The Realm used determines who or what is haunted. The exact effects of being haunted by ghosts can vary tremendously, based 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 penalties to actions requiring intense concentration, or to actions using a haunted object, or they may prevent characters from regaining Willpower when they 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.
Type: Chimerical
Oaths 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 simple and codified rituals of common oaths pale in comparison to the Art of Contracts, which allows the power brokers of the changeling world to bind oaths of power, punish oathbreakers, 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.
• 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, scribing the promise onto the heart of the Dreaming.
This powerful cantrip allows the changeling to enter into binding oaths with others, or to sanctify oaths she formally witnesses. Those who break agreements and contracts sealed with Glamour are punished by the very forces of the Dreaming itself. System: Done Deal is an unusual cantrip, in that Realms modify its basic effect rather than strictly dictating who and what can be targeted — 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 a 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.
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 oath was sanctified around a place (with the Scene Realm), that place becomes the oathbreaker’s bane; for a number of scenes equal to the successes on the cantrip’s activation roll, while the oathbreaker is in the binding location, 1s, 2s, and 3s all subtract successes and can create botches. (These scenes are only ‘spent’ when the oathbreaker is present; one cannot wait out a Contract curse by any means save total avoidance of the baneful ground.) If the oath was sanctified around an object, that object becomes the oathbreaker’s bane. All attempts by the oathbreaker to use it suffer the same penalty as with cursed ground, and any attempts to use the object against the oathbreaker gain a number of bonus dice equal to the successes on the activation roll.
Type: Chimerical
•• 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 Chapter Four: Arts and Realms 205 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 oathbreaker.
System: This cantrip modifies Done Deal, and doesn’t need to be invoked on its own. In addition to alerting the changeling to broken oaths, it reduces by one the difficulty and Glamour cost of any cantrips used to locate or travel to the oathbreaker’s location for a number of days equal to the changeling’s Glamour rating, or until she stands in the oathbreaker’s presence, whichever comes first. Liar’s Bell’s effects are automatic and permanent.
Type: Chimerical
••• Castigate
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 oath she sanctified, she may reach out to inflict her own punishment upon the oathbreaker, 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 oathbreaker at the moment a contract is violated. The changeling may reflexively target the oathbreaker 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 oath.
Type: Chimerical
•••• Casual Contract
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.
Type: Chimerical
••••• Sanctified Words
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 oaths 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 oath, may be used to buy enchantments from the list below. Spending successes to purchase enchantments does not lessen the severity of a broken oath.
•• Favor of the Mists (1 success per die): The oathbound 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 oathbound gains a pool of extra Willpower points to draw upon, which may be spent at any time to uphold the contract. This pool refreshes at the beginning of each story.
•• Questing Token (1 success): The oathbound 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 oathbound 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 oathbound 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 oathbound 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.
•• Bestowment (3 successes): The oathbound is granted a single Bestowment (see p. 462) so long as they uphold the tenets of the contract.
•• Vindication (3 successes): At the moment the contract is successfully completed, the oathbound loses three points of Banality. A character may only benefit from this enchantment once per story.
Type: Chimerical
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.
• 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 spending 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.
Trick of the Light is considered chimerical even when used on mundane targets because the effects are subtle and do not withstand prolonged examination.
Type: Chimerical
•• 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 the 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.
Type: Chimerical or Wyrd, depending on the targe
••• 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 many 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
Type: Chimerical
•••• 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 the 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.<b
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 (difficulty 9) to determine if she is aware of the invasion into her mind. If successful, the character can resist the effects each turn with a successful Willpower roll (difficulty 8), or 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 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.
• 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 target 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 die of damage. 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.
Type: Chimerical
•• Confounding Coils
A sidhe dances across the 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 Chapter Four: Arts and Realms 207 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 with cold iron.
Type: Chimerical
••• Dragonscales
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 a 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.
Type: Chimerical
•••• Holly-Strike
A sidhe stirs his blade through fallen leaves, lifting them into the air, and a cracking 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 as 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).
Type: Wyrd
••••• 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 to the Countess Denzel. He looked down to 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 any 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.
Type: Chimerical
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.
• 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 event 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
Type: Chimerical
•• 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. The 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 determines 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. Effect and Cause creates serious confusion in anyone trying to view or interact with the target, causing a three-die penalty for anyone experiencing the cantrip’s effects.
Characters with 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 the 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
Type: Wyrd
••• Set in Stone
Minor manipulations to the flow of time precede the Kithain learning to dam the river and temporarily stop time itself. Casting Set in Stone on a target prevents the normal effects of aging and exposure to the outside world, but does not prevent the target from normal interactions or intentional destruction. Time no longer has the same effect for the target, preventing growth, aging, deterioration, and sometimes progress. Weather patterns could remain constant for weeks, while food would stay ripe and edible indefinitely. The cantrip does not prevent intentional harm or damage, meaning the Kithain’s car may never need maintenance, but would still sustain damage in a crash.
A boggan determined not to lose her aging dog keeps it from growing any older. Determined to extract valuable information, a sidhe torturer keeps any of his victim’s wounds from healing. A troll stops progress on the construction of a new bridge, despite a construction crew continuing work every day.
System: The Realm determines the target and the number of successes indicates how long the cantrip removes the focus from the normal flow of time. Note that sufficient levels of Fae allow the character to prolong other cantrips with Set in Stone, but the specific interactions should be arbitrated by the Storyteller.
1 success One day
2 successes One week
3 successes One month
4 successes One year
5 successes One decade
Type: Wyrd
•••• Déjà 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 Déjà 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 rivals 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 subjected to Déjà 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 Déjà Vu, the target(s) Chapter Four: Arts and Realms 203 (including herself) cannot take an action while they orient to the current flow of time.
The player must describe any bunk her character used while casting the cantrip and the Storyteller lowers the difficulty appropriately. After the player rolls the cantrip, the target(s) receive a –3 to the difficulty of all rolls for a number of turns equal to the number of successes from the cantrip roll. Each use of Déjà Vu increases the difficulty of the next use of Déjà Vu during the current scene by one.
Type: Wyrd
••••• Time Dilation
The source of the 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
Type: Wyrd
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.
• Ensnare
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 a 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)
•• Mooch
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 successful, Mooch instantly transfers one inanimate object from the pos208 Changeling: The Dreaming session of the target to the changeling. The item can appear in the character’s hand, pocket, or sock — anywhere on her person she desires.
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 requires Fae, Actor for the business card handed to the 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)
••• Effigy
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 the 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 no longer can hold the form.
1 success One turn 2 successes One minute 3 successes 10 minutes 4 successes One hour 5 successes One scene
Type: Chimerical or Wyrd (depending on the target copied)
•••• Gimmix
Mortal magicians spend countless hours staging elaborate tricks to convince others they can move and 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.
Type: Wyrd
••••• 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 One minute 2 successes One hour 3 successes One scene 4 successes One day 5 successes One week
Type: Chimerical or Wyrd (chimerical illusions are only visible to those who can see chimera)