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Grimore of Glamour

Cantrip Casting System


Basic Cantrip Casting
Cantrip Modification
Nightmares

Arts
Aphrodisia
Chicanery
Chronos
Contempt
Delusion
Discord
Dream-Craft
Infusion
Kyros
Legerdemain
Metamorphosis
Naming
Oneirmancy
Primal
Pyretics
Skycraft
Soothsay
Sovereign
Spirit Link
Tale Craft
Wayfare

Realms
Actor
Fae
Nature
Prop
Scene
Time

Appendix A:
Sample Bunks
Appendix B:
Art Chart
Cantrip Casting System
Cantrips are the means by which changelings manipulate Glamour to create magical effects, both in the Dreaming
and in the mundane world. By sparking her own internal Glamour, a changeling can create a link with the Dreaming
— a link strong enough for her to draw upon and form the raw stuff of the Dreaming to suit her desires. In a sense,
cantrips are the manifestations of Glamour, the source of which is the Dreaming. With experience, a changeling
finds that she is able to shape Glamour in much the same way that a potter shapes clay or a weaver weaves cloth.
Changelings' techniques for shaping Glamour are known as Arts.

Arts are the powers a changeling can use to affect the world around her. Each of these powers is different; one may
allow a changeling to move at incredible speeds or leap high into the sky, while another might allow a changeling to
control another being's mind or even trick him into believing he is someone else. Each Art has its own potencies,
peculiarities and weaknesses. Furthermore, every changeling has an affinity with certain aspects of the world. These
aspects (six in number) are known as Realms. These Realms have been studied and defined by Kithain lorekeepers,
although affinity with them is determined largely by a changeling's kith. Of course, it is possible for a modern
changeling to open himself to new experiences and explore new Realms. By combining the active use of an Art and
the innate familiarity of a Realm, a changeling can mold Glamour into a tangible evocation.

The Art used defines the nature of the magic, while the Realm describes the focus of the effect. But Glamour is
fickle and wild. It makes demands of its user, and these must be fulfilled lest Glamour dissipate. The success or
failure of a cantrip depends on whether a changeling can coax Glamour to do his bidding by performing a Bunk.
Though Arts and Realms define the actual powers and effects changelings are capable of manifesting, they are only
a part of the equation. A Bunk is needed to create the spark that allows a changeling to tap into the Dreaming. In
entirety, this complete effect is known as a cantrip.

Basic Cantrip Casting


There are many factors that go into the casting of a cantrip. Beyond simply choosing an Art, Realm and a Bunk, you
have to determine whether the Art is Wyrd or chimerical, and whether your character affects an enchanted or
mundane target.

1. Choose an Art
The first thing a changeling must do when casting a cantrip is to choose an Art. There can never be more than one
Art involved in the casting of a cantrip. The player must describe the effect he wishes to create with the Art. All
Arts are defined as being either Chimerical or Wyrd. Chimerical Arts are those that have only chimerical effects, or
effects that are so subtle that unenchanted beings who witness them won't notice anything out of the ordinary. Wyrd
Arts are those that have a physical effect in the real world, and that are noticeable by mortals.

For example, a boggan named Hodge finds himself surrounded by a corby of redcaps on All Hallows' Eve. Hodge
decides to use his Way fare Art (Hopscotch) to leap to the top of a nearby one-story building. Looking up the
Hopscotch Art, Hodge's player notes that it is a Wyrd effect (because it has readily noticeable effects in the real
world).

2. Choose a Realm
The player and Storyteller now decide what Realm is needed to cast the cantrip, based on the effect described by the
player. Realm typically describes the target (person or thing) that is affected by the cantrip (although some Realms
are not compatible with certain Arts). If you are using the advanced cantrip rules, more than one Realm may be used
in casting the cantrip. Modifier Realms such as Scene and Time are applied at this time.

Continuing the earlier example, Hodge, a boggan and thus a commoner, needs to use the first level of the Fae
Realm (Hearty Commoner) in order to cast the cantrip on himself. Fortunately Hodge has up to level four of the
Fae Realm, so he will have no problem.

3. Determining the Dice Pool


The Dice Pool is determined by adding the appropriate Attribute (listed under the Art being used) to the level of the
Realm being used. This gives you the total number of djce that can be tolled to cast the cantrip. If your character has
a higher level in a Realm than that needed for casting, you may still add all the levels he possesses in that Realm to
the Dice Pool.

Referring to the Wayfare Art, Hodge's player sees that the Wits Attribute is used. He combines Hodge's Wits 3 with
his four levels in the Fae Realm giving him a total of seven dice in his pool. Note that the player does no t use a
number of dice equal to the leve I of the Realm used in casting the cantrip (one), but a number of dice equal to the
level that Hodge possesses in that Realm.

4. Choose a Bunk
The player must now declare the Bunk that the character performs. The nature of the Bunk must be chosen first. The
player decides exactly what Bunk his character performs, and the Storyteller decides whether or not it is appropriate
and what level it is. The Storyteller assigns it value of 1 to 5, based on the complexity (and appropriateness). The
level of the Bunk generally indicates how long it takes to perform. A Bunk can be anything from dancing a silly jig
to drawing an elaborate portrait of the cantrip's target. The Bunk performed should always be appropriate to the
nature of the cantrip being cast. While dancing a jig might be appropriate to a cantrip intended to cause the
changeling to fly high up into the air, drawing a portrait might be more appropriate if the changeling attempts to use
Soothsay to learn specific information about a person. Level-one Bunks can almost always be performed in the
same action as casting a cantrip. However, when a changeling attempts to perform anything more involved than a
level-one Bunk, and seeks to cast a cantrip in the same turn, the player must split his Dice Pool. In some rare cases
the Storyteller could allow a particularly interesting Bunk of a high level to be performed with a casting without
splitting Dice Pools, but this is the exception, not the rule. For each level over one of a Bunk that is performed in the
same turn as a casting, the character is considered to take an additional action. So, performing a level-two Bunk
while casting a cantrip causes the cantrip Dice Pool to be divided by two. To avoid a split Dice Pool, the character
can choose to take the requisite number of turns to perform a Bunk, casting the cantrip at the end of that time. This
is often done by changelings who have plenty of time to cast a cantrip, such as performing a Soothsay, though it is
rarely done in combat. Cantrips that have a starting difficulty of 10 or less can be cast without performing a Bunk
by spending an additional point of Glamour, beyond those points demanded by the cantrip itself (see below). If the
cantrip's starting difficulty is higher than 10, the difficulty must be lowered to at least 10. If a Bunk is interrupted at
any time, the casting fails automatically, and any points of Glamour invested are lost.

Since he needs to get away from the redcaps quickly, Hodge decides that his Bunk will be to stamp his feet three
times —fast. The Storyteller rules that this is a level-one Bunk, and that Hodge will be able to cast the cantrip
without the player needing to split his Dice Pool.

5. Determine Difficulty
The base difficulty for casting a cantrip is either the subject's Banality + 4 or the caster's Banality + 4, whichever is
higher. Subtract the level of the Bunk being performed from the total difficulty. Additional Glamour can be spent to
lower the difficulty by one for each point spent. The end result can never be lower than 4 or higher than 10
(remember, starting difficulties higher than 10 must be lowered to 10 or below).

Hodge's Banality is 5, so the base difficulty for casting his cantrip is 9. Since Hodge performs a level-one Bunk, the
difficulty of the cantrip is lowered to 8. Since he really wants this spell to work, Hodge's player spends a point of
Glamour to lower the difficulty by one more, reducing it to 7.

6. Determine Glamour Cost


Numerous factors determine the Glamour cost for casting a cantrip. The following guidelines should be used to
determine the final cost of using a cantrip.

• All Wyrd cantrips cost one Glamour.


• Chimerical cantrips cast on enchanted beings or inanimate objects cost no Glamour, though you may still spend
additional Glamour to lower the difficulty of casting (see above).
• Any cantrip cast on a banal target costs one Glamour. (This is not cumulative with the cost for casting a Wyrd
cantrip.) Banal targets include mortals, unenchanted supernatural beings and anyone without a Glamour Trait rating
(including changelings who have fallen to the Forgetting).
• Casting a cantrip without a Bunk requires an expenditure of one Glamour.
• Up to five points of Glamour can be spent to lower casting difficulty.
• Using a modifier Realm costs an additional point of Glamour (see "Modifier Realms," below). The total Glamour
cost for casting a cantrip must be paid before the cantrip comes into effect. If a character cannot pay the total cost
(either with his own Glamour or dross), the cantrip fails, though no Glamour points are lost.

The base cost for casting Hodge's cantrip is one Glamour since it is a Wyrd effect. However, Hodge's placer spent
an additional point to lower the difficulty by one, bringing the total cost for casting the cantrip to two Glamour.

7. Make the Roll and Apply the Results


At this point the player rolls his character's Dice Pool to determine if the cantrip succeeds. If so, effects of the
cantrip are applied to the subject.

Hodge's player rolls his seven dice: He gets a 2,3,3,5,7,8 and 10, giving him a total of three successes. Looking at
the Hopscotch chart, he determines that Hodge can jump two stories straight up into the air, allowing Hodge to
land on top of the building safely.

The Effects of Cantrips


Chimerical cantrips affect only a changeling's fae mien and chimerical objects and creatures, or are subtle enough
that they are not noticed by mortals. Wyrd cantrips affect both the real and chimerical worlds; thus, a Holly Strike
cantrip affects a local policeman and a chimerical dragon equally. (Note: Because of this passage, and other
examples, it has been determined that Primal: 4 is in fact Chimerical or Wyrd, not just Chimerical)

Modifier Realms
The Scene and Time Realms are most often used to modify the effects of a cantrip. The Time Realm can be used to
create a time delay on a cantrip, causing it to come into effect long after the changeling has left the area, the
equivalent of a magical time bomb. Though the usefulness of this may not be readily apparnt, careful examination
of this Realm will reveal that it can be extraordinarily useful. Scene allows a changeling affect a number of
creatures or objects in a given area. The changeling must still use the appropriate Realm(s) needed to affect those
within the scene. For example, if a changeling wants to affect all of the mortals in a room, she has to use the
appropriate level of the Actor Realm in conjunction with the Scene Realm. Whenever a character uses a modifier
Realm, the player must spend an additional point of Glamour, and the difficulty to cast a cantrip increases by one.
Additionally, if a Scene Realm is used to cast a cantrip that has a physical effect (it does not matter if the cantrip is
chimerical or Wyrd), the difficulty increases by one for each target affected after the first.

Suppose that Hodge was with two friends while attempting to escape from the redcaps. Being a good sort of a
fellow (and a boggan to boot), Hodge certainly wouldn't leave his friends to the vile mercies of the redcaps.
Fortunately, Hodge possesses the fourth level of Scene (Park), which the Storyteller judges is more than enough to
allow Hodge to affect his friends with the cantrip as well. Since Hodge uses a modifier cantrip, his player must
spend an additional point of Glamour (bringing his total to three), and the difficulty of the cantrip increases to 9
(base 7, plus two for each target affected after the first). Hodge's player will probably want to spend additional
Glamour (if he has it) to lower the difficulty further.

Affinity Realms
All kith with the exception of the Sidhe have an Affinity Realm. When casting any cantrip that involves the affinity
realm, reduce the difficulty of that cantrip by one.

Hodge wants to help out his friend Mel. Mel is a clueless mortal about to get eaten by said redcaps. Hodge, being a
Boggin, has an affinity with Actor. His difficulty to cast a cantrip on Mel is one less.

Secondary Realms
It is possible to apply more than one Realm to the casting of a cantrip. In such cases, the player must decide which
Realm is primary (this is usually apparent according to the nature of the cantrip being cast). For each additional
Realm that can be applied, the difficulty of the cantrip being cast is lowered by one. Though the character must
possess the appropriate level of the Realm, his total level in the Realm is not subtracted from the difficulty of the
cantrip; the difficulty is reduced by only one for each additional Realm as a whole that applies.

Our old friend Hodge attempts to Mooch a dagger from a sidhe noble. The Foe or Actor Realms apply when Mooch
is used to steal an item from a person (in this case it is the second level of Fae, Lofty Noble). However, Hodge also
possesses the Prop Realm (he needs Grafted Tool to Mooch a dagger, which he has). So while Lofty Noble is used
as the primary Realm, Hodge can use Grafted Tool as a secondary Realm, reducing the difficulty of the player's
cantrip roll by one (not by Hodge's total score in the secondary Realm).

Cantrip Modifications
There are a fair number of ways for cantrips to be modified as they are being cast. The most obvious of which is
invoking banality to counter a cantrip cast on you, or using counterweaving to attempt to undo a cantrip. However,
whole new worlds open up if you master the Fae Realm. This allows you to cast cantrips on cantrips. The first three
are availible to anyone, the ones that follow are only availible to people who possess the correct Arts and five levels
of the Fae Realm.

Invoking Banality
A changeling is able to resist the effects of a cantrip by calling upon his own inherent Banality. The character gains
a temporary point of Banality by resisting a cantrip in this way. The player rolls a number of dice equal to the
character's permanent Banality rating against a difficulty of the casting character's permanent Glamour rating. Each
success rolled reduces the caster's successes by one. If the caster's success are reduced to zero, the subject is
unaffected by the cantrip. Resisting a cantrip by invoking Banality does not take an action. Note that this method of
countering cantrips can only be used to affect a cantrip that is cast directly upon a character. Storytellers may also
allow characters to invoke their Banality to resist the magical powers of some chimera. Unenchanted mortals (and
supernatural beings) cannot use this means of resistance, although some powerful Autumn People may, and
Dauntain certainly can. A character does not need to be aware that a cantrip is being cast at him to counter it with
Banality, and he can use this method of resisting cantrips at any time.

Unfortunately, before Hodge can use his cantrip, one of the redcaps traps him in an Ensnare with three successes.
Desperate to escape, Hodge decides to try to resist that cantrip with his own Banality. Since Hodge has a Banality
of 5, his player has a Dice Pool of five to resist the effects o/the cantrip. The Storyteller informs the player that his
difficulty is 6 (the redcap's permanent Glamour rating). Hodge's player rolls 1,2,2,4 and 6, giving him no successes.
Despite the fact that the roll was failed, Hodge's player adds a point of temporary Banality to his character sheet.
Bad luck for Hodge!

Counterweaving
Characters who possess knowledge of Gremayre can undo a cantrip, even as it is cast. Counterweaving requires that
the player spend a point of Glamour. She may then roll the character's Wits + Gremayre against a difficulty equal to
the Glamour rating of the cantrip's caster. The player must earn as many or more successes as the caster for the
counterweave to be successful; partial successes do not affect the cantrip in any way. The counterweaver must also
possess the appropriate Realm(s) and their levels used in the original casting. Counterweaving can be used on
instantaneous cantrips. To attempt to undo a cantrip as it is being cast, the counterweaver must abort her next action
(even if that would take place in the following turn). If the Realms used in a cantrip are not readily apparent to the
counterweaver, the weaver's player may roll Perception + Kenning (difficulty 6) to determine their nature. The
difficulty is 8 for the counterweaver to determine what Art is being used.

Fortunately for Hodge, one of his friends is skilled in Gremayre and possesses the appropriate level of the Realm
used to cast the redcap's cantrip. The countering player has a Dice Pool of eight (the total o/his character's Wits +
Gremayre). The Storyteller tells him that his difficulty is only 6 (the redcap's Glamour), and that he has to achieve
at least three successes (the number achieved by the redcap in his casting). The player marks off a point of
temporary Glamour (for attempting the Counterweaving), and then rolls 2, 4, 4, 5, 7, 7, 8 and 9, more than enough
successes to dispel the Ensnare cantrip.

Calling upon the Wyrd


In contrast to bringing mundane people into the Dreaming, a changeling can transfer his fae mien and all of his
chimerical possessions into the real word by calling upon the Wyrd. This action allows a changeling to manifest a
bit of the chimerical world in the real world. When a changeling successfully calls upon the Wyrd, his chimerical
form becomes real, as do all chimerical items and any chimerical companions he may have. (Chimerical companions
are considered to he those recorded on the character sheet under the Chimera Background, not chimera the character
may have befriended.) In addition, all cantrips cast by the character are considered to be Wyrd. For the character to
call upon the Wyrd successfully, his player must spend a point of Willpower and a point of Glamour. The player
must then make a successful Willpower roll, difficulty equal to the changeling's permanent Glamour rating. Only a
single success is required to call upon the Wyrd. The effect lasts for the duration of the scene. Failure on the roll
simply means the character is incapable of carrying his fae image and possessions over into the material world.

Effects of the Wyrd


• All chimerical weapons in that character's possession inflict real damage.
• All cantrips that the character casts are considered Wyrd. This means that all cantrips cast cost one Glamour to
cast.
• Any chimerical companions purchased as Backgrounds are real and do real damage.
• A character who has called upon the Wyrd takes real damage from all chimerical weapons, cantrips and creatures.

Counter Cantrip
While this is not from the book, it is an accepted extrapolation of the use of the Art Primal, and has been clairified
under rules set down by white wolf as published on the net. Primal: 4 can break anything or repair anything, if you
have the realms for it. When directly confronting a Cantrip, you may use Primal: 4 on the cantrip directly, if you
have the realm Fae: 5. You cannot abort to this action, and must have intitive and be able to cast your bunk so that
you can hit the cantripas it is being cast. You cannot attempt to use Primal: 4 on a cantrip after it has been cast,
because then you have to counter the effects of the cantrip, not the cantrip itself. Each success reduces the number
of successes on the cantrip by one.

Counter-Counter Cantrip
While with Primal: 4/Fae: 5 it is possible to directly 'break' a cantrip as it is being cast, Repairing one is another
matter. Do note, to use CCC you must have inititive.

1. If it is being used to counter the use of Primal: 4 to injure a cantrip, then all one needs is to have inititive. Resolve
it like you would a counter cantrip against the counter cantrip.
2. You cannot counter-counter cantrip counterweaving. Counterweaving is all or nothing. If it works, there is no
Cantrip to repair. If it fails, the cantrip is not effected.
3. Banality does damage a cantrip, thus, the damage from banality can be repaired. However, you can only repair a
cantrip as it is being cast. Since you must wait for that instant between when the banality is effecting the cantrip and
when it actually takes effect, you cannot use a bunk to counter-counter cantrip. There is just not enough time. So the
CCC must be cast as a cantrip without a bunk. Each success, will restore one success of the original cantrip, up to
the original amount of successes rolled as the cantrip was first cast.

Detection Enhancement
If you wish to make it easier to use Kenning on a cantrip, the way to do that is with Fancy (Aphrodisia: 1). This use
of the Art lowers the difficulty on the kenning roll on the cantrip in question, both for detecting and understanding
its nature.

Retargeting
Dictum (Sovereign: 2) allows you to command things. When used against a cantrip, it is limited in what you can tell
the cantrip to do. It cannot be used to trigger a held cantrip early, nor can you order it to not go off. (This is against
it's fundimental nature.) nor can you order it to be less effective, because the dice have already been rolled for how
effective it is. However, you can redirect the cantrip to any other valid target as allowed by the realms used in the
cantrip. Note, if there is no other valid target, you cannot retarget the cantrip. Roll Perception + Kenning (difficulty
6) to determine what Realms are used, or guess what is a valid target. Cantrips are head strong things, so you must
score at least as many successes as the caster rolled in casting the cantrip. If you do so, you can redirect to the valid
target of your choice. If you fail, the cantrip proceeds unhindered.

Cloaking
Normally a target that can counter with banality always has the option of doing so. However, it is possible to take
away this choice by cloaking the Cantrip. If you cast Chicanery: 2 on the cantrip in question, it will be ignored. If it
is ignored, the target cannot roll banality to counter, because he's not paying attension to it. The target does get a
Perception + Kenning roll (Difficulty 4 + Number of Successes on the original cloaking roll). If he sees thru the
cloaking, he can attempt to counter normally. Otherwise, he is not allowed a counter roll at all.

Permamence
Permamence (Chronos: 4) increases the duration of other cantrips that are not instant. See Chronos for more details.
Anchor
The use of Anchor (Dream-Craft: 3) allows you to protect a cantrip from harm. While this can only be cast near a
Silver Path in the dreaming, it does increase the difficulty for any attempt to harm, alter, or change the cantrip. See
Dream-Craft for mor details.

Hardening
Cantrips do not have health levels. Oakenshield is worthless on a cantrip. The same applies to the health levels
granted to a cantrip from Hardening (Infusion: 2). However, the protection from banality granted by this cantrip
does protect the cantrip from being countered by banality. However, it cannot increase the difficulty to banality
counter a cantrip over 10. See Infusion for more details.

Suspended Animation
Suspended Animation (Kyros: 5) can be used to put a cantrip in a state of suspended animation. It does nothing
except put the cantripon hold. It also creates a small ball of ice with as many health levels as the number of
successes rolled to freeze the target cantrip. Should this ball of ice be broken, the cantrip will continue on it's way,
to effect the original target, reguardless of distance or time passed. The only exception is if the target in question
changed and is no longer under the original realms needed for casting the cantrip. (ie, The target dies, and is now
under the nature realm), then it would fail.

Cantrip Lock
Weaver Ward (Sovereign: 4) 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.
Note, this does not stop the target from using banality to resist the orginal cantrip. Weaver Ward only allows
protection against Counterweaving.

Rune
Naming: 2 can be used to increase the number of successes on a cantrip, but the rune in question must be placed on
a physical object being used as the bunk for the cantrip. Rune cannot be used on a cantrip that does not have a bunk
that you can place the rune on. See naming: 2 for more details.

Anything
Oh Boy... If for some reason you allowed someone to get Naming: 5, you deserve this. The tricky part is holding the
cantrip long enough to figure out this just created cantrip's true name, but once that hurdle is overcome, there is
almost nothing you cannot do. You can add successes to the cantrip, or remove them. You can turn the cantrip into a
cantrip that does just about anything you can imagine, with enough successes. You want a cantrip that allows you to
steal a vampire's disciplines and gives it to a Mummy, the only limit is what the Storyteller will let you get away
with. Needless to say, don't let anyone ever get Naming: 5

Nightmares
Any time a character is about to suffer a point (or more) of temporary Banality, the player may choose to acquire a
Nightmare die instead. Nightmare dice should all be of the same color and easily distinguishable from the other dice
the player uses. The number of Nightmare dice that a character currently possesses can be recorded on the character
sheet wherever the player sees fit (below the Banality track is a good place). The total number of dice is referred to
as the Nightmare Pool. If a character ever gains more than 10 Nightmare dice, they are removed immediately and
the character gains a point of permanent Banality. Whenever a character with Nightmare dice casts a cantrip, the
dice in the Nightmare Pool must be substituted for an equal number of dice in the player's Dice Pool. These dice
should never exceed the total Dice Pool, even if the character possesses more Nightmare dice than are rolled to
perform a cantrip. For example, if a character has a pool of eight dice to cast a cantrip, and has a Nightmare Pool of
three, three dice from the Dice Pool would be substituted by three Nightmare dice. any time a "one" is rolled on a
Nightmare die, the character suffers the ill effects of a Nightmare. The number of Nightmare dice that come up as
"ones" determines the severity of the Nightmare experienced. Once a Nightmare die rolls a "one," it is removed
from the character's Nightmare Pool. Once Nightmare dice have beenassigned to the pool, there is no way for them
to be removed short of rolling "ones" and imposing nightmares. Descriptions of possible Nightmares can be found
on the chart below.
Possible Nightmares
The following is a list of Nighmares that may occur as the result of rolling ones on Nightmare Dice. The number of
ones indicates what nightmare.
1 Horrid Dreams
You have terrible dreams for the next five nights.
1 Freezing Wind
Everywhere you go, you are followed by a chilling breeze or wind. This lasts for a month.
2 Clumsiness
You trip continually unless you oncentrate on your movement. All difficulties for physical movement are increased
by three. This happens the next time you are in a dangerous situation and lasts for a scene.
2 Headaches
You are plagued with terrible migraines for the next month.
3 Bad Luck
You suffer botch results on both a " 1" and a "0" during the next dangerous scene in which you take part.
3 Temporary Blindness
You cannot see for a scene. The Storyteller says when the scene begins.
3 Recurring Nightmare
Draw another Bunk. This becomes a taboo that you must observe for the next month. The Storyteller decides to
what extent this reaches.
3 Widdershins
The cantrip you just cast reverses itself.
4 Lose Important Item
Even if you constantly watch all your possessions for the next week, you will lose one of them (to fire, destruction
or forgetfulness). The possession is usually your most valuable or valued possession — possibly a treasure. It may
be possible to
regain the item, or it may be lost forever.
4 Wracked with Pain
You are wracked with terrible pain and cry out in agony.Every time you think of this pain, you must make a
Willpower roll (difficulty 7) to avoid experiencing it again. This lasts for a full month.
5 Lose All Glamour
All of your temporary Glamour departs at once.
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.

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.

Aphrodisia (Charisma)
Desire is a powerful thing. While the sexual applications of this art are obvious, its practice is far more useful then
simple gradification. Otherwise rational people can be made to spend thier life savings on trash, and those who are
otherwise apathetic can be made to treasure an item forever. And, of course, there is sex. This art was taught to a few
satyrs in the middle ages; some old goats score it as "false emotion," but most who see the power's effects figure it is a
logical outgrowth of the Song of Pan. The mer are historically famious for using this art in conjunction with calling
upon the Wyrd, in order to lure sailors off the decks of ships and into their clutches. The Art is at its most powerful
when its wielder use each power one by one, subtly building on the strength of the target's desire, until the target has
convinced himself that his desire is not only natural, but not at all irrational.

Aphrodisa can be resisted by Willpower (Difficulty is the level used +4), although the roll to resist is automatic and
unconscious; the person affected shouldn't automatically know that a cantrip is at work. The number of successes the
caster scores determines just how many successes are necessary for the onlooker's Willpower roll to be able to ignore
the cantrip's effects. To shrug off the cantrip, the witness must score the caster's successes plus one. If there are not
enough successes rolled to resist, the cantrip takes full effect.

For example, Lady Perue used Fancy on a shiney (and drugged) apple in a bowl of fruit as Lord Talbot is scanning the
feasting table. If lady Perue gets three successes on her Fancy roll, then Lord Talbot must score four sucesses on this
willpower roll to be unaffected.

1 - Fancy (Chimerical)
-- World of Darkness: Blood-Dimmed Tides 77
This cantrip gets someone to pleasantly notice something that they would not have ordinarily noticed. Something of a
fae guarantee of a good first impression, it makes a face stand out in a crowd or one particular item from a shopkeeper's
cart leap to the eye. Of course, there's no guarantee that the item is a sure sale, or that the face in the crowd is the duke's
love for life, but it does serve as the proverbial "foot in the door."

System
The realm determines just who or what gets noticed, rather then who does the noticing. As a result, the changeling must
time the use of this cantrip carefully if he doesn't want any and all on-lookers to be affected. Of course, sometimes it's
appropriate to affect a group, particularly at court functions. Fancy cannot be sued to cancle out supernatural powers of
stealth; although it could call attension to a slaugh lurking in the bushes (and the sluagh would at least get the benefit of
a good first impression), it could not point out the same sluagh if he was obscured by Veiled Eyes. For this reason,
when the target is trying not to be noticed, allow the target the stealth roll, but for every success that was rolled to fancy
the target, onlookers get a -1 difficulty to thier Perception roll to notice the target, with a minimum difficulty of 2.

Realms
Actor - Makes the mortal stand out in a positive way.
Fae - Tempts people off the silver path. Make a great first impression.
Nature - Make sure that dozen roses is well recieved..
Prop - What a lovely painting. Which door should I take? When used on a webpage, it will cause the web page to be
picked up by search engines at once.

2 - Yearn (Chimerical)
-- World of Darkness: Blood-Dimmed Tides 77
This cantrip places a quick flash of desire in a target's mind, most likely when he is thinking about something else. The
target suddenly feels a need for whatever is placed inside his mind.

System
The Realm determines who is affected; use of the Time realm can plant a suggestion in a target's mind to be "set off"
later. This is certainly one way of ensuring your date of last evening calls you again... The object of the target's
affections need not be present at the time of the cantrip's casting, but he must be familiar with it. A Changeling can't
use Yearn to make a person long for something he's only vaguely familiar with, or has seen but never paid all that
much attension to. The object must stand out in his mind somehow, even if it's as vague as "that beautiful girl I saw in
the window of Cafe Au Lait."

Realms
Actor - Determines the target you wish to affect.
Fae - Determines the target you wish to affect. When used on items of things without a mind, it does nothing.
Nature - When used on a animal, it makes the animal focus on the object in question. When used on a part of nature
without a mind of some sort, it fails.
Prop - When used on any mechanical item, it does nothing. However, since it brings to 'mind' a desire of the object, it
can be used on computers to cause the computer to bump something ahead in the queue, if there is a waiting list.

3 - Covet (Chimerical)
-- World of Darkness: Blood-Dimmed Tides 77
A more powerful version of Yearn, this cantrip causes the target to begin obsessing over the object of his affections.
While the victim is still rational, her object of desire moves up a few rungs on the victim's priorities. She begins to lose
sleep, and will find herself absently thinking about the object of her attention at peculiar times.

System
The Realm determines who can be affected by this cantrip. Cover lasts for about a day's time.

Realms
Actor - Determines the target you wish to affect.
Fae - Determines the target you wish to effect. When used on items of things without a mind, it does nothing.
Nature - When used on a animal, it makes the animal focus on the object in question. When used on a part of nature
without a mind of some sort, it fails.
Prop - When used on any mechanical item, it does nothing. When used on a computer, it can make it focus on one
program and run it over and over again.

4 - Crave (Chimerical)
-- World of Darkness: Blood-Dimmed Tides 77
The victim is no longer rational, and the object of his desire is his top priority. He will do just about anythign that does
not jeopardize himself, his closest friend, or the object of his affections to be close to what he desires.
System
The Realm, once more, determines who the caster can affect. the effects of crave last for about a scene's time.

Realms
Actor - Determines the target you wish to affect.
Fae - Determines the target you wish to effect. When used on items of things without a mind, it does nothing.
Nature - When used on a animal, it makes the animal focus on the object in question. When used on a part of nature
without a mind of some sort, it fails.
Prop - When used on any mechanical item, it does nothing. This has the same effect on a computer as Covet does.

5 - Need (Chimerical)
-- World of Darkness: Blood-Dimmed Tides 77
At this stage of desire, sanity goes right out the window. The victum will leap overboard to drown with the object of
this affections, if that's what it takes. He's completely obsessed, and has trouble even so much as focusing on anything
else. This person is irrational and dangerious, and not above destroying the object of his affections to prevent other's
from getting it.

System
Need lasts of a scene. The Realm, yet again, determines who the caster can affect.

Realms
Actor - Determines the target you wish to affect.
Fae - Determines the target you wish to effect. When used on items of things without a mind, it does nothing.
Nature - When used on a animal, it makes the animal focus on the object in question. When used on a part of nature
without a mind of some sort, it fails.
Prop - When used on any mechanical item, it does nothing. When used against a computer, and the object of desire is a
program, the computer will "drop" everything and run that program at once. A security camera will turn and look at the
target area and never look away.

Chicanery (Manipulation)
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.

1 - Fuddle (Chimerical)
-- Changeling: The Dreaming 196
-- Changeling: The Dreaming, 2nd Ed. 172
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.

Successes - Duration
1: Effect lasts one minute
2: 10 minutes
3: One scene
4: One day
5: One chapter (a game session)

Realms
Actor - Determines what the target is.
Fae - Determines what the target is.
Nature - Can be used to make a flower think its day so it will bloom. Can make a dog think you are it's master.
However, use of this on things that do not respond to outside stimulis, will result in failure.
Prop - This allows you to mess with a sensor. The barometer will read that the pressure is falling. The camera will see
something totally different. The ATM will see the correct password.

2 - Veiled Eyes (Chimerical)


-- Changeling: The Dreaming, 2nd Ed. 172
-- Changeling: The Dreaming 197
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. Note, while the target will be ignored by cameras and other sensors, recording devices will still function.
The watchman at the monitor station will ignore the changeling on the screen, but he will still show up on play back.

Realms
Actor - Determines the target.
Fae - Determines the target. When used with scene, trods can be hidden.
Nature - Making a fire that is ignored makes a fire that does not trigger fire alarms. making a storm be ignored would
be difficult, but not impossible. Making a hole in an ice flow that is ignored can be deadly.
Prop - The ignored getaway car. The ignored computer virus that slips past the virus detection. The ignored pistol in
your pocket.

3 - Fugue (Chimerical)
-- Changeling: The Dreaming, 2nd Ed. 173
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.

Successes - Memory Loss


1: Forgetting a simple, immediate object or information (car keys, phone number, etc.)
2: Loss of memory of an uninteresting scene in the past ("What did I have for lunch?" or "What was her name ?")
3: Complete eradication of a specific event, person's identity or object's presence.
4: Powerful beliefs and memories may be removed
5: Causes complete and total forgetfulness

Successes - Duration
1: One turn
2: One minute
3: One hour
4: One day
5: 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).

Realms
Actor - Determines target. Ed forgets his phone number.
Fae - This is only useful against those things that have memories.
Nature - A bear can forget to attack. A tree can forget to have sap flow to it's roots. Instincts are concidered a 'racial
memory', but need at least 4 successes to effect.
Prop - A letter can 'forget' what is written on it. A CD can forget programs on it. A program running would crash,
however, once the time delay was up, if the computer was able, it would try to run the program. A great way to hide
information on a computer, if it only remembers once a week.

4 - Haunted Heart (Chimerical)


-- Changeling: The Dreaming, 2nd Ed. 173
-- Changeling: The Dreaming 196
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 amid 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.\

Successes - Effect
1: Invokes a mild reaction.
2: The target feels wild, chaotic surges of intermittent emotion. As long as the emotional object is not in sight, the
target acts normally.
3: Creates a continuous state of passion. The target's conversation drifts toward the emotional object; +1 difficulty
to all rolls involving Mental Attributes.
4: The target is passionately engaged. She actively seeks (or avoids) her object of passion; +2 difficulty to all rolls.
5: 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).

Realms
Actor - Determines the target.
Fae - Can only effect that which can have emotions.
Nature - Can only effect things that can feel emotions.
Prop - There is no point in haunting the heart of a toaster.

5 - Captive Heart (Chimerical)


-- Changeling: The Dreaming 198
-- Changeling: The Dreaming, 2nd Ed. 174
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 resistance roll (Willpower, difficulty 8) but successes are accumlative. If the total
successes on the resistance rolls exceed the caster's current Glamour, the cantrip is broken. If the current total of
successes does not exceed the caster's Glamour, the target must then do as it is asked. However, if asked to commit
another action against it's nature, it gets another roll. All successes are added to the current total of successes to
resist. As with all cantrips, non-mortals may spend Willpower to break the cantrip. Any expenditures of Willpower
they make count as one success on the extended resistance roll. 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.

Successes - Duration
1: The enchantment lasts for one turn.
2: The enchantment lasts for one scene.
3: The enchantment lasts for one hour.
4: The enchantment lasts until sunrise or sunset, whichever comes first.
5: The enchantment lasts 24 hours.

Realms
Actor - Determines the target
Fae - Effects targets with a mind. See props
Nature - Effects targets with some sort of mind. See props.
Prop - The object in question gains a new personality. If it did not have one, say, a toothbrush, it gets one. While this
does not give it any intelligence, or the ability to do anything, it will have emotions none the less. Which will mess with
the head of anyone who has aura perception. (Why does my toothbrush love me?) However, as a side effect, this will
totally screw up spirit's touch, if used with scene. (I'm getting some bad vibes, the entire room hates me. No, I mean the
ROOM hates me!)

Chronos (Perception)
Perhaps the most bizarre element about the sidhe is their strange relationship to the timestream. They literally live in
an entirely different time paradigm. Even mages with the Time Sphere (see Mage: the Ascension) are hard pressed
to understand this relationship. The sidhe are very "slippery" to the mage's Time Sphere. (All uses of this Sphere
against sidhe are at a +2 difficulty. The sidhe have no such difficulty in affecting mages.) While the sidhe are not
nearly as versatile in their manipulations of time as are some mages, they can do a few things that mages can't (at
least not without being torn apart by Paradox). Most notably, they can perceive and affect the near past. This Art
affords the sidhe a strong advantage over other fae and is one of their most jealously guarded secrets. Very few
commoners know it, and those who do cast it at plus one difficulty.

1 - Wyrd (Chimerical)
-- Nobles: The Shining Host 78
This cantrip confuses the time sense of the target. The target must make an Intelligence + Temporal Sense (see Nobles:
The Shining Host for details on the Temporal Sense Knowledge) roll (vs. 7; two successes needed), or become
confused as to the order in which things happen. All Mental Attributes are rolled with an additional one point of
difficulty. Duration of this cantrip is determined by the Realm used:

Realms
Actor/Fae - One minute per success
Nature/Prop - One hour per success
Scene - One round per success

2 - Backward Glance (Chimerical)


-- Nobles: The Shining Host 78
This cantrip allows the changeling to look into the past. It has two main advantages. The first is to grant her total
recall of any event that she has experienced. The second is to "read" what has happened to a person, place or thing
in the past. Use of this cantrip is obvious, and widely recognized (even by commoners). Use of this cantrip on
another changeling is considered to be in poor taste, if the caster doesn't ask first. This cantrip is useless when
directed against the Mists, or anything touched by it. The number of successes rolled determines how far back this
cantrip may read. Use of this cantrip requires one point of Glamour.

Successes - Duration
1: Ten minutes
2: One hour
3: One day
4: One month
5: One year

Realms
Actor - Describes who is being read.
Fae - Describes who is being read. (May be used on self.)
Nature - Describes what is being read.
Prop - Describes what is being read.
Scene - Describes where is being read.

3 - Dream Time (Wyrd)


-- Nobles: The Shining Host 78
This cantrip can speed up or slow down the forward progression of time. Thus, the fae can age an object prematurely,
or retard aging (though not against the onset of Banality). This cantrip may not be combined with the Permanance
Cantrip. Unwilling targets of this cantrip may roll Intelligence + Alertness (or Temporal Sense; see Nobles: The
Shining Host for details on the Temporal Sense Knowledge) versus the caster's Intelligence + Realm. The effects of
successes are determined by Realm:

Realms
Actor/Fae - Speed up -- age person one year/success or one extra action/turn, maximum five; Slow down - retard aging
one month/success or slow down actions by half
Nature - Speed up -- ages object one year/success; Slow down -- retards aging one year/success
Prop - Speed up -- ages object ten years/success; Slow down -- retards aging one year/success
Scene - Speed up -- ages object 100 years/success; Slow down -- retards aging 100 years/success

4 - Permanence (Chimerical or Wyrd)


-- Nobles: The Shining Host 79
This cantrip affects the duration that another Art lasts. When applied to most Arts, this cantrip extends their
durations by one unit of time (variable) per success. The Storyteller has absolutely the last word over how it affects
a given cantrip. The amount of time (units of time) may be counted in rounds, minutes or even centuries, depending
on the spirit of the cantrip being affected. (i.e., The duration of the Chicanery cantrip Fuddle is counted in minutes,
while the Dream-Craft cantrip Attunement may be measured in months. Cantrips with no duration to speak of (e.g.
the Primal cantrip Holly Strike) are not affected by this cantrip at all. Note, this cantrip is ONLY used with Fae: 5.
Without Fae: 5, this cantrip cannot be used.

Successes - Multiplier
1: (x2) duration
2: (x3) duration
3: (x4) duration
4: (x5) duration
5: (x10) duration

Realms
Only Fae: 5 can be used with this cantrip.

5 - Reversal of Fortune (Chimerical or Wyrd)


Nobles: The Shining Host 79
This cantrip can turn back the veil of time and actually "undo" a recent occurrence. Doing this is very draining, and
requires the expenditure of a point of Permanent Glamour. (Note that the Storyteller has the final say on whether or not
to allow this Art in her Chronicle.) Successes determine how far back in time the cantrip can reach:

Successes - Effect
1: One round (combat) or one minute (peace)
2: Two rounds (combat) or two minutes (peace)
3: Three rounds (combat) or three minutes (peace)
4: Four rounds (combat) or four minutes (peace)
5: Five rounds (combat) or five minutes (peace)

Realms
Actor - Determines the target.
Fae - Determines the target.
Nature - Determines the target.
Prop - Determines the target.
Contempt (Wits)
While Unseelie nobles have been known to use the Soverign Art, some have chosen instead on countering it with their
knowledge of Contempt. Commoners within jamming and pretender cliques have also found it usedful. There has been
much debate over whether commoners outside the shadowcourt should learn its intrucacues, but for the moment, only
commoners of the shadows practice it.

1 - Mockery (Chimerical or Wyrd)


-- Shadow Court, The 80
The caster can use this Cantrip to counter the Protocol cantrip. The caster must make an opposed roll to the Protocol
roll, and if he scores more successes, he will be immune to the Protocol, and the Seelie will believe that his interruption
was perfectly proper. If he fails, he is bound by the strictures of the proceedings.

Realms
Actor - Allows a Mortal to act normally during court.
Fae - Allows a commoner to act normally in court.
Nature - An animal will behave in a way that will disturb the proceedings
Prop - Draconian nobles ban an object present at the ceremonies from being used in what they see as an inappropriate
manner. How dare they! If you're successful, you man use the object as you see fit.
Scene - An Aspect of the area where the proceedings are jelp will create a disturbance (the lights will go out at just the
right moment, the fireplace bursts into an inferno, etc) this is extremely useful when storning a courtroom.

2 - Disobedience (Chimerical or Wyrd)


-- Shadow Court, The 81
Causes the individual affected by this cantrip to show a flagrant disregard for authority for one scene. It will not cause
those effected to assault authortity figues, but it may result in physical acts of violence. Once-logical arguments will
seem shallow and warnings or dictums against certain courses of action will seem offensive. This can be resisted by an
opposed Willpower roll.

If a noble is nearby, it can also be used to counter the Dictum cantrip. Unseelie nobles habe been known to use dictum,
but usually perfer to use it only on so-called "Prodigals." or members of other races. It's opposit, Disobedience can be
used to inspire a commoner, mortal, or animal (depending on the realm.) to reject the Dictums of Nobles. Before this
compatriot has an audience (or a conversation) with a noble, the Unseelie can give a few words of wisdom to bolster
his or her (or its) confidance. For each success, the user of this cantrip lowers the Difficulty of the disobedient one's
Willpower roll to resist the Dictum by one. If he scores four successes, the subject is immune to commands for the
entire scene. At the Storyteller's discretion, this cantrip may also be used to negate certain Vampiric Disciplines (like
Presence), and particular Garou Gifts that affect the mind.

Realms
Actor - A mortal becomes Disobedient.
Fae - A commoner is immune to pronouncements and will feel disaffected.
Nature - An animal no longer obeys the commands of it's owner.
Prop - An object (such as the famed "bloody shirt") that can be used as evidence of misdoing can inspire someone to
revolt. Altternatively, if a noble is using an object to command Dictums, and you know what it is, you can nullify the
effect.
Scene - The setting of a Dictum no longer matters, or an indicidual will become disobedient once he reaches a specified
destination within the next 24 hours.

3 - Insolence (Chimerical)
Shadow Court, The 81
This cantrip can be used to incite groups of people to riot. It is useful at raves, rock concerts, labor negotiations,
lynchings, and other such entertaining gatherings. For each success, one individual will be heared by the uhsed into
attacking something or someone else. (Note that the caster cannot chose who that will be!). Anyone affected may
attempt to resist by rolling Willpower (vs. 8).

The cantrip can also be used to negate Grandeur. If a fae can overcome the effect of Grandeur by normal means, she
can rally others against it. Only one Shadow Court fae can attempt Insolence; if that individual fails, the others are on
thier own. For each success, the caster lowers the difficulty for everyone else present to oppose Grandeur by one. If the
shadow fae gets four successes, everone in the sear is immune to it. The remark or display was timed well enough to
negate the commanding presense of the noble. Actor and fae are the most useful, but guessing correctly with the other
three can have suprising concequences.

Realms
Actor - Mortals are no longer intimidated by authority figures.
Fae - Changelings and other enchanted creatures are incited to be insolent.
Nature - A herd of animals can be forces to stampede. Alternatively, is you can guess what a noble must touch in order
to use grandeur, you can over power it.
Prop - If used against Grandeur, the noble looks like a fool wielding such an obvious crutch. Anyone Kenning is now
aware of how dependant the noble is on the prop. It would be a shame if someone stole it later.
Scene - A noble's place of safety or a place associated with authority is no longer quite as formidable. Lets get'em!

4 - Devil's Advocate (Chimerical)


-- Shadow Court, The 81
A devil's Advocate can use oratory to convince a crowd of just about anything, for one scene. Anyone who listens to a
speach made with this cantrip must roll willpower against a difficulty of the orator's Wits + Contempt. The cantrip also
has a specific application. If an Unseelie is present as a Geas is being executed, he can use this cantrip to petition for a
reexamination og the grievance before the Geas is performed. The Geas cannot be prevented, but the noble enacting it
can be asked to reconsider. The Geas will then be postponed until a later trial. The bunk is more or less the same is the
second application of this cantrip is used. The advocate myst give a speach explaining why the subject should not be
affected by the Geas. If the advocate scores more successes then the noble enacting the Geas, the subject is free.

Realms
Actor and fae are the most direct appeals. The other three only work as counters to a Geas if the noble is using the same
real or is an item of the appropriate realm is the subject of the oratory.

5 - Condemnation (Chimerical)
-- Shadow Court, The 82
This is an unholy ritual of the Shadow Court. It is always used with Elaborate Ceremony, as it defines an individual's
standing within the Shadow Court. At Samhain, only a few individuals, called Instigators, are considered worthy of
learning this cantrip. At Samhain, Condemnation is used to declare new titles of authority within the court, as well as to
declare whom the Instihators for the next year will be. Many of these ceremonies are protected by the Samhain Mists.
Some will only remember them within thier subconscious minds, and others will forget them completely.

At other times of the year, Instigators can perform various ceremonies, such as reorganizing a newly formed clique,
casting out a member of the Shadow Court and subjecting his memories of it to the Mists, or recognizing a changeling
as worthy of learning the Dark Arts. This "High Priest" of sorts always appears in mystical disguise.

The Ceremony of Condemnation is performed with energetic ritual. The fae who wishes to be fully accepted into the
court myst renounce his former ties of allegiance. An Instigator must gather information about what the fae must
condemn. The recrute insults former loved ones or authority figures and pictures and portrates of rivals are spat on and
burned. Devious instigators will even uncover a petitioner's former oaths, and by demanding that the changeling
renouce her former bonds, condemn her to further Banality.

If a instigator is present at any other ceremony or secret gathering, he can shield the members of a conspiracy. Any who
habe not been Condemned will have difficulty understanding what is going on. All perception rolls are at +3 difficulty.
It the instigator can attain five successes on a Condemnation roll, the details of the ceremony will be cloaked in
Mystery. Witnesses will have mental visions of Metaphors of what is transpiritng and later will probably think they
were drugged, hallucinating, or insane.
Delusion (Manipulation)
The mist themselbes have been on the most useful allies the Shadow Court has. Unseelie changelings hide in a fog of
doubts and uncertainties of half-truths and insecurities. Perhaps the world recognizes that there must be a balance to all
things and hides what is nessisary. Maybe the world is too tainted with dispair and suffering to allow the innocent to
witness the horror that is occulted there. True knowledge is often as epherieral as a dream, as elusive as a nightmare
that is forgoten by the light of dawn.

1 - Innocence (Chimerical)
Shadow Court, The 82
Hiding secrets is a valuable ability. This talent is used to obscure them. It will counteract attempts at mind reading,
divination, or other abilites used to ascertain the truth aboutthe activities of a now 'innocent' Unseelie. Rememner,
Glamour is capricious, So this Art is not entirely foolproof.

Note the number of successes attained when Innocence is cast. Reguardless of what Art or talent is being used, anyone
who wishes to pry into this secret with magical means must first overcome these successes. The duration is one day, so
Shadow Court fae who "live lies" often practice thier Bunks for this ability at the same time each day. This ability also
interferes with House Gwydion's ability to see through lies.

Realms
Actor - Knowledge of a mortal is hidden/
Fae - Information about a commoner of member of the Shadow Court is Protected.
Nature - Secrets concerning a beast are protected.
Prop - The location of an object is hidden.
Scene - I don't know what you are looking for, but you won't find it here, fool.

2 - Facade (Chimerical or Wyrd)


-- Shadow Court, The 83
Allows the caster to disguise his appearance. A physical method of obscuring one's appearance (a mask, veil, cloak,
makeup, etc.) must be used to enact this cantrip, and the Facade will fade over time. This is overly elabroate if you
want to impersonate someone for five minutes, but is quite useful is you're on the run of infiltrating court.

This cantrip requires two steps: first, the Kithain must physically disguise his appearance (roll Manipulation +
Subterfuge, difficulty 7, to determine the ingenuity of the disguise), then he must perform a ritual to hide his true
identity. This ritual costs three points of Glamour, but it lasts a LONG time. For every level the caster has in Delusion,
an additional success is added to the disguise. If ten successes are gained, the disguise will be impenetrable for a week
before it begins to fade.

Even the best Facades slowly erode. This cantrip can be maintained one day for each success; each day, the number of
successes is reduced by one. Someone must suspect that you are in disguise before he can see through the Facade. One
he suspects, a simple Perception based roll (Difficulty 7) will suffice. One such roll can be attempted each day. If he
gets more successes then you do, your cover is blown. Members of House Gwydion get a -1 difficulty to this roll. You
cannot enact the same Facade twice.

Realms
Actor - Determines target.
Fae - Determines target. Will not work on a noble. Only on commoners and members of the Shadow Court.
Nature - Determines target.
Prop - You can erect a facade for a noble, but only if you give him an additional, visible prop to help him get into
charater. As long as he keeps the prop, the facade works.
Scene - Or, you can use Facade on a noble, but only within a certain area. As long as he stays in the original area of
effect, the facade holds.
3 - Mists of Memory, The (Chimerical)
-- Shadow Court, The 83
The mists do not always carry the moral objectivity that the seelie would like them too. A disreputable fae may
manipulate them to cloud the minds of others. The roll is always Wits +Realms (Difficulty of the subject's willpower.
Some individuals have special talents or abilities to reist tis. The depty of this magical effect depends on the number of
successes.

Successes - Effect
1: What was said in the last scene
2: The events of the last scene
3: The events of the last hour
4: The events of the last day
5: Any one memory

There are five things this Dark Art and the following levels cannot overcome. The Loyalty of a troll, the chivalry of a
Sidhe, an oath, a geas, or true love.

Realms
Actor - This either concerns or affects a mortal enchanted or otherwise.
Fae - This either concers of affects a changeling.
Nature - Could have been a puppy, could have been a horse. I'm not sure.
Prop - I think I say it somewhere. No, I've never seen it.
Scene - Never been there, never done that.

4 - Depths of Will, The (Chimerical or Wyrd)


-- Shadow Court, The 84
Although difficult to enact, fae with this art can convince one willing listener to undertake an enterprise that is not
directly harmful, and then forget about that activity afterword. 9"You must take this to the duke. It's important") In
addition to any other Bunk used, the cantrip musy also involve an explanation of why the activity is important. The
explanation does not need to be true. This explanation usually takes one scene.

If the listener is willing to obey, he or she will then understake the activity. If the listener wants to resist, he or she must
roll against willpower (difficulty 7) and get more successes then was rolled on the inital casting of the cantrip. Once
the activity is performed, the Mists will erase all memory of the enterprise from the participant's mind.

Realms
Actor - This can be used against a mortal, enchanted or otherwise.
Fae - This can be used against a commoner. If you want to affect a noble, you'll need the prop or scene realm.
Nature - This involves an animal used in the mission. Hope someone knows how to handle the animal in question.
Prop - This involves an object a commoner or noble will use in completing the mission.
Scene - This describes the destination of the mission.

5 - Darkest Heart, The (Chimerical)


-- Shadow Court, The 84
This oath is as serious as a Geas. Powerful courtiers undertake it of their own free will. Weak Seelie are remited,
condemnem and sent on this quest by a ritualist or an Instigator. This quest requires a co-conspirator who knows the
cantrip of the Darkest Heart. When a changeling has performed an act - wiling, unwilling, or unwittingly - that she later
regrets, she may come to terms with the memory by hiding it in the darkest depthys of her heart. She cannot speak of it
until her quest is over, and the memory of the act is hidden. This quest lasts for one full year and cannot he lifted at
anytime other then Samhain.

The fae undergoing this quest will descend further into her Unseelie Legacy, but with one reservation: She will retain
her memories and feelings about that one incident, and they cannot be taken from her. Only the sin or transgression that
drove her to undertake the quest will compel her. If she repeats that sin, she gains a permanent point of banality and the
quest is over. As long as she doesn't violate that stricture, she can try to perform a penitent act to atone for when she
has done. She must then confess the act to an instigator; until that time, she is under a self-inflicted ban which
corresponds to the realm involved.

Her true self is hidden away. She may never speak of the sin or trnasgression untul the next samhain, at which point she
will speak of what she has done to atone. At least one Instigator (erferably the one who recruited her) must witness this.
If she succeeds, she will lose a permanent point of Banality as her heart is lessened by the burden of guilt. She is
forgive. If she fails, she is condemned to her Unseelie Legacy for another year and must try again.

There is a legend of a Seelie Sidhe who felt such great guilt over the last 600 years and the advent of the Accordance
War, that he undertook this quest and became Unseelie. The Instigator also directed a clique against this noble over the
next year. The sidhe overthrew his tyranical Seelie brther, traveled into the Realms of the Dead (Because he had
condemned his darkest rival to undergo a geas there) and returned, leg an assault against a Black Spiral Dancer Hive,
and built a freehold in it's place. No one knows the end of the story, because it is alleged that the sidhe is still on this
quest, and will be until the end of the world.

In addition to this, the fae must take undertake a ban that involves an aspect of her quest.

Realms
Actor - Harming a mortal involved in the transgression is forbidden.
Fae - Harming a changeling involved in the transgression is forbidden.
Nature - Harming a type of animals involved in the transgression is forbidden.
Prop - The penitent one may not use one of the objects used in the transgression.
Scene - The penitent one exiles herself from the locale where the transgression was commited.

Discord (Dexterity)
In a note from author Christopher Howard released after the publication of this book, he stated that the additional
Glamour costs were an error. In light of that information, these additional costs have been removed from these rules.

Some say the Dark-kin learn Discord in their sleep, taught by the ancient Dragon Ouroborous. This legend could be
just an intimidation tactic the naraka made up to fit their dark mysticism. However, some sidhe believe that this
same mythical creature endows the fae with the Dragon's Ire; Discord is undeniably an Art of war. Discord is brutal
and effective in incapacitating, crippling or slaying an opponent. Naraka most commonly wield this Art, which adds
to the ambiguity of its origin, but it is sometimes practiced by other adhene. Few changelings have ever seen
anything like it. If the Denizen augments this Art with others such as Wayfare and Primal, he may even go toe to toe
with powerful prodigals.

1 - House of Mirrors (Chimerical)


-- Denizens of the Dreaming 75
This cantrip makes a creepy distraction tactic by creating multiple chimerical images. These images are harmless
and cannot attack anyone, but in a combat situation opponents take some time to figure out which Denizen (or
changeling) is the right one to hit amid shifting shadows and whirling half-seen images. Some may be mirror copies
of the caster, while others consist of moving light and shadow seen from the corner of the eye that are too
threatening to ignore.

System
The Realm used determines what the images distract. Each chimerical image is animated and moves around in a
confusing, menacing manner. Used in conjunction with the Actor Realm, this cantrip affects human viewers while the
Prop Realm is necessary to fool a camera. The number of successes rolled (difficulty 7) dictate how many images form.
For each image created, the target of the cantrip has a +1 difficulty to Initiative rolls in combat, and to all Wits related
rolls when not in a combat situation. It lasts one turn per success.
Realms
Actor - Needed to effect a mortal
Fae - Allows you to target something chimerical
Nature - For confusing animals
Prop - Causes a camera to go all screwy.

2 - Hermes' Fleetness (Chimerical)


-- Denizens of the Dreaming 75
Hermes' Fleetness increases the reflexes and agility of a target, making attempts to dodge blows easier.

System
The character that cast Hermes' Fleetness receives a -1 difficulty modifier on Dodge rolls for each success. This Art
cannot lower dodge difficulties below three. This effect lasts for one turn per success.

Realms
Actor - Helps a mortal dodge better.
Fae - Allows the caster to dodge better.
Nature - Allows an animal to dodge better.
Prop - Make it harder to hit a vehical.

3 - Armilustra (Wyrd)
-- Denizens of the Dreaming 75
This cantrip can augment a weapon (or bare hands) to do aggravated damage. Sometimes called "Myth-Bane" it is
not only as potent as iron to the fae, but also lethal to prodigals. The weapon so enchanted takes on a fiery glow.

System
The Realm used determines what delivers the sting of the Myth-Bane. Thus, the Prop Realm would enchant a sword
while the Fae Realm would effect the attacker's fists and the Nature Realm would enchant a rose's thorns or a cat's
claws. The number of successes rolled (difficulty 6) determine how many "charges" of aggravated wounding potential
the cantrip has until it needs to be cast again. For example, if cast on a sword, four successes would indicate that the
enhanced weapon could do four levels of aggravated damage before becoming a normal sword again. The amount of
aggravated damage cannot exceed the weapon dice rolled on any given attack.

4 - Whirling Dervish (Wyrd)


-- Denizens of the Dreaming 75
This cantrip adds great accuracy in battle due to speed and nimble precision. Whirling Dervish is generally cast
before a combat situation. The cantrip makes it easier to hit an opponent that coincides with the Realm used.

System
Realms for Whirling Dervish are identical to Life and Limb (see below). Thus, if the Denizen attempts to affect another
fae, he must have that Realm to do so, while trying to destroy a precious object with one blow would require the use of
Prop. For each success rolled, the character has a -1 modifier to the difficulty number when trying to hit the target of
this cantrip. Whirling Dervish lasts one turn per success and cannot lower the difficulties in combat to less than two.
Botches indicate that rolls against the intended target will have a higher difficulty than normal.

5 - Life and Limb (Wyrd)


-- Denizens of the Dreaming 75
Life and Limb is primarily cast before violent conflicts when the character knows things will come to blows. It
augments the Denizen's instinct to strike vital areas of an opponent.

System
The Realm chosen to accompany this Art must coincide with the nature of the Denizen's target. The number of
successes becomes extra dice in the damage dice pool of the character. Additionally, if the Denizen wielding it rolls
more perfect 10s (that aren't offset by 1s) than its target has in Stamina, the target loses a limb (or an integral part of an
object). Life and Limb lasts until the end of the user's current combat or until one decisive blow has been struck in non-
combat situations.
Dream-Craft (Wits)
This Art is one that is used to traverse and, in some ways manipulate, the Dreaming. The Dreaming is a very strange
and chaotic place, and those with this Art are prized as guides there. This Art can not, for the most part, be used outside
of the Dreaming, but those who have mastered it are nearly gods there. Dream-Craft is detailed in Nobles: the Shining
Host, but was reprinted and revised in Dreams and Nightmares.

1 - Find Silver Path (Chimerical)


-- Nobles: The Shining Host 76
-- Dreams and Nightmares 126
Trods are stable, but the Dreaming constantly fluctuates. Between the Firchlis and the often dense growth in the
Mythic Realms, to keep sight of a trod is sometimes a harder task than it first seems. Additionally, many chimera
use illusory Silver Paths to lure the careless away from trods and into the Dreaming, where the protection of the
Silver Path has no power to repel chimera. This cantrip is very useful for telling false from the real thing and is
sometimes helpful for locating a Silver Path when one has gone astray. While Find the Silver Path is beneficial, the
cantrip can't accurately indicate what lies ahead on a trod The Firchlis prevents anyone from seeing farther than a
changeling can see naturally. The illusions created by chimera are often remarkably complex. If confronted by
illusions, fae using this cantrip must make a Perception + Alertness roll, against a difficulty equal to the illusion
crafters Glamour , in order to determine where the true trod is.

System
In most cases, the Realm Fae: 5 (Dweomer of Glamour) is used in attempts to find the Silver Path, though creative
changelings certainly find uses for other Realms as well, The number of successes indicates the range of the cantrip,
regardless of the Realm being employed.

Successes - Distance
1: Within a few yards
2: Within 100 yards
3: Within a mile
4: Within several leagues
5: Anywhere on the path

2 - The Merry Dance (Chimerical)


-- Dreams and Nightmares 128
The Firchlis is a powerful force within the Mythic Realms. The Dreaming is constantly changing, and the Firchlis is
a key source of that change. Skilled fae can, with concentration and preparation, influence the changes that the
Firchlis brings. This cantrip is always a risky proposition, as a botched roll is almost certain to bring disaster.

System
The Realm Fae: 5 (Dweomer of Glamour) is almost always used when casting this cantrip. The number of successes
indicates the range and duration of the cantrip, regardless of the Realm being employed.

Successes - Effect
1: Can influence the Firchlis in your immediate area, within a few feet, for one turn. Only very minor alterations are
possible. (Can lessen or increase the intensity of one aspect of the newly altered surroundings.)
2: Can influence the Firchlis within line of sight, for one turn (Can lessen or increase the intensity of two aspects of
the newly altered surroundings.)
3: Can influence the Firchlis within one mile, for one scene. (Can lessen or increase the intensity of three aspects of
the newly altered surroundings.)
4: Can alter the type of Dream Realm that appears when the Firchlis is done with the changes it brings. (Can modify
the moods of the arriving chimera or dictate the weather that arrives with the Firchlis.)
5: Can radically change the arriving Dream Realm until the next Firchlis passes through. (Can cause a Nightmare
Realm, Dream Realm, desired landscape or certain type of chimera to appear. Note, however, that the chimeras are still
independent creatures, and any negotiations with them must be handled in the usual fashion.)

3 - Anchor (Chimerical
-- Dreams and Nightmares 128
-- Nobles: The Shining Host 77
With this cantrip, a changeling can "solidify" the Dreaming to a certain degree, which allows her to establish a
permanent fortress within the Mythic Realm. The number of successes indicates how stable the location is, as well
as how strongly the location is tied to the local trod. As the changeling must anchor the newly created fortress to the
Shining Path, a certain element of protection against chimera and the Thallain is granted. The "fortress" may be of
any shape the changeling wants, provided he can skillfully sculpt the Dreamstuff.

System
Although most items anchored in the Dreaming are made of chimerical materials, the nature of the item determines
the Realm needed. Thus, if a signpost were to be anchored, Prop might be used. The number of successes indicates
the size of the fortress, the strength of the fortress and its proximity to the trod to which the fortress is anchored.

Successes - Effect
1: Closet-sized barrier area giving only the barest protection (+1 difficulty for attacking forces); must be in contact
with the trod.
2: Apartment-sized barrier allowing a +2 difficulty for attacking forces; must be within a dozen feet of the trod.
3: Cottage-sized barrier, allowing a +2 difficulty for attacking forces; must be within a dozen yards of the trod.
4: Mansion-sized barrier, allowing +3 difficulty for attacking forces; must be within 100 feet of the trod.
5: Castle-sized barrier, allowing +3 difficulty for attacking forces; must be within 300 feet of the trod.

Realms
Actor - Allows you to protect an enchanted mortal in the dreaming, but if he moves past the area of effect, the
protection ends.
Fae - Only for Self-Aware chimera.
Nature - For natural appearing chimera, like a tree.
Prop - A castle. A Bridge.

4 - Dream Riding (Chimerical)


-- Dreams and Nightmares 128
This cantrip allows a changeling to interact with a mortal dream while the Kithain is in the Dreaming. It is not
always a wise thing to do, as the Kithain’s actions can cause bizarre alterations to the dream itself. While interaction
is possible, actual control of the dream is not. Using this cantrip in the waking world offers changelings the chance
to "ride" a mortal’s dreams into the Dreaming. However, such actions almost never leave the character anywhere
near a trod, and nearly always leave her at the mercy of the local chimera. The character has no control over where
the Dream-Ride takes her within the Dreaming.

System
The appropriate level of the Actor Realm must always be used when casting this cantrip. The number of successes
indicates the level of influence.

Successes - Effect
1: Can change target in subtle ways, such as increasing emotions or softening textures, etc.
2: Can hold active conversations with the chimera in the dream and participate on a verbal level.
3: Can touch and interact with the dream, which allows for manipulation.
4: Can remove aspects of the dream or alter them in radical ways.
5: Can reshape the dream, at the risk of whatever consequences such action creates.

5 - Dream Weaving (Chimerical)


-- Dreams and Nightmares 128
-- Nobles: The Shining Host 77
Dream Weaving is a powerful cantrip that allows the fae literally to create a chimercal structure or entity from
Dreamstuff. The cantrip allows the changeling to create a chimerical home, a forest or even a chimera to suit her
needs. Despite the power of this cantrip, few use it save in dire circumstances, as it's far too easy for a chimera to
break free of its creator's will- and establish is own existence within the Dreaming. Each use of the Dream Weaving
cantrip costs 2 Permanent Glamour, but the Glamour is easily replaced, as Dream Weaving works only within the
Mythic Realms. The Realm of this Cantrip determines the maximum size of the chimerical creation.

System
The nature of the object to be created determines the Realm needed: To create a tree, the Nature Realm would be
appropriate, while the creation of a suit of clothes would require Prop. The number of successes indicates the
strength and durability of the creation,

Successes - Effect
1: Strength of a ten-year-old mortal; A rickety old shack
2: Strength of an adult mortal; A well-built trailer home
3: Strength of a small horse; A well-built home
4: Strength of a Clydesdale; A good vault
5: Strength of a team of Clydesdales; Fort Knox

Infusion (Intelligence)
This is the fundamental Art of Nocker craft, and most Nockers are conversant with its principles. At its lowest
levels, Infusion strengthens and alters chimerical materials, making them easier for Nockers to manipulate and work
with. At its highest levels, this Art is an act of creation in the truest sense.

Infusion is based in part in the premise that there are four basic types of chimera: Incidental, Dreamed, crafted and
forged. Incidental chimera are flimsy and difficult to work with in their native forms. Dreamed chimera are
somewhat hardier, but still do not stand up to most daily abuses. Crafted chimers are shaped through traditional
handiwork (with the Crafts Skill), and the Changeling must spend a point of Glamour to manipulate a crafted
chimera. Only Nockers, Boggans and some Eshu have much skill in the crafting aspect of Infusion. Forged chimera
are the most resilient of chimerical items, and only Nockers (and some Sidhe of House Dougal) with this Art may
create them.

Nockers guard this Art jealously, though a few Boggans practice its lower levels. Nockers claim that Boggans stole
their knowledge, which may explain something of their enmity toward Boggans. Some Sidhe of House Dougal have
also gained some learning of this Art. (For further information on the types of chimera, rules on crafting chimera, and
the creation of chimerical creatures, see pg. 217 in Changeling: The Dreaming second edition.)

1 - Harden (Chimerical)
-- Kithbook: Nockers 56
Allows the caster to "harden" inanimate, Incidental Chimera into a form that can be forged or crafted. It costs one
point of Glamour (in addition to any other points of Glamour needed to cast it) to use. The Chimerical object to be
affected determines the Realm used; Fae 5 may be used as a secondary Realm, but not as the solitary one. Incidental
Chimera that have been Hardened can be forged as if they were Dreamed Chimera. The number of successes
determines the duration of this Cantrip (at least two successes are needed for the Cantrip to be of much use):

Successes - Duration
1: One hour
2: One day
3: One week
4: One month
5: Permanent

2 - Toughen (Chimerical)
-- Kithbook: Nockers 57
Allows the caster to toughen any Chimerical material (including a Changeling's Fae mien), making it more resistant to
damage and Banality. Any Chimerical object affected gains one additional Health level for every two successes earned
upon casting of the Cantrip. In addition, all rolls for resisting Banality have their Difficulty reduced by one for every
two successes gained. The nature of the Chimerical object to be affected determines the Realm used when casting the
Cantrip. Note that multiple castings do not have a cumulative effect.

3 - FUBAR Generation (Chimerical)


-- Kithbook: Nockers 57
Allows the caster to spontaneously create FUBARS (see Kithbook: Nockers) and bend them to his will. FUBARS are
a necessity for any Nocker experiment created with or powered by electricity or magnetism. The Realm Fae 5
(Dweomer of Glamour) is used for casting this Cantrip. The Nocker can trap a generated FUBAR in a metal hoop with
an Intelligence + Gematria (see Kithbook: Nockers for details on the Gematria Knowledge) roll, Difficulty of the
FUBAR's Glamour rating; the number of successes determines the number of Glamour points the FUBAR has.

4 - Animantis (Chimerical)
-- Kithbook: Nockers 57
Using this art and the Realm Fae 5 (Dweomer of Glamour), the caster can create a golem, or automated servitor. The
only constraints on a golem's features and capabilities are the Nocker's talents, materials, and imagination. Most
golems have a mechanical appearance, although Phantom Shadows (Legerdemain level 5) can be used to give it a more
human appearance. To create a golem, the Nocker must make extended Intelligence + Gemantria and Crafts rolls
(Difficulty 7, ten successes required in each). Once the Nocker has built the golem's body, she must hook it up to a
FUBAR-powered generator. The golem is essentially mindless, and will follow only basic commands (although the
Gilgul Cantrip [Infusion level 5] can be cast later to give it true sentience). A Botched Cantrip roll means the Nocker
damaged the golem's body while creating it, and must repair the damage before the roll is repeated. Seven points may
be spent on the golem's Physical and Social Attributes, Skills, and Redes for each success rolled.

5 - Gilgul (Chimerical)
-- Kithbook: Nockers 58
Allows the caster to make non-sentient Chimera sentient, and is often used to bring golems to life. When granting
sentience to a golem, the Real Fae 5 (Dweomer of Glamour) is used; when casting the Cantrip on Chimera, the nature
of the Chimera determines the Realm used, though Fae 5 may be used as a secondary Realm. Using a rod of true silver
and a Delta-wave helmet, the Nocker imprints his brain patterns upon his creation. If the Cantrip roll is successful, the
player rolls Intelligence + Gematria (Difficulty 7); if the roll succeeds, the Chimera becomes sentient. For each success
achieved on the Gematria roll, the golem gains one Attribute point, assigned to Perception, Intelligence, or Wits by the
Nocker's player. If the Cantrip roll succeeds but the Gematria roll fails, no points are assigned to the golem's Mental
Attributes, and the creature is a blithering idiot. If the player Botches one or both rolls, the golem is mentally unstable
and antisocial (the Storyteller rolls the character's Intelligence + Gematria secretly, and assigns points to the golem's
Mental Attributes. If the Storyteller rolls no successes for Attributes, the creature is a mindless animal).

Kryos (Strength)
Ice isn't nearly so feared on land as it is in the water, but it can often spell death for the mer. Although this Art was
created by the mer, trolls who witness its ice-sculpting beauty often beg to be taught its ways. Its beauty has a double
edge to changeling, who sense its connection to the forces of Banality - immobility, rididity, crystalline symmetry - all
too readily. Although still devestating on land, the powers of Kyros all work underwater at -1 difficulty.
1 - Cold Shock (Wyrd)
-- World of Darkness: Blood-Dimmed Tides 78
This cantrip makes a target bitterly could, not quite to the freezing point, but certainly enough to cause discomfort. The
cold bites down almost instantly, and it is as though the person or object has been in freezing weather for some time.
Although uncomfortable to mortals, it can be theoretically devastating to cold-blooded animals. Underwater, this serves
as a nasty punishment. On land, it tends to see more mundane uses (such as keeping drinks cold) Tattered Mel, a pooka
unfortunate enough to taste this cantrip's effects after ab unwanted play for a merfolk's affections, called the effect
"something like an ice cream headache when Satan's working the soda fountain.

System
The Realm determines who or what the cantrip effects. If used against a living target, the victim must make a stamina
roll (difficulty 5 + the number of successes) or lose two dice from all dice pools due to the numbing cold. (Cold
blooded creatures lose four dice and are in physical pain from the effect.) The effect lasts for a scene.

2 - Gelid Rime (Wyrd)


-- World of Darkness: Blood-Dimmed Tides 78
This cantrip covers the taregt in a thin crust of ice. Although not thick enough to hold a person, it can certainly slow a
target down, and can be used to jam up things like keyholes.

System
On land, gelid rime is often used in conjuntion with the scene realm to make a slippery trap for a pursuer. it's also great
for ice skating. The realm determines what is covered with ice.

Successes
1: "Wafer thin"
2: Quarter-inch
3: Half-Inch
4: Three quarters of an Inch
5: One inch

3 - Frost Facsimile (Wyrd)


-- World of Darkness: Blood-Dimmed Tides 78
This handy cantrip allows the changeling to creat a tangable facsimily of an item out of ice. This changeling is almost
never caught without a weapon, and always seems to have an extra tool handy. While the facsimile is still crafted of ice
(a magnetic keypad will not unlock for an ice key, and an ice crowbar might prove too brittle to pry anything.) this is a
wldly useful at for creating diversions and handy devices.

System
The realm determines wgar can be copies, and the number of successes determines the strength of the item created,
Note that the heat of the general area can affect this outcome.

Successes
1: Generally Weak
2: Not brittle, but likely to melt
3: Reasonably Sturty
4: Not likely to break or melt
5: Strong as steel

4 - Crystal Prison (Chimerical or Wyrd)


-- World of Darkness: Blood-Dimmed Tides 79
This dangerious cantrip actually encases a victim in a block of ice. Note that the victim is completely encased and may
die of suffication if her head is covered.

System
The realm determines who or what can be encased in ice. The changeling can choose to localize tge effects (His gun
hand or just his feet) at a +1 difficulty.
Successes
1: One Inch
2: Three Inches
3: Six Inches
4: Nine Inches
5: One Foot

5 - Coldheart (Wyrd)
-- World of Darkness: Blood-Dimmed Tides 79
The devastating effects of this cantrip literally freeze someone from the inside out. Unlike the choaking effects of
crystal prison, Coldheart is more of a mystical freezing, like suspended animation. The changeling can even use it on
herself in times of crisis. The target of the cantrip becomes painfully cold to the touch. While frozen, the target is
unconscious, immune to poisons, gases, and other toxins, and all bodily processes cease. However, the frozen target is
also as brittle as ice, and thawing after being shattered is highly unpleasant.

System
The realm determines who or what can be frozen. The number of successes determines the length of time the target
remains frozen until it melts. Unless the changeling botches her roll, she may choose to have the duration be anything
up to and including her total successes. For instance, if Raesfinelle gets four successes n her roll, and wants to freese
herfself for only a week's time, she may do that. However, if she botched her roll, she might find herself frozen of the
whole year.

Successes
1: One Day
2: One Week
3: One Month
4: One Year
5: Permanent (although some say a kiss can rouse the victim.)

Legerdemain (Dexterity)
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.

1 - Gimmix (Wyld)
-- Changeling: The Dreaming 199
-- Changeling: The Dreaming, 2nd Ed. 175
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 body with 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.

Successes
1: Lift six oz. Str: 0
2: Lift five Ibs. Str: 1
3: Lift 40 Ibs. Str: 2
4: Lift 100 Ibs. Str: 3
5: Lift 200 Ibs. Str: 4

2 - Ensnare (Wyrd)
-- Changeling: The Dreaming 199
-- Changeling: The Dreaming, 2nd Ed. 175
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 Ibs. 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.

Successes - Ensnarement
1: Causes target to trip; target must roll Dexterity + Athletics (difficulty 6) to avoid falling.
2: Target is Ensnared; must succeed in a strength roll (difficulty 6) to escape.
3: 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: As above, but the target must gain five successes.
5: 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).

3 - Effigy (Chimerical or Wyrd)


-- Changeling: The Dreaming 199
-- Changeling: The Dreaming, 2nd Ed. 176
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.

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

4 - Mooch (Chimerical or Wyrd)


-- Changeling: The Dreaming 200
-- Changeling: The Dreaming, 2nd Ed. 177
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 fromanother 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.

5 - Phantom Shadows (Chimerical)


-- Changeling: The Dreaming 200
-- Changeling: The Dreaming, 2nd Ed. 177
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 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.(A Phantom
Shadow made "real" by calling upon the Wyrd must be maintained by spending a point of Willpower every turn.)

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).

Metamorphosis (Stamina)
In ancient times, faeries' forms were are mutable as dreams themselves. An echo of this power has been passed
down as the Art of Metamorphosis. With it, princes have been turned into toads, children into swans and young
kings into damn-near-anything. While not exclusively a commoner Art, it nevertheless was used extensively in the
days after the Sundering, when skillful hiding amongst mortals meant the difference between life and death.

This Art turns a living creature into another living creature; therefore, a fairy godmother could turn mice into
horses, but to change a pumpkin into a carriage or a man into a chair would require Primal

The base duration for a Metamorphosis cantrip is one turn; successes beyond those required for the effect may be
used to enhance the duration (see chart below). For example, with five successes the character using Impersonate
(Metamorphosis **) may look like a troll for one hour, or a perfect likeness of a specific troll for one turn.

Successes
1: One minute
2: One hour
3: Twelve hours
4: One day
5: Three days

Spending a temporary point of Glamour will add one level to the cantrips duration; i.e., one minute because one hour.

1 - Hidden Form (Wyrd)


-- Fool's Luck: The Way of the Commoner 76
allows the caster to camouflage herself or another living being with the play
of light, shadow and color on her body. Note that this Cantrip only affects vision, not hearing or any other senses.
Difficulties to spot the subject of the Cantrip are increased by 3. The number ofsuccesses indicates the Cantrip's
duration. This Cantrip differs from Veiled Eyes (Chicanery level 2) in that it is physical rather than mental
camouflage; hence, cameras are also affected.

2 - Impersonate (Chimerical or Wyrd)


-- Fool's Luck: The Way of the Commoner 76
The Changeling may alter her appearance to look like another person or Kith (although that person's Birthrights or
powers are not gained). The target sounds (more or less) like the impersonated individual, but some skill at acting may
be needed to pass more than a cursory inspection. The change may alter just the fae mien, or the mortal seeming as
well. Size must be similar, or Go Ask Alice (Metamorphosis level 3) must also be used. Successes determine the
finesse of detail:

Successes
1: Vaguely like another kith
2: Could pass for the kith if they aren't paying attention
3: Most of the details are accurate
4: Look similar to a specific person
5: Nearly a perfect image of a specific person

3 - Go Ask Alice (Chimerical or Wyrd)


-- Fool's Luck: The Way of the Commoner 76
This is one reason fae are also known as "The Little People". Since it is much easier to hide from prying mortal eyes
when there is less of you to see, changelings would often shrink themselves to small size. Some freeholds were built
with entrances too small for normal-sized mortals to squeeze through, making the hold an inviolate sanctuary for
those who possess this cantrip.

System
The number of successes determines size. This can be cast multiple times to alter size or duration even further, so that
10 successes could make the recipient breadbox-sized for three days. As with Impersonate, Go Ask Alice can alter the
size of the mortal seeming as well as the fae mien. Be warned that a 30-foot giant will almost certainly suffer Banality's
effects should any mortals see him.

Successes
1: 3/4 or 1 1/2 times normal size
2: 1/2 or twice normal size
3: 1/4 or 2 1/2 times normal size
4: 1/8 or three times normal size
5: 1/16 or 3 1/2 times normal size

4 - Merlin's Lessons (Wyrd)


-- Fool's Luck: The Way of the Commoner 77
The Changeling may change herself or someone else into an animal (this
Art is the means by which the archetypal changing of a prince into a frog was accomplished). Successes determine
duration; for an additional point of Glamour, natural advantages and powers may be bestowed (a bat's flight and
echolocation). Go Ask Alice (Metamorphosis level 3) must be used to drastically alter mass.

5 - Mythic Transformation (Wyrd)


-- Fool's Luck: The Way of the Commoner 77
The Changeling may transform into a full-blown creature of the Dreaming such as a dragon, manticore or firebird. In
essence the target of this Cantrip becomes a creature of the Dreaming, with all the strengths and weaknesses of that
beast (powers and frailities are subject to the StoryTeller's discretion; a Changeling changed into a unicorn would have
the power to heal with her horn, but an aversion to "impure" people). This Art can be very dangerous to use; because
the Changeling has become an actual mythic creature, Banality eats away at his very substance. The Changeling loses
one Glamour point per hour; once his Glamour pool reaches zero, he begins to lose Health levels at the same rate.
Further, if a skeptical mortal sees the Changeling, the fae may be cast into a random portion of the Dreaming the same
way chimera are (as per p. 224 of Changeling: The Dreaming). This is a very powerful but costly cantrip: for a
complete transformation (all powers and frailties of the mythic beast), the Changeling must spend a permanent point of
Glamour in addition to any other Glamour costs (otherwise, the character only takes the form of the beast). Go Ask
Alice (Metamorphosis level 3) is required to drastically alter mass.

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Naming (Intelligence)
This is a rare Art guarded jealously among the court seers and few commoner namers of the Crystal Circle. Rumor
has it that entrants into the Crystal Circle are all taught the secrest of this Art upon their joining - a rumor that
august body has yet to deny or confirm. True Names hold the essence of Glamour, as well as the ability to control
the soul of the being, if the namer is powerful enough. A powermongering seer could well control the flux of power
within a court by injudicious use of the Naming Art. There have been a few who tried, like the infamous Malachi
Tadcaster. By Altering the True Name of Baron Scheiro, he caused that lofty noble to be changed into a horse,
which he rode into court. Not long after, three mysterious sisters calling themselves the Norns paid Malachi a visit.
Malachi disappeared with them, and he has never been heard from again. It should also be noted that all written
accounts of him have gradually faded as well, as though scribed on goblin parchment. His name remains in the
spoken word alone, a caveat to injudicious name-users.

The Naming Art will not work against someone who already knows your True Name. Your naming magic is useless
if someone knows your name and you don't know hers.

Beginning characters should not know the Naming Art, as it is rarely known to any but members of the Crystal Circle

1 - Seek 'n' Spell (Chimerical)


-- Changeling Players Guide 171
Use of this cantrip allows you to see the meaning behind any written text. You can read anything in any language,
even tracts written with magical wards on them (although the magic of the ward will oppose the reader, as in the
example under Weaver Ward). A new cantrip must be cast for each new tract read.
The subject matter of the text determines the Realm that must be applied. A book of medieval weapons written in
Latin, for example, can be read by someone using the Prop Realm. A Fae using the Nature Realm could decipher a
manuscript on the flora of South America.
Changelings unsure if they have the appropriate Realm to use for this cantrip may make a Kenning + Perception roll
(usually difficulty 7, with higher penalties for Wards, etc.)) to ken the general subject matter of the text.

Successes
1 success: Vague understanding, few clear details
2 successes: Fairly clear understanding with only a few details
3 successes: Full understanding with all details coherent
4 successes: complete understanding, as well as divining any hidden meanings
5 successes: As above, and the caster can ask up to three questions about the author of the tract

Realms
Actor - You may decipher works about people or the human condition.
Fae - You may read manuscripts dealing with fae or magic.
Nature - You may decipher works dealing with nature and natural objects.
Prop - You can translate works dealing with created objects and machines.
Scene - You can decipher works describing places.

2 - Rune (Chimerical or Wyrd)


-- Changeling Players Guide 172
Rune unleashes the abstract mystical power behind the symbols known as runes. You inscribe a symbol on the
object you wish to enchant, in addition to the chosen Bunk. This cantrip is an enchancement to other cantrips or
actions. For example: Roderic the Troll wishes to use Rune to enhance the success of attacking with his battle-axe.
He inscribes the appropriate rune on the axe, acts out the Bunk, and gains three successes from the cantrip. Roderic
now has three additional successes on his axe-swing. However, the character must gain at least one success in
whatever he is attempting to do before these successes are added - this cantrip does not provide an automatic
success. The effect of the cantrip lasts for one turn (the cantrip is used up, even if the axe-swing missed).

System
The Realm determines what is affected. For example, a rune inscribed on an axe would aid the character in hitting
an opponent or a rune inscribed on a wall could aid the character in casting a Wayfare cantrip.

Successes
The successes are added onto any successes gained from when taking another action. The effect lasts one turn.

Realms
Actor - The rune may be placed on a person.
Fae - Describes the target of the cantrip.
Nature - Describes the target of the cantrip.
Prop - Describes the object of the cantrip.
Scene - Describes the setting of the cantrip.

3 - Runic Circle (Chimerical)


-- Changeling Players Guide 173
Creates a protective circle against supernatural forces. This protects the user
as long as she does not leave the circle. The number of successes gained determines the protective strength of the
circle:

Successes
1: Protection against all Arts up to level 1
2: Protects against Arts up to level 2; Mage Spheres up to level 1
3: Protects against Arts up to level 3; Spheres up to level 2; all other supernatural powers (Garou Gifts, Kindred
Disciplines, etc) up to level 1
4: Protects against Arts up to level 4; Spheres up to level 3; all other abilities up to level 2
5: Protects against Arts up to level 5; Spheres to level 4; all other powers up to level 3

4 - Saining (Chimerical)
-- Changeling Players Guide 173
Allows the caster to discover the True Name of the target, giving him a measure of power over him/her/it. The number
of successes determines how many of the runes (letters) in the target's True Name are revealed (to determine the total
number of letters in the True Name, roll two 10-sided dice -- -on a roll of 2, the Name has a total of 3 letters; on a roll
of 3-5, 4 letters; on a roll of 7-9, 6; on a roll of 10-13, 7; on a roll of 14-18, 8; and on a roll of 19-20, the Name has a
total of 12 letters). Note that a True Name cannot be used unless all of the letters are known.

Successes
1: One letter
2: Two letters
3: Four letters
4: Five letters
5: Seven letters

5 - Reweaving (Chimerical or Wyrd)


-- Changeling Players Guide 173
By switching key runes in the target's True Name, the caster can fundamentally (and permanently) change the basic
nature of the target. Note that the caster cannot make a target do something impossible, and the True Name of the
target must be known before casting this cantrip. Successes indicate how drastic a change has been effected in the
target:

Successes
1: Minor change; tastes or habits (change the color of a room from red to green)
2: Moderate change; interests or moods (a raging tiger rolls over like a kitten)
3: Major change; inner nature (switch Courts)
4: Total change; true calling (cause gunpowder to be edible)
5: Complete change; spiritual Twister (change the White House into a -- public lavatory)

Oneiromancy (Intelligence)
In a note from author Christopher Howard released after the publication of this book, he stated that the additional
Glamour costs were an error. In light of that information, these additional costs have been removed from these rules.

"Of all the threats that we have faced in the last 30 years, the most troubling has been the reappearance of the
Oneiromancers. If they are not stopped, I predict nothing less than the dissolution of the Dream Nation." So spoke
Duke Dray at a recent secret renue of the Parliment of Dreams. Literally "divination through dreams," Oneiromancy is
far more - the power of sleeping dreams made flesh. Believed to be a creation of the fomorians (who reputedly
practiced it at levels far exceeding those discussed here), this Art is not widely practiced, even among the Dark-kin. It
nevertheless remains a valuable tool in the hands of the returning Denizens. Changelings have found it particularly
difficult to battle this Art, which effectively blurs the borders between reality and fantasy, sleep and waking. Some
returning Denizens use it to steal or destroy changeling Dreamers, claim freeholds or for assassination. To affect
someone with any of the following cantrips, the caster must have a valued personal item from the target. A Glamour
roll (difficulty 7) determines how many cantrips may be cast through the item before it is lost to the Dreaming. Finally,
the caster must have seen the target at some point during the preceeding day (doing so through scrying is acceptable).

1 - Oneirodynia (Chimerical)
-- Denizens of the Dreaming 76
This is the ability to send dreams. The caster has little control over the dream's actual content, but can dictate the
type of dream - generally anything definable in two words or less (e.g., calm flying, sexual nightmare or good
fortune). The caster may also plant one "image" in the dream (a sight, smell, melody, etc.).

System
The caster makes a contested Intelligence + Realm roll against the target's current Willpower or Banality (whichever
is higher). For each success scored over the target's roll, the target will have the dream for one night. The Mists
scale in the Changeling rulebook determines how well the target remembers the dream the next day.

2 - Oneirocritia (Chimerical)
-- Denizens of the Dreaming 76
Meaning "dream reader," this cantrip allows the Oneiromancer to see the content of another person's dreams as they
occur. Though invaluable for turning up blackmail material or other treasured secrets, proper interpretation can be
difficult. The Storyteller should relate dream images in a fragmentary manner so that the caster has to dig through
the waking detritus that commonly infests most dreams.

System
The caster rolls her Intelligence + Realm (difficulty equals the target's current Willpower or Banality, whichever is
higher). For each success the caster can read one hour of the target's dreams. The caster may also "capture" parts of the
dream, storing them in a specially carved crystal. To capture these images the caster must spend an additional point of
Glamour and make a Glamour roll (difficulty 7). The Oneiromancer may record one sequence of dream (e.g., the part
where the dreamer is reliving when she murdered her husband) per success. Someone using this cantrip can "read" the
crystal by making a successful Intelligence + Prop roll (difficulty 7). Each success reveals one dream portion within the
capturing crystal.

3 - Oneirataxia (Chimerical)
-- Denizens of the Dreaming 76
At this level the caster may cause the target's midnight fantasies to intrude into his daylight hours, blurring the
borderline between sleep and waking. His dreams become real, manifesting themselves as self-perpetuating chimera
that only the dreamer can see. (Though those with Kenning may catch glimpses of them.) These chimera are
harmless phantasms with no material substance. They appear wholly real to the waking dreamer, however, and dog
his footsteps throughout the day, driving some targets over the brink of madness (especially if he is hiding some sort
of guilty secret).

System
The caster makes a contested roll of his Intelligence + Realm against the target's current Willpower or Banality
(whichever is higher). For each success scored over the target's roll, the target experiences these waking dreams for one
day.

4 - Syncope (Wyrd)
-- Denizens of the Dreaming 76
Defined as the suspension of "heart" or vitality, this cantrip allows a Denizen to enter a dream and interact with the
dreamer. The caster can create phantom chimera and define the overall nature of the dream (though not the
dreamer's reactions to it). The true danger of this cantrip rests in its ability to allow the caster to steal Stamina or
Glamour from her victim. This is the well-known "hag-riding" or "succubus dream" featured so prominently in
legends.

System
The caster rolls her current Glamour (difficulty equals the target's current Willpower or Banality, whichever is higher).
For each success the caster can inhabit the target's dreams for one full sleep cycle. To steal health or Glamour the caster
must spend an additional point of Glamour and make a contested roll Intelligence + Realm roll against the target's
current Willpower or Banality (whichever is higher). The caster may steal a point of Glamour or Stamina for each
success and may repeat this once every sleep cycle. The victim's Attributes may never drop below one in these dreams.
Once a sleep cycle those with fae sight may make a Perception + Kenning roll (difficulty 8) to notice that someone is
"tampering" with their (or someone they are observing's) dreams. Once this has been determined, the dreamer can make
an opposed Willpower roll to force the intruder out of his mind. To help someone else, the fae must awaken the
dreamer, breaking the sleep cycle.

5 - Expiation (Wyrd)
-- Denizens of the Dreaming 77
So named because of its ability to burn away the physical "dross" in its victims, this cantrip can literally turn
Autumn inhabitants or material into dreams. The cantrip's victim actually becomes a living, sentient chimera and is
left to cope with his new reality as best he can. Newly formed chimera don't automatically gain Redes, though
supernatural powers translate into chimerical equivalents. Thus, the car salesman who cheated a Denizen is
reletively defenseless (and terrified) in his new dream state, but a werewolf may still depend on chimerical
equivalents of his Gifts. In the case of long term Expiation, the victim floats farther and farther from the waking
world. Depending on how many people knew him, memories of the person fade at different rates (it's easier to make
a transient drifter disappear than a well-known celebrity). Even physical manifestations of the person's life
(photographs, birth certificate, etc.) fade in time, though they may spark someone's memory while they remain.
Similarly, used with other Realms, it is far easier to make a set of keys disappear than a famous cathedral (not to
mention the Banality backlash inherent to the latter example). The rumor that something along these lines may have
happened to the missing King David has sent some of his subjects into a panic.

System
The caster rolls Intelligence + Realm against the Willpower or Banality of the target (whichever is higher). The
number of successes scored over the target's roll determines the cantrip's duration. Those who have undergone the
Changeling Way ritual add +2 Willpower for the purpose of resisting this cantrip. Expiation does not work on
Denizens, chimera, Thallain or other creatures who are already fully spirit, though it can force a Denizen from a
possessed body or undo the Manifestation cantrip. A Denizen possessing a mundane body may suddenly find
himself standing next to a very confused human chimera, while a Manifested Denizen or changeling may suddenly
find herself in Phantom Form. Even those permanently Expiated may eventually regain their physical form, though
this may become the object of a major quest. Once the last person has forgotten the victim, however (no matter how
many successes were originally scored), no power except for the original caster's permission may bring them back -
though they might live forever in the Dreaming.

Successes
1: One Day. Those who have met the person only once or twice forget him.
2: One week. Distant associations forget him.
3: One month. Daily acquaintences forget him.
4: One year. Friends forget him. Minor physical attributes (photographs, personal effects, etc.) disappear or are
misplaced.
5: Permanent. Loved ones and foes forget him. All remaining reminders of the person (bank records, personal
letters, works of art, etc.) disappear, are misplaced or are attributed to others over the next few years.

Primal (Stamina)
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.

1 - Willow Whisper (Chimerical)


-- Changeling: The Dreaming, 2nd Ed. 178
-- Changeling: The Dreaming 200
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.

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

2 - Eldritch Prime (Chimerical)


-- Changeling: The Dreaming, 2nd Ed. 178
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.

3 - Oakenshield (Chimerical)
-- Changeling: The Dreaming 201
-- Changeling: The Dreaming, 2nd Ed. 179
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 of
Oakenshield negates the successes gained by any previous castings of it.

4 - Heather Balm/Holly Strike (Chimerical or Wyrd)


-- Changeling: The Dreaming, 2nd Ed. 179
Note: Due to many examples of Holly strike being used without going wyrd, Primal:4 has been changed to Chimerical
or Wyrd. This is an editors change, and not offical WW cannon. Offical WW cannon has Holly Strike as Chimerical
Only.

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.

5 - Elder-Form (Wyrd)
-- Changeling: The Dreaming 201
-- Changeling: The Dreaming, 2nd Ed. 180
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, bnthe 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.

Successes
1: One turn
2: One hour
3: One day
4: Three days
5: One week

Pyretics (Dexterity)
Half a million years ago, mortals discovered the lure and beauty of fire. The fae have been playing with its beautiful
might for considerably longer. They can control the powers of the will-o'-the-wisp and create servants of living fire.
This Art uses Glamour to weave and shape flame into pleasing shapes and effects.

1 - Will-O'-the-Wisp (Chimerical)
-- Changeling Players Guide 169
This cantrip creates a ball of chimerical flame that will lead its creator to a specific place, person or object. This
cantrip is often used as the "lead dog" in a hunt. The will-o'-the-wisp tends to weave and wander a lot, often not
taking the most direct path but usually the safest.

System
The Realm defines where or what you are being led towards.

Successes
The number of successes determines how direct and safe a route the will-o'-the-wisp will take. One success means
that the route will be meandering and possibly treacherous, while five successes indicates that it will follow the most
direct and safest route.

Realms
Actor - Describes whom you are hunting.
Fae - Describes whom you are hunting.
Nature - Describes what or whom you are hunting.
Prop - Describes what you are hunting.
Scene - Describes the location you are seeking.

2 - Willow Light (Chimerical)


-- Changeling Players Guide 170
This cantrip will allow you to illuminate or cast auras of light upon objects or places. With this cantrip you can
cause objects or people to glow, or even cause an entire palce to become lit with this phosphoresence. This effect
will last for one hour for each point of Glamour spent on its creation.

System
The Realm determines what or where can be illuminated. The number of successes determines how bright the glow
will be.

Successes
1: Dim light (Christmas tree light)
2: Visiable light (60 watt bulb)
3: Bright light (100 watt bulb)
4: Incandescent light (Halogen bulb)
5: Blinding light (10,000 watt blub)

Realms
Actor - Determines who can be illuminated.
Fae - Determines who can be illuminated.
Nature - Determines what or where can be illuminated.
Prop - Determines what can be illuminated.
Scene - Determines where can be illuminated.

3 - Prometheus' Fist (Chimerical)


-- Changeling Players Guide 170
This cantrip allows you to completely engulf an object in flame. These objects will burn with temendous heat, but
will not affect you or the object, though they will burn anything else that they come into contact with. This cantrip is
often used to create flaming weapons, inflicting horrible wounds upon the victim of such an attack. These flames are
not flammable in that they will not actually catch other materials on fire, but they will cause chimerical burn-
wounds. The effect will last for one turn for each point of Glamour spent at the time of casting.

System
The number of successes determines the intensity of the flame and how many extra dice of damage a weapon will
cause, or how much damage will be caused by coming into contact with the flame.

Successes
1: One die of damage
2: Two dice of damage
3: Three dice of damage
4: Four dice of damage
5: Five dice of damage

Realms
Actor - Describes who can be wreathed in flame.
Fae - Describes who can be wreathed in flame.
Nature - Describes what can be wreathed in flame.
Prop - Describes what can be wreathed in flame.
Scene - Describes a location or place can be engulfed in flame.

4 - Burn and Boil (Chimerical)


-- Changeling Players Guide 170
This cantrip allows you to engulf a chosen target in searing fire, generally consuming the target within minutes or
even seconds. This flame becomes normal flame once it is released, igniting and burning the target of the cantrip
just as normal flame would (see Fire, pg. 248 in Changeling: The Dreaming 2nd Edition).

System
The successes determine how many Health Levels of damage are caused by the effects of this cantrip.
Successes
1: One Health Level
2: Two Health Levels
3: Three Health Levels
4: Four Health Levels
5: Five Health Levels

Realms
Actor - Describes who may be consumed by flames.
Fae - Describes who may be consumed by flames.
Nature - Describes what may be consumed by flames.
Prop - Describes what may be consumed by flames.
Scene - Describes a place that may be consumed by flames.

5 - Star Body (Chimerical)


-- Changeling Players Guide 170
By performing this cantrip, you can transform something into living flame, keeping all its intristic abilities and
powers intact - a cat will still be a cat, a sword will still be a sword, a person will still be able to move about and
think for herself, etc. This cantrip is often used to create more formidable freehold guardians and other beasts.
Anything considered part of an object or person will usually be transformed as well, such as equipment, weapons,
etc. As with Prometheus' Fist, the fire created by this cantrip does not harm the caster. The flame itself is magical,
and will not ignite other objects unless a creature so transformed desires to. Creatures or objects so transformed
inflict three extra Health Levels of burning damage, in addition to any damage they normally do.

System
The successes determine the length of time that the target of the cantrip will remain transformed.

Successes
1: One turn
2: One minute
3: One hour
4: One day
5: One week

Realms
Actor - Describes who can be transformed.
Fae - Describes who can be transformed.
Nature - Describes what and where can be transformed.
Prop - Describes what can be transformed.
Scene - Describes where things may be transformed.

Skycraft (Stamina)
Since the dawn of time, mankind has bade offerings to the gods before undergoing an aquatic journey of any sort, The
changelings who know Skycraft protect it well, as they understand the power of this potent Art, Masters of Skycraft
can control the storms that whip the seas into their frenzy, and through this, the lives of whoever may be traveling
there. (note: none of these cantrips have much effect under water.)

1 - Thunderclap (Chimerical or Wyrd)


-- World of Darkness: Blood-Dimmed Tides 80
The cantrip produces a dramatic thunderclap and lightning flash in conjuntion with some dramatic gestures, such as
raising a sword or trident, or entering a room. This is most often used to create fear in an iooinent, or warn ships away
from certain areas.

System
The thunderclap itself is harmless, although an unwary person at ground zero might be temporarily stunned or
deafened. The realm decrees just how the thunderclap is generated. For example, Actor and Fae indicated that the
thunder will sound when the target gestures, while nature or prop would set the thunder to discharge when the given
object is raised.

Successes - Distance
1: Half Mile
2: One Mile
3: Three Miles
4: Five Miles
5: Ten Miles

2 - Compass Winds (Chimerical or Wyrd)


-- World of Darkness: Blood-Dimmed Tides 81
The caster creates a strong wind and directs it at a certain target. This wind lasts as long as the Changeling maintains
concentration on the object, Its strength is varible, but can be enough to push a ship or knock over a grown man.

System
The realm determines the target of the cantrip, and the number of successes determines the wind's Strength. Note that
nerfolk must remain at least partially above the surface in order to maintain concentration on the wind.

Sucesses - Strenght
1: 10 Miles an Hour
2: 20 Miles an Hour
3: 40 Miles an Hour
4: 60 Miles an Hour
5: 80 Miles an Hour

3 - Dark Sky (Chimerical or Wyrd)


-- World of Darkness: Blood-Dimmed Tides 81
The changeling can darken the sky with low-lying storm clouds and create an ominous fog to cloak a specific target,
The fog works both ways, naturally, those who are cloaked in fog have no easier time seeing out that others do seeing
in. The effect can be disasterious to a ship or aircraft, as well as portentially dangerious to an individual.

System
The realm determines who or what can be cloaked.

Successes - Visiblity
1: Hazy; 40 feet visibility
2: Cloudy; 20 feet visibility
3: Murky; 10 feet visibility
4: Thick; 5 feet visibility
5: Pea Soup; 1 foot visibility

4 - Stormcraft (Chimerical or Wyrd)


-- World of Darkness: Blood-Dimmed Tides 81
The changeling using this cantrip can summon down the clouds themselves in the form of a terible storm. The storm
wreaks its fury relentlessly on the subject of the cantrip until the changeling ceases to concentrate. However, sometimes
the storms can rage out of control and begin wrecking destruction at random. Often, the sotrm has an ominously human
appearance, like a sneering human face or anangry old man. (These are usually more common in the chimerical
castings.)
System
The realm determines the cantrip's target. For instance, prop can call down a storm on a vessle. Naturally, the most
commonely used realm is Scene. At the time of the casting, the storyteller should secretly roll the charater's willpower
(difficulty 7) to determine the changeling's level of control over the storm. If the roll is successful, the storm ends when
the changeling bids it to or stops concentrating. If the roll fails, the storm may linger too long or end too quickly. On a
botch, it goes after things the Changeling would perfer to keep safe.

Successes - Strenght
1: Drizzle
2: Shower
3: Thunderstorm
4: Tempest
5: Monsoon

5 - Call Lightning (Chimerical or Wyrd)


-- World of Darkness: Blood-Dimmed Tides 82
This devistating cantrip holds a place of fear in the hearts of all kithain, as the user actually uses his body to channel a
lightning bolt down from a cloudless sky and fry his victim. Often only used in times of extreme urgency, Call
Lightning does an unholy amount of damage to a target.

System
The realm deterimines the target. The lightning bolt does 5 dice of damage to its target, pluse one for every success on
the roll. The damage is concidered aggrivated, unless the lightning strike is chimerical in nature.

Soothsay (Intelligence)
Soothsay is the Art of divination, prediction and interaction with Ddn, the fae belief in fate. D£n 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.

1 - Omen (Chimerical)
-- Changeling: The Dreaming 202
-- Changeling: The Dreaming, 2nd Ed. 180
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."

Successes
1: One clue about the immediate plan of the target
2: One clue about the target's Demeanor or general disposition (if target is a Changeling, one clue about Court
alliance)
3: One clue about a long-term goal of the target
4: One clue about the inner Nature (or Legacy) of the target
5: One clue about a closely guarded secret of the target

2 - Fair Is Foul and Foul Is Fair (Chimerical)


Changeling: The Dreaming, 2nd Ed. 181
provides the subject with good luck or curses him with a string of bad luck. Effects aren't cumulative, and successive
castings on a subject are at +1 Difficulty. Note that multiple castings of this cantrip may have bad effects on the caster
(like the Difficulty for one task the Storyteller deems appropriate being raised by one). Successes determine the
luckiness or unluckiness of the event:

Successes
1: Find/lose something small (car keys)
2: Find/lose something valuable (a valued friend)
3: Find/lose something treasured (a passionate love)
4: Find/lose a major element (a magical sword)
5: Find/lose something critical (a major magical tome)

3 - Tattletale (Chimerical)
-- Changeling: The Dreaming 203
-- Changeling: The Dreaming, 2nd Ed. 182
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.

Successes
1: Shimmering glimpses, with breaks and gaps if the object is moved. Visual only, lasting a turn.
2: 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: 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: 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: 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.

4 - Augury (Chimerical)
-- Changeling: The Dreaming 204
-- Changeling: The Dreaming, 2nd Ed. 182
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 of her 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.

Successes
1: Minor event, a scenic element (slight weather change); car keys found; an expected letter arrives.
2: 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: Significant event, freakish weather (lightning strikes a particular person, or a rain of toads falls overL.A.); a dog
reveals his owner's murderer; an ally arrives in the nick of time.
4: Decisive event, wide-ranging elements (basketball-size hail for 36 hours, or black rain for a week); the
statemilitia rebels; the IRS sets up a trust fund for you, based on your tax shelter.
5: 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.

5 - Fate Fire (Chimerical)


-- Changeling: The Dreaming, 2nd Ed. 183
-- Changeling: The Dreaming 205
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 Ddn 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.
Successes
1: 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: The target receives a clear illustration of her Din, 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: 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: 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: 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.

Sovereign (Charisma)
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.

1 - Protocol (Wyrd)
-- Changeling: The Dreaming 205
-- Changeling: The Dreaming, 2nd Ed. 184
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. 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 andnumberof 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).

2 - Dictum (Chimerical or Wyrd)


-- Changeling: The Dreaming 206
-- Changeling: The Dreaming, 2nd Ed. 184
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).

3 - Grandeur (Chimerical)
-- Changeling: The Dreaming 206
-- Changeling: The Dreaming, 2nd Ed. 184
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).

4 - Weaver Ward (Wyrd)


-- Changeling: The Dreaming 207
-- Changeling: The Dreaming, 2nd Ed. 185
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.

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.
5 - Geas/Ban (Chimerical)
-- Changeling: The Dreaming, 2nd Ed. 185
-- Changeling: The Dreaming 207
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 counteweaving. 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.

Successes - Quests or Bans


1: A simple Geas or Ban (drive me to the airport; stop picking your nose).
2: A moderate Geas or Ban (retrieve a known item that has few guards; exile from a place rarely visited).
3: A difficult Geas or Ban (find an unknown person; cease an activity you find important).
4: A nearly impossible Geas or Ban (find an honest politician; exile from an area you've lived in all your life).
5: 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).

Successes - Curses
1: Mild curse (rash or itch).
2: Moderate curse (minor physical ailment or
non-debilitating illness, such as a cold).
3: Major curse (debilitating illness).
4: Catastrophic curse (loss of loved ones, all
possessions, etc.).
5: Deadly curse (death, or worse).
Spirit Link (Perception)
An Art known to the Nunnehi, very few Kithain know of it much less learn it. This Art deals with contacting and, to
some extent, controlling spirits. (Note that this Art is restricted to Nunnehi characters and those Changelings deemed
worthy to be taught it by the Nunnehi. Nunnehi will only teach Spirit Link to a non-Nunnehi if that Changeling has
been adopted by a Nunnehi nation.)

1 - World Sight (Chimerical)


-- Changeling Players Guide 174
Allows the caster to perceive creatures, objects or places in the Upper, Lower and Middle Worlds (see Chapter Three,
"The Nunnehi", in the Player's Guide for more information). You must either be familiar with the subject or possess
something that links you to the subject (a piece of an item associated with the subject, for example). World Sight does
not allow sensory perceptions like those which can be sensed with Tattletale (Soothsay level 3), but allows the Nunnehi
to assess the true spirit of an object, person, or place. Possession by spirits can be revealed by this Cantrip, as well as
the inherent amount of Medicine (Glamour) or spirit power that exists in a place. The number of successes determines
how much can be sensed:

Successes
1: A vague sense of the subject, usually through a momentary vision
2: A slightly distorted though more detailed picture of the subject, and the effect lasts for about five minutes.
3: Your World Sight is clear and distinct, and the effect lasts for a scene. Danger to yourself or the subject of the
Cantrip may be clearly perceived, as can -- strong emotions about the subject.
4: A full, distinct, multi-sensory image of your subject. Lasts for a full day and night. You can sense potential as well
as actual danger from the subject.
5: As with four successes, but you can follow the subject wherever it goes. Lasts as long as the caster wills, or until
s/he is forced by a Stamina + Athletics roll (vs. 7) to end it. You can gain exact information about supernatural or
magical effects surrounding the subject.

2 - Ancestor Speech (Chimerical)


-- Changeling Players Guide 174
The caster may contact the spirit of one of his own or his tribe's ancestors. Only human ancestor spirits may be sought
and consulted with thhis Cantrip; if the ancestor in question was also Nunnehi, he or she may not be contacted unless
his or her immortal faerie soul was destroyed. Ancestor spirits can only answer questions pertaining to the past of the
present moment. Successes indicate the degree of detail imparted by the subject:

Successes
1: Minimal answers to questions and only general counsel
2: Questions are answered incompletely and advice is often cryptic
3: Questions are clearly answered, but replies are subject to interpretation. Counsel is direct, but not detailed.
4: Complete, clearly defined answers and straightforward advice appropriate to the situation, but no other information
is volunteered.
5: Questions are answered and counsel is freely given; in addition, the subject takes the time to mention aspects of the
problem you may not have considered, or explores he possible consequences of actions open to you.

3 - Vision Quest (Chimerical)


-- Changeling Players Guide 176
Allows the caster to gain a vision of the future or seek the answer to a current dilemma by experiencing a waking
dream of the Upper World (see Chapter Three, "The Nunnehi", in the Player's Guide for more information). Unlike the
Augury Cantrip (Soothsay 4), which allows the player to make a statement that the Storyteller then tries to work into
the plot, Vision Quest enables the Storyteller to give the Nunnehi character a brief glimpse into the future that fate has
in store. Successes determine the depth and duration of the vision and its ease of interpretation:

Successes
1: The vision is indistinct and only momentarily remembered
2: The vision lasts several minutes, but what you see is confusing and heavily veiled in symbols.
3: Vision lasts for a scene and resembles a fable or allegory that must be interpreted
4: Vision lasts for several hours and is richly detailed. Symbols can be intrepreted with a fair degree of accuracy.
5: A complex, complete vision lasts until it ends or character chooses to end it; vision may recur in part when actual
circumstances relating to it begin to happen around the caster

4 - Placate (Wyrd)
-- Changeling Players Guide 176
Allows the character to contact the restless spirits of the dead, and make attempts to appease them or induce them to
refrain from disturbing the living. In cases where the spirit's identity is unknown, something belonging to or a place
important to it must be used as the focus for the Cantrip. Although Placate does not give actual power or control over
the spirit, it does allow the living and the dead to negotiate a settlement. Successes indicate the willingness of the spirit
ot allow the caster to appease it and the length of time it will remain placated:

Successes
1: The spirit grudgingly tells you what must be done to appease it for a short time (one day)
2: Spirit regards the offer with hostility and may be appeased for up to a week
3: Spirit is willing to be placated for a month
4: Spirit is anxious for appeasement and agrees to be placated for at least a year
5: Spirit is completely satisfied -- and does not cause trouble again unless it is once again offended

5 - Ghost Dance (Wyrd)


-- Changeling Players Guide 177
Allows the caster to assert actual control over the spirits of the deceased. He may command or compel a ghost to cease
troubling the living, banish it from a particular place or object, or force it to return to the Lower World if it has
managed to cross into the Middle World. Under certain circumstances, this Cantrip can be used by a Nunnehi to raise
an army of ghost warriors, but if such an attempt Botches, the Nunnehi is drawn against his will into the Lower World,
where he must battle the spirits he was trying to command. A Nunnehi who dies in this manner has his faerie soul
forever destroyed and becomes the ghost of his mortal self. The number of successes indicates the degree to which the
spirits of the deceased can be controlled:

Successes
1: Can command a ghost to stop troubling the living, but cannot force it to leave
2: Can command a ghost to cease its disturbance and leave the area for a short period of time (regardless of whether or
not it is appeased)
3: Can permanently banish a ghost from an area or forbid it to trouble an individual
4: Can point the way to the Lower World to a ghost (though you cannot go there yourself) and can force it to leave the
Middle World entirely
5: Can compel the spirits of the dead to do what you tell them, even to raising an army of spirit warriors to do battle
for you.

Tale Craft (Charisma)


Stories represent a living link to the duties Olorun assigned to Eshu himself as messenger and linguist of the orishas.
Over time Elegbara developed the Art of Tale Craft to represent this mastery of their sacred duties. As a potent though
subtle tool in the repertoire of many an eshu wayfarer, Tale Craft helps even the odds against hostile audiences or a
gang of enemies set on taking advantage of the kith's solitary ways.

Usually only elegbara may master all forms of this Art. Occationally they may share a rudimentary knowledge of Tale
Craft with satyrs, pooka, piskies, clurichaun, and rare individuals among the other commoner kith. By ancient custom,
it is forbidden to teach this art to the sidhe in retaliation for stealing the secrets of The Naming art when they fled to
Ilesha during the shattering. Those Elebara who are discovered to have done so are severly punished by the rest of the
Tribe, and the sidhe in question often "disappear"

Some form od storytelling must be included in addition to or as part of all bunks for this art. It can be in a variety of
forms (poetry, song lyrics, etc.) but it must always be present.

1 - Agemo's Blessing (Chimerical)


-- Kithbook: Eshu 89
Sometimes performers must change thier material to match the mood of the crowd. For the Elebara who find
themselves facing hostile sidhe courts or savage redcap cannibals, this presure is even more tangable. This cantrip
allows wily Elebara to ascetain the mood pf the audience before begining their tale in orde to choose a story that fits the
occation. Additionally, it offers a way to save a failing performance by discovering the source f the crowd's
displeasure. the Elebara "sees" the determining mood of the crowd in the form of shifting shapes and colors, which
offer sybolic clues as to the tenor of the audience. Dark colors indicate sadness or tragedy. Red slashes portend anger.
bright colors and pleasing shapes represent a desire for amusement or laughter.

System
The Realms most often applicable are Actor, Fae, or Scene, though clever Elebara may discover how to use other
realms to determine the audience for the cantrip. Most Elebara disguise their bunk for this cantrip as a prologue, joke,
or other mood-setting device.

Successes
Botch: The crowd reacts in the exact opposite way the eshu expected, runining the first impression.
1: A vague idea; monocromatic visuals;no subtley, shapes, or texture.
2: A good guess; one color, which slight shading differences and rough shapes.
3: A soild notion; Multicolor, with some shading and defined shapes.
4: A great grasp; A dance of colors and shading, with multiple defined shapes.
5: An amasing read; everything you need is in this tapestry.

2 - Flickering Firelight (Chimerical)


-- Kithbook: Eshu 90
This cantrip snatches away wisps of incidental chimera born from the audience, allowing the Elegbara to create lighting
and sound effects appropreate to the tale. Though the fragile chimera generated by this cantrip may only enhance the
entertainment value of a tale, a cleaver caster can turn these creations to mischievous uses, such as dropping a room
into near darkness, making phanton sounds echo out of nowhere or simular theatrical tricks.

System
The realm determines the type of effect being generated - Actor or fae for the representations of people or changelings.
Props for music or set peices, Scene for lighting and so on. Thus, truely elaborate productions often require multiple
castings or perhaps several eshu acting in concert, but garner commensurately impressive results.

Chimera created by flickering firelight possess only the barest of substance. They have no reistance to banality, nor can
they harm another in any way. Touching them causes them to dissipate, and they have no will of thier own. Suspicious
onlookers my pierce the illusion by gaining more successes than the caster on a perception + Kenning roll (Difficulty is
the caster's successes + 3) The effect lasts only as long as the story is told.

Note: At some point, a nocker and an eshu are going to come up with the idea that the eshu tells a story about
something, then the nocker uses Infusion on the incidental chimeria. That will work, however, only if the Eshu gets 5
successes to create the incidental chimeria. Without five successes, the material in question cannot survive the
transformation process.

Successes
1: A muffled sound or poor image; No substantial lighting or sound changes possible.
2: Not bad from about 25 feet away; Dim or riase th elights and music.
3: Convincing except for small details; a good likeness
4: Exact reproductions, down to the smallest details; Spotlights and highly specific sound cues are possible as well as
shifts in sound or lighting
5: Absolutely amazing creations; most special effects are possible,

3 - Murmur in the Crowd (Chimerical)


-- Kithbook: Eshu 90
After reading an audience and setting the stage, Elebara next learn to stir up their listener's passions, nudging them in
the direction of the desired emotion or responce. Though most elegbara concider it undignified to augment thier natural
abilities without good cause, performers facing a tough crowd have no problem doing so. The idea or emotion must be
simple enough to be expressed in one or two words and does not consitute a direct order. In addition, the elegara has no
real control over how the crowd chooses to react. An audience of redcaps moved to celebration, for example, will have
a very difference responce from that of an audience of boggans.

System
By Appealing to the emotions or idea in question in thier story, the eshu sends a temporary but powerful pulse of that
particular passion through the crowd. Success moves an audience one step closer to the Eshu's desired position.
Multiple castings of this cantrip on an audience have a cumulative effect, but even one failure sets the audience back to
where they were originally. The effect only lasts for a few minutes after the performance.

Successes
Botch: The phrase, "A hail of sneakers and rotten fruit" is the nicest way of expressing what happens to the mood of
the audience.
1: Barest glimmer; the cantrip's effects last until the end of the performance, Maybe. The audience feels a slight nudge
in the desired direction, but may easily ignore it. Enemies are unmoved.
2: Murmur of approval; Exterior events may still disrupt the effects of the performance. The audiecnce feels a definite
inclination in the desired direction.
3: Mass appeal; for the duration of the performance, the audience feels the desired emotion. Incidental enemies of the
caster are swayed.
4: Tour de force; the passions stirred by the cantrip last up to 10 minutes after the performance, and only those who had
a lasting grudge against the eshu don't feel the pull of the desired emotion.
5: Lasting impression; Even bitter enemies are moved. The passion gradually fades iver the course of an hour after the
performance.

4 - Sticks and Stones (Chimerical or Wyrd)


-- Kithbook: Eshu 91
One of the survival secrets of the largey solitary Elegbara in thier time on the roadt lies in this highly adaptable and
effective cantrip. Used in conjunction with a story, this cantrip creares a chimerical shield from the chimerical words
and images formed from the story. These images swril in a protective circle around the caster, deflecting attacks.

The Elegbara may perform other actions while mantaining the shield, but she cannot move faster than a brisk walk and
suffers a two dice penalty to all such efforts due to the concentration required. She also cannot interrupt it to say more
then one or two words ("Run!" and "Get Help" are popular) without breathing the cantrip.

System
So long as the eshu continues weaving his tale, the shield persists and is treated as normal soak dice, effective against
all forms of direct chimerical attack. With an additonal glamour point, the shield may even protect from such hazards
as fire or gas, thought it cannot protect the caster from total immersion effects, such as drowning. The eshu may include
others within the shield, but each additional person beyond the first costs an additional glamour point and adds +1 to
the cantrip difficulty, and everyone protected must remain in physical contact with the caster or lose protection. The
effect ends when the caster finishes the story or consciously drops the shield.

Successes
1: One extra die for soaking.
2: Two extra dice for soaking.
3: three extra dice for soaking.
4: Four extra dice for soaking.
5: Five extra dice for soaking.
5 - Moment of Truth (Wyrd)
-- Kithbook: Eshu 91
At this level of powerm the Elegbara can use the power of words and names to create substantial illusions. Simular to
the legerdemain Art of Phantom Shadows, any creations must be charaters or other elements of the story the eshu is
telling. Most are dismissed at the end of the tale or perhaps the evening's entertainment, though, they may gain
sentience in the same manner as Phantom Shadows do and require the same Glamour cost to maintain if the caster
wishes to keep them longer. Elegbara are concidered responcible for any actions taken by thier Beings of truth (The
name for entities created with this cantrip), and most keep close track of thier creations until they are dismissed.

System
This cantrip is handled exactly the same as Phantom Shadows, including all costs and Realms required.

Wayfare (Wits)
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.

1 - Hopscotch (Wyrd)
-- Changeling: The Dreaming 208
-- Changeling: The Dreaming, 2nd Ed. 187
Leap trods in a single bound! With this cantrip, the changeling can make herself or others venture (seemingly)
impossible leaps, either up or down. This cantrip is limited by the amount of space available (she could not smash
an enemy into the ground as she could with Gimmix).

System
The Realm is determined by the target imbued with the ability to leap. An item imbued with this ability can be made
to leap as well as people, though the caster must actually will it to do so. Anyone in physical contact with the item
may prevent it from doing so by making an opposed Willpower roll (difficulty 6). Each success reduces the caster's
successes by one. A failed Willpower roll generally means that the item in question rips free from the resisting
parties grasp and leaps into the air. In the case of this cantrip being cast upon a person's clothing, the clothing will
generally rip free (unless it is of particularly sturdy manufacture). This opposed roll cannot be used to stop a person
who has been affected by Hopscotch. Finally, the Scene Realm cannot be used to cause a building to leap into the
air. If the Scene Realm is used to allow multiple people to jump, the successes must be divided among the targets.
For example, Jimble the pooka casts a Hopscotch cantrip on 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 ] imble'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.

Successes
1: Five feet straight up; 15-foot broad jump.
2: One story straight up; 30-foot broad jump.
3: Two stories straight up; 60-foot broad jump.
4: Five stories straight up; 150-foot broad jump.
5: 10 stories straight up; 300-foot broad jump.

Realms
Actor - Makes the target leap thru the air in the general direction that the caster wants.
Fae - Makes the target leap thru the air.
Nature - Makes the target jump into the air, this has little effect on clouds and lightning bolts, but can be damm
scary with bolders and trees.
Prop - Pretend you are the Dukes of Hazzard and leap that pond. Give the ultimate wedgie. Knock someone's socks
off. Literaly.

2 - Quicksilver (Wyrd)
-- Changeling: The Dreaming 208
-- Changeling: The Dreaming, 2nd Ed. 187
Faster than a speeding phoenix! This cantrip allows the changeling or a subject of her choice to move incredibly fast
for brief instances. Others view the Quicksilver target as a blur.

System
The Realm determines the target(s) of this cantrip. Each success allows the changeling to perform an additional
action on her next turn. If the Scene Realm is used to allow multiple people to be affected by Quicksilver, the
successes must be divided among the targets.

Realms
Actor - Allows the target extra actions.
Fae - Can cause a trod to open up faster if its on a time delay.
Nature - Little use on a tree, but can make a lava flow move faily quickly.
Prop - Turn a pistol into a machine gun. Zero to sixty in one second. Speed up that processor.

3 - Portal Passage (Wyrd)


-- Changeling: The Dreaming 208
-- Changeling: The Dreaming, 2nd Ed. 187
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.

Realms
Actor - Think psychic surgery. Reach into the target and pull out that bullet. (Note, this does not harm the target, so
cannot be used as an attack.) Really need to get thru a crowd? This and some scene will let you slip thru the crowd
with ease.
Fae - Open a trod. Make a tunnel thru a magical effect.
Nature - Pass thru the briar patch. Use enough scene, you can make a 'tunnel' thru a storm, sunlight, or fire.
Props - Walk thru a wall. Open a car door. Get your program thru a firewall, virus barrier, or other computer security.

4 - Wind Runner (Wyrd)


-- Changeling: The Dreaming 208
-- Changeling: The Dreaming, 2nd Ed. 187
This cantrip can bestow flight upon the target. The target has full control over where he wants to fly, and for how
long (subject to the limits of the cantrip). Multiple castings are not cumulative, and another Wind Runner cantrip
may not be 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.
Realms
Actor - Allows the target to fly. He is control of the situation, not the caster.
Fae - Enough scene, flying chimerical boats, flying chimerical castles, and other fun things.
Nature - used on a storm, you can move the clouds around to make a clear spot over you. Make water run up hill.
Prop - Think Flubber.

5 - Flicker Flash (Wyrd)


-- Changeling: The Dreaming 208
-- Changeling: The Dreaming, 2nd Ed. 188
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.

Successes
1: Travel takes one hour (or more).
2: Five minutes
3: One minute
4: Ten seconds
5: Instantaneous

Realms
Actor - Teleports the target.
Fae - Move a trod, with enough scene. Teleport the caster. Steal balefire.
Nature - Teleport a storm over a city. Teleport fire into a vampire's haven. Teleport sodium into someone's toilet.
Prop - Teleporting cars take passengers, clothes do not. Teleport a program into a closed network. Teleport a cold iron
grenade into the Duke's Shorts.

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 enchantedmortals 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.
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 areused 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
The realm of people, characters of all kinds. This Realm is used to affect mortals, and includes other supernaturals who
are not changelings, and sentient animals. Boggans, boggarts, clurichauns, kokua, piskies, pu'gwis, and surems all share
an Affinity with this Realm.

1 - True Friend
This is used to affect someone the caster knows well and who is not hostile towards the caster.

2 - Personal Contact
This is used to affect someone the caster has seen more than once and spoken to, they also cannot be hostile toward the
caster.

3 - Familiar Face
This is used to affect someone the caster has seen more than once, and who is not hostile to them.

4 - Complete Stranger
This may be used to affect someone the caster has never met before so long as they bear the caster no ill will.

5 - Dire Enemy
This is used to affect someone who is at odds with the caster, including friends that may be currently hostile towards
the caster.

Fae
The Realm of the Fae, including all things of the Dreaming. This Realm is used to affect changelings, chimera, and
things of Glamour. Ali'i, inuas, nanehi, ogres, satyrs, and trolls all share an Affinity with this Realm.

Changelings and Dark-kin may be cousins, but their differences have a direct effect on how they use cantrips on each
other. Changelings wishing to affect Denizens must have the third level of the Fae Realm to do so, just as if they were
chimera. The same holds true for Denizens trying to affect changelings. Affecting commoners or nobles or their own
kind only calls for each to have the usual levels.

1 - Hearty Commoner
Usable only on a commoner Changelings. All western kith fall under this realm. This includes all Thallain. Note, some
people play that all Sidhe fall under lofty noble, this is a judgement call for the storyteller. If a commoner is granted a
title, he moves up to lofty noble.

2 - Lofty Noble
You may use this realm on a noble Changeling (one who holds a title) Note, all Merfolk are concidered to be titled for
the use of this realm.

3 - Manifold Chimera
This is used to affect any normal chimerical, living and non-living, but only non-magical chimerical items. If a
chimerical item has magical qualities, it falls under the Dweomer of Glamour level of this realm.

4 - Elusive Gallain
This is used to affect any changelings that are not Kithain, and as a catch-all for all creatures that possess Glamour or
are of the Dreaming but fall into no other category. This includes Inanimae, non-western fae, Hsien, as well as Fuath,
Muses, and agents of Fate.

5 - Dweomer of Glamour
This is used to affect cantrips, treasures, enchantments, dross, freeholds, trods and other things which possess Glamour
or some other form of magic (Freeholds, cantrips, treasures, dross, balefire, trods, and exceptionally magical creatures);
you need this Realm to cast Cantrips on Cantrips.

Nature
This realm covers the powers, elements and forces of nature. This Realm is used to affect things of the natural world
which have not been changed by the hand of man, and are not magical or enchanted. Beasties, ghille dhu, kahunas,
kachinas, numuzo'ho, pooka, redcaps, rock giants, selkies, sidhe of House Scathach, tunghat, water babies, and yunwi
amai'yine'hi all share an Affinity with this Realm (by far the most common Affinity).

1 - Raw Material
This realm can be used on unliving organic materials (wood, sticks, stones, straw, anything alive and now dead).

2 - Verdant Forest
You can use this realm to affect anything that is alive but not an animal. Examples would be trees, plants, alge, and
fungus. Note, naturally occuring chimerical plants can fall under the nature realm at the Storyteller's choice, but would
not include talking trees or golden apples. These are truely under the fae realm.

3 - Feral Animal
You may use this realm only on living, non-sentient animals. This includes mammals, insects, and all things that move
and grow. It would also include bactera and viruses. At the storytellers choice, this can also be used against 'normal'
chimerical animals.

4 - Natural Phenomena
This realm can only be used on natural phenomena. (Weather, volcanic eruptions, wind, lightning, earthquakes, river
currents, ocean waves, gravity, sunlight) This level deals with naturally occuring energy patterns and phenomena, not
the material itself. This would target the energy in a cloud, not the cloud itself. Note, this does not cover man-made
energy or energy modified by machines or caused by actors or self-aware creatures. Techically, you could target the
energy in a tiger's leap, but not target the energy in a man's punch. See Prop for non-natural energy.

5 - Base Element
Usable only on raw natural elements (such as those on the periodic table) or the four traditional elements of fire, air,
earth and water. Some would ask, is not fire a natural phenomena? This is a judgement call for the individual
storyteller, but white wolf cannon is: No.

Prop
This realm refers to objects that are not natural and crafted by human hands. This includes all things created and
crafted: clothing, tools, vehicles, etc. Canotili, goblins, hana, nockers, sluagh, spriggans, thought-crafters and yunwi
tsundsi all share an Affinity with this Realm.

1 - Ornate Garb
This realm can be used on anything that is commonly worn (clothes, jewelry, and even tattoos)This is also the catch all
for things that don't seem to fit elsewhere. (A book, a statue, etc.)

2 - Crafted Tool
This refers to a single handheld item having no moving or electronic parts. Weapons like swords, axes and staves fall
into this category; guns do not. It has to be a tool of some sort, something you manipulate.

3 - Mechanical Device
An item with moveable parts, but not requiring fuel to operate (wind-up watch, gun, lawn chair, a bicycle, a slide ruler,
a sling shot)

4 - Complex Machine
This refers to a single item having both moving and electronic components, but which is easily explained and
understood (cars, toaster ovens and printing presses fall into this category, but microwave ovens, televisions and
computers do not). The object need not be hand-held. This is also the level at which you can manipulate the crafted
energy, as long as it's straight forward. (Light, heat, magnets)

5 - Arcane Artifact
This refers to a single item containing electronic and moving parts that is not easily understood or explained (a CD
player, an X-ray machine, a computer, etc.). It also covers complex energy patterns. (Manipulated sub-atomic particals
in a accellerator, X-rays, Cosmic radiation)

Scene
The Realm of places, this allows the caster to affect multiple targets, though she must have the appropriate Realm(s) to
affect those targets as well (she cannot use Scene 3 by itself to affect a playground full of children). Bogies, eshu, and
may-may-gway-shi all share an Affinity with this Realm.

1 - The Chamber
Up to 25 square feet.

2 - The Cottage
Up to 200 square feet.

3 - The House
Up to 750 square feet.

4 - The Park
Up to 2000 square feet.

5 - The Kingdom
Up to 50,000 square feet.
Time
This Realm allows the caster to place a time delay on a cantrip casting. She can cast the cantrip, leave, and 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:

1 - One Turn

2 - One hour

3 - One day

4 - One week

5 - One month

The cantrip can be trigged at any time before the time delay is up. However, the trigger must be set at the time of the
casting. It can either go off at a set time, or if a unambiguous condition is met, not both. (When someone opens this
door, When the sun rises) Ambiguous conditions (When someone lies, when the person who stole my axe enters my
room) will fail. Using someone as the trigger requires either the person or item be present at the time of casting, or a
part of the trigger is present at the time of casting. So if you want it to explode when Phil touches the box, you better
have some of Phil's hair.

Note: You may have as many cantrips 'hung' as you have permament glamour. Attempting to hang another cantrip
will cause a random hung cantrip to fail, using up all glamour in the process, which will include the cantrip being
cast. Also note, a hung cantrip that is triggered by an action, but that action does not occure before the time limit is
up, will fizzle with no effect.
Appendix A:
Sample Bunks
Bunks are really hard to quantify. The only consistant thing is that it takes aproximately one action per level of the
bunk. This is a list of possible bunks.They are just ideas and are not given levels or arts they match to, because,
well, you can really mix and match depending on the circumstances.

A Rose by Any Other Name - Pull out a rose and smell it. then recite a lyric comparing love to a rose.

Use the Force! - Light a flashlight, declare yourself a Jedi Knight, and swing it about like a light saber

Sailor Moon Attack Bunk - Shout your Realm, then yourArt in a bad female Japanesse accent while doing a cool
dance.

American Sailor Moon Attack Bunk - Shout your kith,then Realm,Art, and a verb in a bad valley girl accent while
doing a cool dance.

The Siren - Hum, sing, or play a song that denotes your intentions. If you intend on a fuddle sing or play "Ball of
Confusion" by the Temptations. If you want to fugue, sing or play "I Can't Remember" by Peter Gabriel.

Brain Too Big - Find a large word in a dictionary, and use it correctly in a sentence.

Who's There? - Tell knock-knock jokes, one behind the other until somebody asks you to stop, either politely or not.

Euphemism - Pick something about your target and speak three euphemisms on a topic related. If you want to talk
about sex, say "horizontal mambo, knocking boots, doing the nasty."

Roll Call - Name five (5) lost dreamers of a type they have in common. Lost dreamers being people too famous to
be producing an awful lot of useful glamour. (Five rock musicians: Phil Collins, Madonna, Michael Jackson, Prince,
Peter Gabriel -- Five Celebrated Authors: Anne Rice, Mercedes Lackey, Piers Anthony, Stephen King, Nancy A.
Collins.)

If You Believe... - Clap Your Hands as hard as you can, a la peter pan.

Hambone - Do the hambone between chest and thighs for 10 seconds.

Shim-Sham - Sprinkle sand, salt, or sugar on the floor and do a brief soft-shoe in it, careful to make noise from the
stuff on the floor.

Heads Up! - Throw something harmless at your target--a cookie, a frisbee, a paper back book, a flower.

The Future - Quote Star Trek, Isaac Asimov, or other source known for futuristic technology. Must be at least 2
lines of dialogue.

Bubble Gum - Blow a Bubble with Bubble Gum.

En Chocolate Verite - Eat Chocolate.

We be Jammin' - Eat three different flavors of jam, straight, no bread, no crackers.

Fives - Draw 5 pentagrams on 5 different surfaces, then destroy them. (i.e. burn the piece of paper, eat the piece of
bread, wipe away the drawing off the wall, etc.)

One Ringy Dingy - Ring a bell. Can be a gong, a telephone bell, a doorbell, etc.
Superstitious - Walk down the block making sure not to step on a crack or a line. Say the rhyme if you do step on
one.

You Remind me of the Babe - If you've seen Labyrinth, you know this one...get a crystal ball and have it dance with
your hand

Tattletale – Tell someone about someon else’s mistakes.

The TV People - Turn on an old b/w TV to a channel which never gives anything but static and snow.

Ouija Board – Use a Ouija board. Seems easy enough. It seems accurate for a scry.

Evil Stepmother - Purposely poison an apple. Eat it, and fall into the appropriate deathlike sleep. Upon being
revived (presumably you left instructions for someone to revive you or built up the tolerance for Iocaine powder or
something) you can relate what visions you saw while you were under the poison.

Spinning Wheel - You know those colour wheels they used to make us make in school (at least here in the US,
anyway) so we could spin them and get the opitcal illusion? Make one of those and spin it on a record player or
something

Cast the Flames - A small fire (doesn't have to be a big roaring flame) and toss herbs into it--or items that have some
connection to the target of the scry.

Blank Window - Find a window (the more expensive, the better). Knock out one pane with your bare hands,
breaking it. Cut yourself with a shard, then smear blood all around the edge of the blank space left by the missing
pane.

A Spring in My Step - In America, when I was a little kid, they had a toy called 'Kangaroo Shooz.' They basically
were strap ons, much like roller skates, but had springs on the bottom. Obtain or make a pair of those to use.

Lightheaded - Inhale helium and then recite something that is supposed to be deep and ponderous.

Lighthearted - Whistle a cheerful tune. Sesame Street is good for lots of tunes like that.

Lightfooted - Do a dance Gene Kelly would be proud of...but the catch is, your shoes must all be painted in some
bright or light colour that will leave footprints!

Tastes Great, Less Filling - consume one of those flavourless 'Lite!' products. Lite beer, lite popcorn, lite ice cream.

Chevy Chase - Swallow a lit cigarette. I don't think there will be very many people who contend that swallowing a
lit cigarette is not a difficult bunk.

In Your Place, I Fly Instead - Tear the wings off some sort of insect which flies.

Flutterby - Catch a butterfly and entice it to land on your finger.

Fly and be Free! - Catch lightning bugs in a jar. Release them when you want to activate the cantrip.

Ladybug, Ladybug - Catch a ladybug and recite the ladybug poem, then set the ladybug free: Ladybug! Ladybug!
Fly away home! Your house is on fire and your children are alone!

Beanie - Put on one of those beanie hats with a propeller on it.

De Plane! De Plane - Set off one of those toy airplanes that you need a rubberband to make the propeller go.

The Swallow - Sprinkle Salt on your own tail. The old story goes that there is a certain bird (I *think* it is a
swallow) who will not be able to fly if you sprinkle salt on its tail. Not a terribly hard bunk.
My Balloons! - A handful of helium balloons.

Mary Poppins - Open an umbrella over your head and speak in a prim British accent.

Wings of Mayonnaise - Use the medium of mayonnaise, or some other greasy, sticky or messy edible medium to
draw wings. Then eat that.

I Consume Your Soul - Eat chicken, turkey, or duck wings--or the wings of some other flighted bird. Also works
with flighted insects, but it’s best to swallow them alive.

A Bit of Fiber in the Diet? - Rip out a page from a book or magazine with your target location on it. Make sure there
is whitespace on the page. Then recite the rhyme: "Oh, this page so creamy white! It looks so good, I'll take a bite!"
And then do so--chew and swallow.

Burning Bridges - Get a picture of your target, or of the location you plan to go. Mark the four directions on the four
locations of the picture that correspond. Then tear them out. Give NORTH and SOUTH to one person. Give EAST
and WEST to another person. Or, if you really want to be arcane, give one direction each to four different people.
Tell them to count to 25 then burn the pieces of paper.

Attack of the Mutant Animal - Throw a stuffed teddybear (or whatever) at the target

Dark Side of the Moon - Moon your target.

Digital Ninja - Throw a computer disk at your target.

Honk Honk! - Press your target's nose (if there is such) and make a honking noise.

The Pope Trick - Kneel and kiss the ground three times.

Russian Greetings - Kiss your target.

The Toy Soldier - Point a plastic toy gun at your target, then shoot.

Valentin Kononen - Vomit.

Take That Fan Club - Throw your underwear at the target.

Bugs Bunny - Eat a carrot and keep asking "What's up Doc?" in a funny voice.

Bulimia - Eat a large bar of chocolate (at least half lbs) quickly.

Damn It - Swear loudly, using three different rude words.

Good Grief - Wear a sack and sprinkle ash on yourself.

Latest Fashion - Wear a bra on your head.

Roleplayer - Throw all kind of dice (d4, d6, d8, d10, d12, d20 works well)

TV Shop - Sing/whistle any TV commercial jingle.

Fakir - Lie down on a bed of thorns (could be a bush of roses, a pile of broken glass etc).

I Wish That ... - Break a wishbone with someone else. Don't tell what you wished for!

Join the Skinheads - Shave all your hair away!


Marshall Law - Wrap barbed wire around your arm until the end of the scene.

Mr. Gumby - Bang two bricks together.

Naturalists' Demonstration - Take all your clothes off. (You may wear them again later.)

Punk Is Not Dead - Poke a safety-pin through your cheek.

Something Rotten in Denmark - Break a rotten egg and smell the result.

Unholy Water - Sprinkle your target with some alcohol.

Vampiric Masturbation - Make a small bleeding woundinto each of your fingertips on one hand, then suck the
blood.

Anarchist - Break the nearest window.

Hard Times - Cut your belt.

Shower of Cards - Throw a deck of cards into the air and pick all the cards up again.

Alcoholics Anonymous - Drink a bottle of alcohol (any size or strength).

Heil Hitler! - Make the Nazi salute saying your target's name instead of Hitler.

Imperial Rome - Wear a toga - nothing else!

Ku Klux Klan - Burn a small cross.

Look, How Rich I Am! - Throw all money (in cash) you are carrying away. (And don't pick it up afterwards.)

Patriot - Sing any national anthem.

Winner - Pop a bottle of (real) champagne open.

Break Dance - Perform a short break dance. You must have music.

Jesus Imitator - Try to walk on water.

Carl Lewis - Run the 100 metres dash in less than 13 seconds.

King Arthur - Bang two halves of a coconut together and pretend that you are riding.

The Little Scout - Pitch a tent (not a miniature one).

Torremolinos - Let your suitcase open and all the things inside spread on the ground. Yell that you are in a hurry
and late of your plane or bus or taxi!

Abracadabra - Say a silly word over and over, at least ten times.

Veiled in Darkness - Draw a black cloth over someone's eyes.

Naughty, Naughty - Waggle your finger at someone and make tisk, tisk noises.

Gusundheit! - Curse loudly in a foreign language.


Yeah, Yeah, That's It - Tell a clever lie and get someone to believe it.

Beneath You - Insult your subject in front of witnesses.

The Rooster Screams at Midnight - Read bad poetry, one full poem.

Your Health - Offer a full toast to your subject in front of witnesses.

Who's On First - Recite a monologue.

Just the Facts - State aloud someone else's correct name, social security number, and home address three times very
quickly.

Night at the Globe - Recite a Shakespearian monologue correctly.

Darkling Voices - Crawl around the room whispering the horrid fate you wish for your enemy.

Off Key - Whistle and entire song from start to finish.

Flipper - Click continuously with your tongue for half a minute.

Dateline - Read any newspaper story aloud .

Story Hour - Read any children's book aloud, completely start to finish.

Four Corners - Start an argument or fight between two other people.

Poetry Corner - Make up a six-line poem (that rhymes) and recite it.

A Million Stories - Narrate your every action before doing it.

Genealogical Nightmare - Recite the target's lineage back five generations.

Itchy - Scratch an itch, do it thrice.

Whispers Far Away - Pull your earlobe three times.

Grasping Hand - Crush something with your one bare hand.

Puppet - Dangle something on a string.

Leap of Faith - Jump as high as you can and touch the ceiling, or a branch.

Vanna's Revenge - Reveal something by yanking a curtain or cloth off of it.

Om - Assume the full lotus position and meditate.

Marcel's Apprentice - Mime "Walking Into The Wind".

A Tree I Be - Assume the basic Tai Chi "tree" stance (arms spread out, knees bent, hands down like a tree).

Mystic Magics - Perform a magic trick.

Someone Else's Money - With a flourish, throw a breakable, valuable object behind you.

Dragon Song - Make an origami dragon, and throw it at the target.


By the Pricking of my Thumbs - Draw blood from your fingertip and leave three drops of it in a triangle on the
ground.

Willowbark - Make Willowbark tea and drink it.

Seashell - Listen to a seashell.

Burn, Baby, Burn - Set fire to something.

Whistling in the Dark - Imitate a bird call.

Petal Rain - Shower yourself in flower petals.

Soothing Balm - Rub lotion on yourself or on your target.

Ancient Waters - Lick a gemstone and press it to your target.

Sins Forgiven - Sprinkle your target with fresh spring water.

Primitive Instinct - Pound on something like a drum and chant.

Rain Calling - Cut yourself and sprinkle blood on the ground.

Widdershins - Pour curdled milk into a bowl.

Wolfen - Glare Stare psychotically and growl at another person for half a minute.

Draw The Line - Encircle your target with a chalk circle.

Shatterstorm - Break a glass bottle.

Oakenstaff - Carve a walking stick from oak and carry it with you for a day and a night.

Self Scarification - Inflict at least one Health Level of damage to yourself, of a kind that will leave a scar.

Strength of Oak - Break a solid oak branch with your bare hands.

Tears of Rage - Collect tears in a glass vial and sprinkle them on the target.

Lucky Charm - Carefully tear a four-leaf clover into four separate pieces.

Dragon Bones - Roll some dice.

Snap Bone - Break a pencil in three and throw the pieces away.

Crystal Clear - Press a clear quartz crystal to your forehead and concentrate on remembering the first thing you saw
this morning.

Mister Wrong – Declare your love for the target then prove it by breaking your pinkie. This will inflict a wound
level.

Photo Shoot - Cut up a picture of your target.

Burning Issues - Burn a piece of your target (hair, etc).

Sympathy - Hold a lock of the target's hair.


Odin's Power - Rattle a bag of Runes.

Arcana - Shuffle a deck of Tarot cards.

Cauldron Scry - Focus on a small, black, three legged cauldron filled with clear spring water.

Seven Year Gaze - Break a mirror shard, then stare into it.

Celtic Cross - Lay out a ten card Tarot spread.

Odin's Gaze - Scatter runes on the ground and read them.

Tea With The Black Dragon - Drink a steaming hot cup of black Oolong Tea with the leaves still in it. Eat the
leaves.

Bloodmark - Mark a symbol of the subject with your own blood on your own hand.

Mojo Bag - Make a bag full of chicken bones, beads, and beans and rattle it continuously in the presence of your
subject. Then burn the bag.

Forgotten Fires - Chew the wax of a candle burned for seven days.

White Gloves - Put on clean white gloves (they cannot have a speck of dirt on them).

Ask Nicely - Say "please" to the target of the cantrip. Be considerate.

All The World - Make a wide, sweeping gesture with your arms.

Speak Softly - Speak very softly and calmly to the target.

Hangers On - Surround yourself with beautiful people.

The Emperor has Spoken - Ring a gong three times.

Ringing Shout - Holler at the top of your lungs.

Noble Leaders - Issue a direct order.

Attention - Clap your hands three times and whisper your request.

Aura - Use a cantrip, treasure, or spotlight to make your face glow.

Renaming - Forever call someone by a new name that you give him. You can add an epithet to the person's
previously existing name if you wish (eg, "Gurthdas, Slayer of the Daemon of the Gate").

Bejewelled - Touch a necklace or other piece of jewelry crafted by a friend.

By Signet Sealed - Press a Noble's signet into a black wax blob on or near your target.

True Thomas - Tell a story with a moral.

Quest - Gift Give your target something of great value.

Honour the Four Winds - Burn rare Oriental incense, procure an expensive gemstone, light a fire from rare woods,
and obtain a drop of water from every ocean in the world. Place each of these items at the compass points around
you and speak the name of your subject aloud.
Honourable Intentions - Swear an oath to the target.

Runemarks - Make a runic mark on your forehead.

Rumpelstiltskin - Stamp your foot, hard, three times.

Angel's Wings - Stare at the sky.

Shatterglass - Break glass.

Don't Inhale - Burn incense but don't breathe the smoke.

Faerie Dust - Eat a butterfly.

Lose a Key - take a frequently used key off a key chain and throw it someplace irretrievable.

Graffitti - Make your mark on a wall.

Mark a Map - Circle your subject's location on a map.

Spinning Top - Spin around three times then leap into the air.

Fire, Walk With - Me Leap through a flame.

Three Stones - Take three stones and place them in a triangle around the target of the cantrip.

Sword in the Stone - Thrust a blade into the floor.

White Rabbit - Draw a doorway on a wall, then open it.

Geode Pair - Take two halves of a geode stone. Carry one. Plant the other on or near your subject.

Leap of Faith - Leap off a cliff while flapping your arms ... and hope the cantrip works.

Flashing Blades - Slash two blades together, as if sharpening them.

Bug Blatter Beast - Cover your eyes.

Show Respect - Bow, or curtsey.

Salute - Flip someone the Bird.

Tisket A Tasket - Skip across the room.

Cow Chow - Eat a blade of grass.

Prince’s Primer - Hop like a frog.

Ask for Help - Chant a petition to your Ancestors.

Handy Disguise - Put on a mask.

Myxpilix - Speak your True Name backwards.

Adonis - Find a mirror owned by the target of your cantrip, kiss your reflection.

Do the Math - Paint your target with Gematriatic equations.


Soups Up - Boil water and fern-fronds in a copper
cauldron, stirring with a sprig of heather; scatter to
the four quarters.

Artistic Statement - Pulverize a sculpture of your


target and pocket some of the dust.

Turn Back Time - Reassemble a pocket-watch so that the


hands move backwards.

Appendix B:
Art Chart
Aphrodisia (Charisma)
1 - Fancy (Chimerical)
2 - Yearn (Chimerical)
3 - Covet (Chimerical)
4 - Crave (Chimerical)
5 - Need (Chimerical)

Chicanery (Manipulation)
1 - Fuddle (Chimerical)
2 - Veiled Eyes (Chimerical)
3 - Fugue (Chimerical)
4 - Haunted Heart (Chimerical)
5 - Captive Heart (Chimerical)

Chronos (Perception)
1 - Wyrd (Chimerical)
2 - Backward Glance (Chimerical)
3 - Dream Time (Wyrd)
4 - Permanence (Chimerical or Wyrd)
5 - Reversal of Fortune (Chimerical or Wyrd)

Contempt (Wits)
1 - Mockery (Chimerical or Wyrd)
2 - Disobedience (Chimerical or Wyrd)
3 - Insolence (Chimerical)
4 - Devil's Advocate (Chimerical)
5 - Condemnation (Chimerical)

Delusion (Manipulation)
1 - Innocence (Chimerical)
2 - Facade (Chimerical or Wyrd)
3 - Mists of Memory, The (Chimerical)
4 - Depths of Will, The (Chimerical or Wyrd)
5 - Darkest Heart, The (Chimerical)

Discord (Dexterity)
1 - House of Mirrors (Chimerical)
2 - Hermes' Fleetness (Chimerical)
3 - Armilustra (Wyrd)
4 - Whirling Dervish (Wyrd)
5 - Life and Limb (Wyrd)
Dream-Craft (Wits)
1 - Find Silver Path (Chimerical)
2 - The Merry Dance (Chimerical)
3 - Anchor (Chimerical
4 - Dream Riding (Chimerical)
5 - Dream Weaving (Chimerical)

Infusion (Intelligence)
1 - Harden (Chimerical)
2 - Toughen (Chimerical)
3 - FUBAR Generation (Chimerical)
4 - Animantis (Chimerical)
5 - Gilgul (Chimerical)

Kryos (Strength)
1 - Cold Shock (Wyrd)
2 - Gelid Rime (Wyrd)
3 - Frost Facsimile (Wyrd)
4 - Crystal Prison (Chimerical or Wyrd)
5 - Coldheart (Wyrd)

Legerdemain (Dexterity)
1 - Gimmix (Wyld)
2 - Ensnare (Wyrd)
3 - Effigy (Chimerical or Wyrd)
4 - Mooch (Chimerical or Wyrd)
5 - Phantom Shadows (Chimerical)

Metamorphosis (Stamina)
1 - Hidden Form (Wyrd)
2 - Impersonate (Chimerical or Wyrd)
3 - Go Ask Alice (Chimerical or Wyrd)
4 - Merlin's Lessons (Wyrd)
5 - Mythic Transformation (Wyrd)

Naming (Intelligence)
1 - Seek 'n' Spell (Chimerical)
2 - Rune (Chimerical or Wyrd)
3 - Runic Circle (Chimerical)
4 - Saining (Chimerical)
5 - Reweaving (Chimerical or Wyrd)

Oneiromancy (Intelligence)
1 - Oneirodynia (Chimerical)
2 - Oneirocritia (Chimerical)
3 - Oneirataxia (Chimerical)
4 - Syncope (Wyrd)
5 - Expiation (Wyrd)

Primal (Stamina)
1 - Willow Whisper (Chimerical)
2 - Eldritch Prime (Chimerical)
3 - Oakenshield (Chimerical)
4 - Heather Balm/Holly Strike (Chimerical or Wyrd)
5 - Elder-Form (Wyrd)
Pyretics (Dexterity)
1 - Will-O'-the-Wisp (Chimerical)
2 - Willow Light (Chimerical)
3 - Prometheus' Fist (Chimerical)
4 - Burn and Boil (Chimerical)
5 - Star Body (Chimerical)

Skycraft (Stamina)
1 - Thunderclap (Chimerical or Wyrd)
2 - Compass Winds (Chimerical or Wyrd)
3 - Dark Sky (Chimerical or Wyrd)
4 - Stormcraft (Chimerical or Wyrd)
5 - Call Lightning (Chimerical or Wyrd)

Soothsay (Intelligence)
1 - Omen (Chimerical)
2 - Fair Is Foul and Foul Is Fair (Chimerical)
3 - Tattletale (Chimerical)
4 - Augury (Chimerical)
5 - Fate Fire (Chimerical)

Sovereign (Charisma)
1 - Protocol (Wyrd)
2 - Dictum (Chimerical or Wyrd)
3 - Grandeur (Chimerical)
4 - Weaver Ward (Wyrd)
5 - Geas/Ban (Chimerical)

Spirit Link (Perception)


1 - World Sight (Chimerical)
2 - Ancestor Speech (Chimerical)
3 - Vision Quest (Chimerical)
4 - Placate (Wyrd)
5 - Ghost Dance (Wyrd)

Tale Craft (Charisma)


1 - Agemo's Blessing (Chimerical)
2 - Flickering Firelight (Chimerical)
3 - Murmur in the Crowd (Chimerical)
4 - Sticks and Stones (Chimerical or Wyrd)
5 - Moment of Truth (Wyrd)

Wayfare (Wits)
1 - Hopscotch (Wyrd)
2 - Quicksilver (Wyrd)
3 - Portal Passage (Wyrd)
4 - Wind Runner (Wyrd)
5 - Flicker Flash (Wyrd)

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