Changeling Arts

This is where you will find the creation for your Changeling, as well as any house rules.
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Re: Changeling Arts

Post by QuicksilverFox85 » Fri Nov 03, 2017 2:05 am

The fae are at least as old as the world itself, if not older, and have always shared a powerful affinity for the very elemental substance of the world — a few legends even claim that they spun the primal fundament of reality from the inchoate mist of dreams at the dawn of time. Regardless, modern changelings can remember a time when they were kindred to the stones and when they plucked whispers from the air, when they se­duced the flames and bowed before embarking upon the back of Mother Sea. Even today, they still remember many of the secrets of harnessing the elements, and Primal is one of their most useful and widespread sorcerous Arts.

It’s widely accepted that the Kithain learned Primal from their cousins, the inanimae, and that it was once the merest stepping stone toward far grander elemental magic. Those greater Arts were lost in the wake of the Shattering, and today Primal is largely associated with “salt of the earth” changelings, such as boggans, eshu, piskies, and redcaps — though many sidhe nobles quietly dabble in its useful lesser enchantments.

Unleashing: Primal Unleashings place the vast and ancient power of the elemental Arts back into the hands of the Kithain, if only for a moment. Earthquakes, firestorms, trees erupting through pavement and growing to full grandeur in moments — these are the hallmarks of Primal Unleashings, making it one of the most potent and dangerous Arts to loose into the world with little greater direction than “stop them,” “help us,” or “open a path.”

Example Bunks: Primal bunks incorporate props from nature or primal elemental forces. Examples include: Light a match or wave a lighter around, break a stick, make willow bark tea and drink it, coat your hands in mud, listen to a seashell, douse yourself with water, carve a statuette out of wood, draw your target in the dirt with a fingertip, run full speed against a powerful wind, scatter freshly-fallen leaves over your head, pluck a rose and savor its fragrance, leap into a puddle, mark a tree using a sharp stone, or craft a crown of thorns, and wear it.

O Willow Whispers
This useful bit of magic allows the changeling to speak to the world, and hear its replies. She may use Willow Whisper to speak to any plant, animal, object, or natural feature — any stone, any jeweled ring, any shining blade, any beast normally incapable of speech.

System: The Realm selected determines what the changeling may speak to the world about. Actor and Fae would allow her to ask a tree if a certain person has passed by, and what they were doing. Prop and Nature allow the changeling to make inquiries about objects or natural phenomena themselves. The changeling can ask one question per success.

Willow Whisper has two restrictions. First, the changeling must speak in a whisper, and hears all replies as whispers in return — this cantrip is useless at a stock car race or rock concert. Second, no matter how hard she tries, the changeling may never hear the voice of cold iron.

Type: Chimerical

OO Eldritch Prime
This cantrip allows the changeling to conjure up manifesta­tions of the elements of earth, water, wood, fire, or air. This appears in the most natural form possible — water pours down from the sky as rain, or bubbles up from the earth as a small spring, for example. Rocks thrust up from the ground with a rumble. Plants grow up from the ground with unnatural speed. These manifesta­tions can occur in decidedly unnatural locations, however, such as rain happening inside of a building, or flowering branches growing from an angry math teacher’s head like beautiful antlers.

System: The Realm used determines where the element manifests. Actor and Fae could cause it to rain on someone, or for stones to weigh down their pockets, or for plants to sprout from them, or even for them to catch on fire (inflicting dam­age equal to the successes rolled). Nature simply permits the appearance of the elements from the natural world, while Prop could cause howling winds to blast out of an old Buick’s air conditioning system, or cause its trunk to fill up with fertile dirt.

The more successes rolled, the greater the manifestation of the element. A single success would be sufficient only to conjure a few flowers, a glass of water, a few rocks, or a torch’s worth of fire. Three successes could produce half an hour of rain, a wind strong enough to impose a two-die penalty to move against it, a bonfire’s worth of fire, or a tangle of thorny vines. Five successes could call forth rocks big enough to flip a car as they erupt from the ground, a small inferno, enough water to fill a backyard swimming pool, or a young tree.

Type: Wyrd

OOO Oakenshield
This useful cantrip fortifies its target with a protective elemental sheath. Despite the name, this need not necessarily be a coat of armor-like bark; it could also make a person’s skin hard as marble, allow the apparently solid surface of a door to splash and reform like water when struck, or surround a getaway car with an ablative shield of powerful wind.

System: The Realm used determines who or what is fortified. Each success rolled when activating Oakenshield grants the target one extra temporary health level, which lasts until destroyed or until the end of the scene. These temporary health levels are always the first marked when damage is taken, and rather than “retaining” marked damage, the damaged health levels simply vanish. Multiple castings of this cantrip are not cumulative — a new casting always overwrites any existing protection.

Type: Wyrd

OOOO Elder Form
This powerful cantrip allows the changeling to imbue someone or something with the very essence of one of the elements, transforming them into a living manifestation of elemental power.

System: The Realm used determines who or what is transformed, and the effects of the transformation depend on the element called upon.
  • Those enchanted with air become invisible and may float through the air under their own power at their normal Speed.
  • Those enchanted with earth are visibly made of stone and dirt, gaining an additional 3 soak dice. However, they are also very heavy, move at half their Speed, and suffer a -1 penalty to their Dodge.
  • Those enchanted with water become slick, slippery, and fluid. They gain an extra dot of Dexterity. They gain a +2 bonus to rolls to squeeze through tight spaces and narrow confines, while those trying to escape from objects such as handcuffs enchanted by this cantrip take a -2 penalty as the object shifts with them. They can exist underwater without the need for air, and enchanted objects such as books won’t be ruined or damaged by submersion in water.
  • Those enchanted with wood become rooted in place, and cannot be moved from where they stand or rest by any force. They become supple as a reed in the wind, adding a +1 bonus to Dexterity and Stamina-based rolls, and they may slowly regain any damage taken, at a rate of one level of bashing damage per minute and one level of lethal damage per five minutes.
  • Those enchanted with fire become formed of sculpted flame, and inflict one level of automatic lethal damage per turn to anything in direct contact with them. They are themselves immune to fire for the duration of the transformation.
This transformation’s duration depends on the successes rolled: Changeling's Wyrd in turns for 1 success, Changeling's Wyrd in minutes for 2, five minutes per dot of Wyrd for 3, 30 minutes per dot of Wyrd for 4, one hour per dot of Wyrd for 5.

Type: Wyrd

OOOOO Dance of the Five Kings
This potent cantrip makes the changeling the master of the five elements. She commands, and flames and earth and water leap to obey. She may guide any elemental manifestations that are already present to attack, restrain, entrap, clear a path, or simply reshape themselves to her liking.

System: The Realm used determines what the elements can be made to do. Actor and Fae can command the elements to attack individuals (one level of lethal or bashing damage per success, depending on the element used), or restrain or hamper them (the difficulty of the target’s next action rises by one per success). Prop and Nature allow the elements to be reshaped into forms fitting the Realm deployed — a tree could be reshaped into a throne, flames could become impossible burning flowers, and a stone could become an impromptu, but well-balanced, mace.

Type: Wyrd

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Re: Changeling Arts

Post by QuicksilverFox85 » Fri Nov 03, 2017 2:06 am

Every changeling’s soul burns with the power of the Dreaming, but not all learn to harness that flame with the magic of Pyretics. Fire consumes, purifies, protects, and makes new. Kithain from both courts, commoners and nobles, members of all houses, respect the power of the flame and seek knowledge of its secrets.

Unleashing: Unleashing Glamour through Pyretics can burn away impurity or illusions, cause terrible destruction, or make something new again. The character may invoke the Art to create a protective circle of fire, burn away phantoms cast to distract or haunt her, or transform her sweat and tears into molten Glamour, setting everything they touch on fire.

Example Bunks: Unsurprisingly, Pyretics bunks most often involve fire and destruction, but also include removing impurities, cooking, and new life. Example bunks: Burn something, or burn everything, make something broken like new, hold a match under your hand until it blisters, tell a story around a campfire, create a glass sculpture and then smash it, walk on hot coals, or sing a ballad and end just as the runs rises.

O Kindle
A basic but eminently useful cantrip, Kindle heats the focus of the Glamour enough to cause discomfort but not injure. Kindle can cook food, help start a fire, make someone sweat and appear feverish, or heat a gun enough to burn someone touching it.

System: The cantrip’s Realm determines the target(s). When used on something inanimate or non-sentient, the Storyteller should arbitrate the effects of the heat (plants may wilt, metal becomes dangerous to touch, food cooks without a visible source of heat). When cast on a person, animal, or creature, the target incurs a -1 penalties to all rolls due to the distraction and discomfort. The number of successes determines the number of turns the target remains overheated.

Type: Wyrd

OO Illuminate
Countless creation myths from the mortals begin with a divine light piercing the darkness. Changelings adept in Pyretics wield the power at the heart of such stories. By channeling Glamour into this cantrip, the Kithain can create a light which dispels darkness, illusion, and petty subterfuge.

System: The Realm determines the source of the light. Illuminate’s glow reveals anything hidden or obscured. Supernatural illusions, physical disguises, and even base dishonesty become easier to see through while the cantrip’s light shines. The light normally extends out only a few feet in each direction, but can be extended substantially with Scene, and if the cantrip is Wyrd anyone can see clearly in the light. Any supernatural illusion or disguise with a lower power level than the number of successes rolled for the cantrip is revealed. All attempts to lie or hide within the area of the magical light incur a dice pool penalty equal to the number of successes rolled for the cantrip. The effects of Illuminate last for one scene, but may be ended earlier by the caster.

Type: Chimerical or Wyrd

OOO Purify
No impurity withstands sufficient heat, but the student of Pyretics can burn away contaminants with chimerical fire that does not damage or consume the target. Purify makes water and food safe to consume, can destroy infection or poison, and even temporarily cure disease. By coupling the cantrip with the Fae Realm, the caster can even burn away curses and effects from other cantrips.

The cantrip’s Realm dictates what can be purified. Objects and inanimate material have all impurities and contaminants removed. The effects on changelings, mortals, and other creatures depend on the circumstances. The Storyteller should determine what qualifies as an impurity (a curse causing delusion may be temporarily abated, but an illness naturally occurring within the body may not). The number of successes can be compared to the strength of any poison, curse, disease, or ill effect. If the Purify cantrip does not match or exceed the ailment in successes, it returns to the target after the current scene.

Type: Wyrd

OOOO Engulf
Sometimes a changeling just needs to set something on fire. A simple and powerful cantrip, Engulf makes the target combust. The changeling can choose whether the focus of the magic burns from the flame or remains protected from the wreath of magical fire. Once the flame catches to anything else nearby, it burns and spreads as a normal fire, outside the changeling’s control.

System: The Realm determines what combusts or becomes wreathed in flame. The number of successes determines the intensity and duration of the fire, but if it catches anything else alight, that mundane fire will persist and spread. Each success represents the number of turns the target of the cantrip burns or is surrounded with the Pyretic flame. If the cantrip is used to burn the target, they suffer one aggravated damage per turn. If the cantrip surrounded a protected target with the flame, anyone or anything other than the caster or the target touching the flame suffers one aggravated damage per round of contact.

Type: Wyrd

OOOOO Phoenix Song
The phoenix burns to ash, and from the destruction of the flames rises again as new. Mastery of Pyretics grants the changeling the power of new life in the face of destruction. After the changeling invokes the Phoenix Song, if the recipient of this blessing dies or is otherwise destroyed, she or it will burn to ash and rise as new a short time later.

System: The Realm used in the cantrip decides what or who will return if killed or destroyed during the current scene. As soon as the focus of this powerful magic takes fatal damage or is broken beyond repair, the Phoenix Song begins and the subject bursts into flame. The number of successes on the cantrip determines how long the target remains inert and on fire, after which she or it rises like new, fully restored in body and mind: one day for 1 success, one scene for 2, one hour for 3, one minute for 4 and one turn for 5. The Phoenix Song restores all of the target’s Health levels, Willpower, Glamour, and any other relevant resource or aspect of the subject.

Type: Wyrd

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Re: Changeling Arts

Post by QuicksilverFox85 » Fri Nov 03, 2017 2:06 am

Skycraft is the ancient and rarely-seen Art of command over the wind and the thunder. Once upon a time, or so the eshu say, the lords of the fae rode chariots of the winds and hunted the lightning so they could forge it into fine blades and gleaming finery. They called the North Wind to hand, and spoke with the voice of the tornado. Such sheer power has long been lost to the fae, save in the depths of perilous Unleashings, but they retain even now the rudiments of their mastery over the forces of the sky.

Skycraft is a rare Art, favored by its practitioners as a more refined alternative to the common magic of Primal or Wayfare. It is primarily practiced by trolls, and rumored to be much prized by the merfolk and selkies, though some eshu find it a stylish Art that lends them a certain storm-tossed flair.

Unleashing: Skycraft Unleashings are unsubtle affairs of sudden storms, gale-force winds, booming thunder, dancing lightning, and ravaged electronics. They might be deployed to run a ship to port (or send it to the bottom of the sea), paralyze the streets of a major city for an hour with torrential rain and punishing wind, to damage or destroy a building, or to fry a major electrical network.

Example Bunks: Skycraft bunks focus on sound, electricity, open air, and the old ways. Examples include: Clap your hands in a silent room, rattle a sheet of tinfoil, carve a rune into your flesh, draw lightning-bolt streaks on the object of your cantrip, short out an electrical device, whirl a bullroarer, paint yourself blue, howl to the open sky, climb onto a roof in the midst of a storm, turn an umbrella inside out, lick a battery’s terminals, pound a drum, smash your hand into a bowl of water, forecast the weather, run with a windsock until it streams behind you, fly a kite, smash a delicate electronic device, or flip the breakers in an old house.

O Howling Gale
The changeling may call forth a powerful wind, using it to speed the movement of herself or her allies, to confound her enemies, or simply to blow as she desires.

System: The Realm selected determines who the wind aids, or from whence it blows. If used to target a person, the changeling may place a powerful wind at their back, doubling their movement speed for every two successes rolled, or she may cut their movement speed by half for every two successes rolled by setting the wind against them. Such winds last for (Wyrd) minutes. If an object is targeted, the changeling may push it along at (Wyrd) miles per hour for five minutes per success rolled, directing the wind as she pleases. Alternately, she may make an object or person the source of a powerful wind that roars out in all directions, making it difficult for others to approach the one so enchanted (treat all who approach as though the changeling were setting the wind against them; lasts for one minute per dot of Wyrd). Finally, with proper application of Nature, the changeling may simply cause the wind to blow in a certain direction as she wills, with each success gaining her 10 miles per hour of wind speed or 10 minutes of sustained wind, distributed as she sees fit.

Type: Wyrd

OO Electric Gremlins
This cantrip summons a host of gremlins — minor chimerae that play havoc with electrical devices. Gremlins are tiny greenish-yellow creatures blessed with the ability to hide behind anything, no matter how small, when directly observed, whose presence disrupts complex electronics. An individual plagued by a host of gremlins finds complex electronics impossible to manage, as modern technology balks at his presence and refuses to function.

System: The Realm determines who or what the gremlins stalk and harass. Fae and Actor inflict a host of gremlins that disrupt any complex electronics the one so marked attempts to use, or even spends more than a few minutes in close proximity to. Nature and Prop can be used to inflict gremlins on objects and phenomena with similar results, ranging from directly destroying a computer by targeting it, to creating “cursed” stones, coats, and so forth, which play merry hell with electronics in their vicinity.

Electronics targeted by gremlins experience crippling glitches, hangups, errors, short outs, signal disruptions, and even contract mysterious and confounding viruses for no apparent reason, rendering them unusable. The more successes rolled, the longer the gremlins persist: one scene for 1 success, one day for 2, the caster's Wyrd in days for 3, twice the caster's Wyrd in days for 4, and thrice the caster's Wyrd for 5.

Type: Chimerical

OOO Hurricane Speed
The changeling calls down the very essence of the wind itself and infuses it into a person or thing. Those infused with Hurricane Speed not only gain the swiftness of the wind, but also its expansive perspective, quickening their reflexes and reactions. Objects become as one with the wind, carrying themselves tremendous distances once impelled to movement.

System: The Realm used determines who or what is enchanted. If used to enhance an object, each success reduces the object’s weight by half and doubles the distance it can be thrown, pushed, or otherwise impelled. If a person is targeted, each success raises her Initiative by one each round, and every two successes raise her Dexterity by one. This cantrip lasts for the changeling’s Wyrd in rounds.

Type: Wyrd

OOOO Storm Shroud
The changeling calls down the essence of lightning into the target of this cantrip, surrounding it with a flickering nimbus of electrical destruction.

System: The Realm used determines who or what gains a crackling aura. Anyone who comes into contact with this bar­rier, either by touching an object or person or being touched by them in turn (which may require a Brawl or Melee attack) suffers three dice of bashing damage. Storm Shroud lasts for one round per success. The changeling who casts this cantrip is always immune to its effects, and thus can enchant her own weapons or clothing without any danger, although no other characters enjoy such immunity.

Type: Wyrd

OOOOO Lords of Levin
A master of Skycraft commands the very fires of heaven, and may send the lightning to strike down her enemies. This cantrip normally only works under an open sky, but a changeling who has enchanted herself with Storm Shroud may use Lord of Levin to throw lightning bolts from her fingertips so long as Storm Shroud persists.

System: The Realm used determines who the lightning strikes. Lord of Levin’s activation roll is also treated as an attack roll. If successful, this cantrip inflicts 5 dice of lethal damage plus one die per extra success on the activation roll, and stuns the target such that they suffer a –2 penalty to all dice pools until the end of the next turn.

Type: Wyrd

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Joined: Sun Apr 23, 2017 4:30 am

Re: Changeling Arts

Post by QuicksilverFox85 » Fri Nov 03, 2017 2:06 am

Soothsay is the Art of divination, prediction, and interaction with Dán, the fae belief in fate. Changeling seers hold that Dán is a great loom of interwoven strings of destiny, too vast and complex for most minds to untangle. All beings — fae, mortal, and Prodigal alike — are woven into this great tapestry, their actions and ideals looping across and around one another to create the great design that is the world. Occasionally, the forces of Dán become apparent in the form of signs, omens, and portents, if the viewer has the knowledge, instinct, and wisdom to know them for what they are. Soothsay measures these qualities.

This Art is associated with thoughtful, contemplative Kithain. Nobles seek masters of Soothsay as seers and advisors, while commoners revere them for the wisdom they offer. This Art is most often practiced by sidhe sorcerers and eshu seers, but is also known for ancient associations with satyr grumps.

Unleashing: Soothsay Unleashings are often considered among the most dangerous phenomena in the Dreaming, for they lay bare the full tapestry of Dán—a dangerous thing for any seer. Unleashing this Art reveals the future, for good or ill, and almost always reveals more than the bare essentials the seer hoped to learn, complicating her destiny in the process.

Example Bunks: Soothsay bunks tend to involve traditional and nontraditional acts of divination. Examples include: Lay out a tarot reading, drink down a bowl of tea and read the leaves, shatter a mirror and examine the fragments, perform scapulomancy, eat a fortune cookie, hypnotize a friend and quiz them on the future, interpret clouds, take hallucinogens, sit in a smoke lodge, shake a magic 8 ball, program a random algorithm to replicate a magic 8 ball.

O Omen
This rudimentary cantrip provides the briefest of glimpses at the thread of a person, place, or thing’s destiny. The Omen revealed is always vague, and rarely concerned with immediate events — at this level, the seer can at best glimpse the broad nature of a thing’s destiny.

System: The Realm selected determines what the Omen is about — usually Fae or Actor, although it’s certainly possible to conjure an Omen about a place or object. The more successes rolled, the deeper the Omen may reach to hint at the truth of its subject, although no matter how many successes are rolled, Omens are always subject to some interpretation.
Multiple castings upon the same target within a single story cumulatively cost one additional point of Glamour with each repeated casting, as the threads of Dán become increasingly tangled.
  • One Success: The seer may seek one clue about an immediate plan of the target or the near-future of an object.
  • Two Successes: one clue about the outward demeanor or Court allegiance of the target, or whether the object is lucky or ill-omened.
  • Three Successes: one clue about a long-term goal of the target, or where the object will be in the future
  • Four Successes: one clue about the inner nature or Legacy of the target, or whether the object is of great importance.
  • Five Successes: one clue about a closely-guarded secret of the target, or the defining moment of the object’s destiny.
Type: Chimerical

OO Seer's Wisp
The seer gains the ability to conjure a bright fragment from the heart of the Dreaming, to lead her where she needs to journey. She may whisper into the Wisp the name or a description of the thing or person or place she seeks, and it will lead her there unerringly along the paths of Dán.

System: The Realm dictates who or what the changeling is trying to find. The more successes rolled, the more direct and safer the path down which the Wisp leads the changeling. This cantrip only lasts for one hour per dot of the seer’s Wyrd, and can only be used to seek a single subject once per story, severely limiting its effectiveness as a tool to resolve legendary quests. One odd quirk of this cantrip is that while the Wisp is entirely chimerical, mortals with low Banality (6 or less) can sometimes glimpse its light, particularly by night and in lonely places.

Type: Chimerical

OOO Tattletale
This useful cantrip allows the seer to scry distant scenes through an object or individual she has ensorcelled for this purpose. Traditionally, anything in the immediate vicinity of the Tattletale focus is displayed in a nearby reflective surface or surface of the changeling’s choosing, though some nocker seers have been known to display the results of Tattletale on old television screens or computer monitors. The changeling can use any perception-based cantrip through the focus once a connection has been established.

System: The Realm used determines who or what becomes the focus of Tattletale. Dedicating a person or object as a focus requires some sort of ritual invocation which may be improvised and differs from seer to seer, but is generally fairly obvious in intent — it takes some fairly skilled trickery to make someone into a Tattletale focus without them realizing what’s happening. Dedication as a focus lasts for one day per success rolled. The seer can scry through her focus whenever she likes, but must place all of her concentration into such scrying.

Type: Chimerical

OOOO Augury
The seer reaches deep into the weave and weft of Dán, coaxing the forces of fate and the Dreaming to reveal a path toward his heart’s desire. Augury is a notoriously treacherous and uncertain Art, for the path it reveals is always fragmen­tary and clouded — but followed diligently, it will lead to the future the changeling seeks. Rather than providing a list of instructions to achieve the goal queried, Augury instead provides tantalizing hints, clues, portents, and interpretive visions. But Augury merely promises a fated road — not a short, easy, or cheap one. The more precious the future sought with this cantrip, the more demanding the road it lays out tends to be.

System: The Realm used corresponds to what is sought — the love of a mortal would require Actor, while a lost heirloom would demand Prop, for example. If cast on behalf of another, then a secondary Realm must be used as well (generally Actor or Fae). The seer receives one clue, signpost, or omen per success rolled. Only one attempt can be made to find a specific fortune or destiny with his cantrip per story.

Type: Chimerical

OOOOO Fate Fire
In this, the greatest feat of Soothsay, the seer lays her hands directly upon the threads that make up the great tapestry of Dán and bends them to her will, blessing a subject with good fortune or cursing them with dire portents. The precise expression of this manipulation of destiny is always difficult to predict, but the signs cannot be mistaken.

System: The Realm used determines who or what is blessed or cursed. If a person is blessed, then she’ll gain one automatic success per success rolled on Fate Fire’s activation at an auspicious moment of the Storyteller’s choosing at some point during the current story. If cursed, each success removes a success on a roll in a dire time of difficulty of the Storyteller’s choosing, also at some point during the same story. Furthermore, all rolls for the rest of the scene after Fate Fire kicks in add or subtract one automatic success (depending on whether a blessing or curse has been laid).

Blessings and curses affect objects in the same way, but tend to center on uses of the object or attempts to do something momentous to or within locales, rather than attaching to a particular person. Fate Fire can linger on an object for an indefinite time, until a properly fortuitous moment arises. An object or individual can’t have more than one use of Fate Fire hanging over them at a time, although a second use of Fate Fire can be used to “fight” a hanging blessing or curse, canceling successes on a one-for-one basis. This costs one point of Glamour to attempt, however.

Type: Chimerical

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Re: Changeling Arts

Post by QuicksilverFox85 » Fri Nov 03, 2017 2:07 am

Sovereign forces others to obey, or at least observe, the authority of the wielder. An ancient Art traditionally used by sidhe rulers to enforce obedience from their subjects, Sovereign became more prevalent among commoners as changelings spent more time trapped on Earth. Now that the Art of nobility no longer remains tightly controlled, the commoners have discovered that Sovereign confers significant authority, even without title.

Characters employing Sovereign can attempt to exert their will over anything and anyone else; however, doing so to those of higher position or title is not only significantly more difficult, but the breach of etiquette may result in serious consequences. Changeling society still observes and adheres to strict enforcement of court rules, at least within the domains of dukes, barons, and kings. Attempting to cast a Sovereign cantrip on a kith of higher rank could result in loss of title, imprisonment, or even exile.

If a character attempts to use Sovereign on anyone who holds a higher status, such as their boss or a famous movie star, add a one-die penalty. Context and environment matter when determining relative status. A renowned boggan chef in her restaurant would be top of the food chain, but when she’s bailing the other members of her motley out of jail none of that clout follows her (unless the jailor happens to be a foodie and recognizes her). Additionally, any changeling of equal or greater Title may resist the effects of Sovereign for the duration of the cantrip by spending one Willpower.

Unleashing: Sovereign magic expresses mastery, nobility, privilege, and grace. Unleashing Sovereign can turn the character into the unquestionable leader (“I am in charge”), force someone to act on their behalf (“duel for my blessing”), or even compel anyone nearby to undertake a quest (“find my lost child!”). Sovereign magic unfettered by a cantrip overwhelms and awes, inspiring submission and fear.

Example Bunks: Sovereign bunks involve grand displays, becoming the center of attention, adornments and ceremonial trappings, and exerting authority. Example bunks: Enter a crowded store and begin issuing orders as if you owned it, yell like a drill sergeant at the police officer questioning you, meticulously put on finery and jewelry, or get a tattoo of your house symbol somewhere visible.

O Protocol
Kithain rules for courtly dealings are often arcane and sometimes inscrutable. The first cantrip taught to Kithain learning Sovereign applies that etiquette to nearly any situation. Anyone under the effects of Protocol becomes bound by the rules of Kithain decorum and suffers the consequences of violating those rules, even unintentionally.

System: The Realm determines who and what must observe the Protocol. Actor could keep a group of werewolves peaceful during a diplomatic discussion of territory, and a changeling versed with Nature could prevent animals or even the weather from spoiling the event. Anyone who breaks the Protocol suffers a penalty to all dice pools equal to the number of successes rolled for the cantrip during the current scene. Any changeling of higher rank than the character who invoked the cantrip can spend a point of Willpower at any time to ignore the effects of Protocol.

Type: Wyrd

OO Grandeur
With a simple cantrip, the changeling embodies the Grandeur inherent in all children of Arcadia, making those around her clamor for attention and avoid conflict. Everyone under the influence of the cantrip looks upon the changeling as a leader, savior, or royalty. She may not actually possess the poise and grace attributed to the kings and queens of old, but Grandeur provides a handy substitute for the real thing.

System: The Realm determines who or what feels the effects of Grandeur. Anyone influenced by the cantrip either seeks the attention and approval of the changeling or avoids any conflict. All of the characters’ social interactions add automatic successes equal to the successes from the cantrip, and anyone affected by the cantrip must spend a Willpower point each time they wish to contradict, accost, or attack the changeling. Any changeling of higher rank than the character who invoked the cantrip can spend a point of Willpower to ignore the effects of Grandeur. Grandeur lasts for a scene, unless someone humiliates or bests the changeling publicly, in which case it immediately dissipates.

Type: Wyrd

OOO Guest List
Use of this cantrip prevents anyone or anything from entering, using, or interacting with the target of the cantrip without the caster’s permission. The changeling may institute a password consisting of a phrase or action which adds the subject to the “list” and permits him access to the focus of the cantrip.

System: The Realm defines what the cantrip protects or restricts from others. Nature and Scene keeps hikers from stumbling upon the grotto where the satyrs go to skinny dip, while Prop prevents anyone from stealing the sidhe noble’s favorite car. If cast on a changeling or other supernatural being, the target may take a resisted action by rolling Resolve + Composure. Each roll of the resisted action requires the expenditure of one Willpower by the target. Any changeling of higher rank who is either the target or being restricted by Guest List can spend a Willpower to ignore the effects.

The number of successes determines the duration of the cantrip, but a Guest List maintained perpetually for a full year becomes permanent until someone or something breaks the ward: one hour for 1 successes, one scene for 2 successes, one day for 3 successes, one week for 4 successes, andone month for 5 successes.

Type: Wyrd

OOOO Dictum
Title and status are often enough to compel those around a changeling to do her bidding. When the trappings of nobility are not enough, Dictum provides an unmistakable reminder of who is in charge. The changeling casts the cantrip and then issues a simple command to the target, with which they must comply. A target of Dictum may be able to resist the order, but most do not have the will and become at least a temporary servant to the changeling.

System: The target determines the Realm, which can be used on inanimate and non-sentient targets as well as people, fae, Prodigals, etc. After the Kithain issues a simple, directed voice command, the target must complete the action. Anything which shocks the target’s conscience or would result in immediate mortal harm prompts a Resolve + Composure roll. If successful, she resists the Dictum but spends the turn concentrating on remaining in control.

Changelings and supernatural creatures can spend a point of Willpower to delay complying with Dictum for a turn and continue to act on their own volition. Should the caster be killed or knocked unconscious prior to the target acting on the order, the cantrip’s power fades.

Type: Wyrd

Tales of quests bestowed to heroes and villains banished in exile populate folklore, and the former denizens of the Dreaming make those stories reality with a mastery of Sovereign. A Geas molds Glamour into a directive, similar to an oath or contract but without the reciprocity normally required. The changeling yokes the target to a directive or ban along with an accompany­ing curse should she fail to fulfil the edict.

System: The cantrip’s Realm determines the target(s), and the master of Sovereign must speak the Geas aloud. While nearly anything may be issued as a Geas, two restrictions apply which, if violated, cause the cantrip to disperse with no effect. First, the Geas must be physically possible. “Blow up the ocean” would not succeed as a Geas, but “kill the Leviathan at the bottom of the sea” would be possible given enough magic and resourcefulness. Second, the edict cannot involve direct self-harm or direct violence toward loved ones. An edict to “kill yourself” or “murder your family” fails immediately, but “avenge our father’s death” would take hold even if the creature that killed their father will surely kill the target of the Geas as well.

A Geas applied to an inanimate or non-sentient target typi­cally will not be broken and does not require an accompanying curse. The Geas remains in place for the duration and the object or thing follows the rule prescribed. When a changeling imposes a Geas on a Kithain, person, Prodigal, animal, etc., the target can suffer the accompanying curse if she fails to fulfill the Geas.

In addition to the Glamour spent when casting a cantrip, invoking a Geas requires the caster to spend additional points of Glamour and Willpower to determine the scope of the Geas and the severity of the accompanying curse. The changeling may design the curse to afflict the target all at once, or gradually take hold, depending on the Geas.
  • 3 Points of Glamour and/or Willpower: A simple Geas with a minor curse (do not speak until sundown or you will reveal your secrets).
  • 5 Points of Glamour and/or Willpower: A moderate Geas with a significant curse (retrieve the Goblin Goblet or all food and drink will taste fetid for a year).
  • 7 Points of Glamour and/or Willpower: A difficult Geas with a severe curse (leave your home and never return or every step will feel like walking on iron knives).
  • 10 Points of Glamour and/or Willpower: A daunting Geas with a powerful curse (never speak to your Trueheart again or you will be the instrument of his death).
  • 1 dot of Wyrd or Willpower: A legendary Geas with a fatal (or worse) curse (retrieve the sword of King David from the deep Dreaming or forget your Kithain nature forever).

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Re: Changeling Arts

Post by QuicksilverFox85 » Fri Nov 03, 2017 2:07 am

This is the Art of travel, of clever movement, of the fae talent for moving quick as a dream. Wayfare is an ancient Art and one of the most widespread bits of changeling magic. It is prized by scouts, scoundrels, couriers, and travelers alike. During the Accordance War, commoners used the Art to evade sidhe ambushes and advances, while the nobility have always valued it to keep lines of communication open between freeholds.

Useful as it is, Wayfare is often regarded as a hedge Art — magic suited for retainers, scouts, and commoners, not refined magic for high nobles or grand courts. The eshu are its most famous practitioners, but it is also strongly associated with pooka and clurichaun.

Unleashing: Unleashing Wayfare is the desperate act of those who have utterly lost their way or who face imminent doom. “Get us out of here” and “get them out of here” are by far the most common directions when the ancient magic of ways and travel is poured into the Autumn World, followed closely by “bring me to my goal.” The latter command is rarely predictable, hurling Kithain into the arms of Dán — the place a changeling needs to go to progress is often not the place they expect. Wayfare Unleashings have also been used in the past to attempt to force open dormant trods, with only limited and temporary success. A bold few changelings have even used this Art to attempt to transport themselves to lost Arcadia, but either report that even the Glamour of the Autumn World can no longer lead them to its source, or simply vanish into the depths of the Dreaming, never to be heard from again, their ultimate fate up to the speculation of those left behind.

Example Bunks: Wayfare bunks tend to involve the concepts of motion, travel, flashy action, or ostentatious display. Examples include: Tap your foot thrice, get down into a runner’s stance, paint flames or lightning bolts on an object, jog in place, jump up and down, whistle loudly and point to your destination, hum your favorite road song, pick up and pocket a bit of road dust, rip up a gas station map, throw a frequently-used key some­where irretrievable, draw a map, run a mile to build up speed, call someone at your far-away destination to confidently state you’ll be right there.

O Hopscotch
This is the Art of prodigious leaps, potentially allowing the subject to clear tall buildings in a single bound. Hopscotch moves its subject forward or upward as the caster desires, and the Glamour infused into the leap ensures that the landing is always undamaging, no matter how far the target drops before impact.

System: The Realm selected determines who or what jumps. Living creatures gain the ability to make a prodigious leap, or can be forced to do so. Objects targeted with Hopscotch leap wildly as the caster wills them to. Anyone in contact with a leaping object may attempt to stop its wild flight with a Strength + Athletics roll (difficulty 7) against the changeling’s successes in invoking the cantrip. The exact result of failing to stop an object from taking flight are up to the Storyteller and depend on the object. A set of clothing is likely to rip itself free as it soars skyward, but a leaping smart car could have significantly more serious results.

The Scene Realm allows multiple subjects to jump, rather than making roads or buildings hurl themselves about — al­though such terrifying acrobatics have been observed in the wake of Wayfare Unleashings.

The number of successes rolled dictates the strength of the jump: one story up or 30-foot broad jump for 1 success, two stories or 60-foot for 2 successes, five stories or 150-foot broad jump for 3 successes, 10 stories up or 300-foot broad jump for 4 successes and any distance that he can see, even on the wing of a plane or across the Mississippi for 5 successes.

Type: Wyrd

OO Quicksilver
Quick as a grin, the subject of this cantrip moves as a literal blur, trailing traceries of expended Glamour behind as speed lines, crackling lightning, or some other manner of visual discharge

System: The Realm determines who or what speeds up, although it doesn’t grant objects the power to move if they’re not moving already. The roll is normally considered an Instant action, coming into effect on the next turn; if a point of Glamour is spent to bypass the need for a bunk for the cantrip it is treated at Reflexive and is active in the turn cast. Each success adds 1 to initiative, penalizes attack pools against the character by 1, and - most importantly - the character's Speed is multiplied by the number of successes + 1.

Hurled objects treat successes on the activation roll as bonus dice on the attack roll as a damage modifier. Enchanted vehicles cannot gain extra actions, and simply speed up instead, enjoying the same damage bonus as a hurled object if they strike something.

Type: Wyrd

OOO Portal Passage
This is the Art of gaining entry or egress whenever and wherever the changeling desires. Portal Passage creates a door large enough for the changeling to pass through, which pierces any barrier up to 10 feet thick — whether it’s a brick wall, a hedgerow, or the side of a moving van makes no difference to the cantrip. Doors created with Portal Passage are unique to the changeling casting them, and may be recognized and identified by those familiar with her. Portal Passage can also be used to open gateways into the Dreaming.

System: The Realm used determines who can open the door, if used with Actor or Fae, or what material or object the door appears in, if used with Prop or Nature. Doors created by Prop and Nature can be used by anyone capable of perceiving things of the Dreaming, while only the individuals targeted at activation can use Actor or Fae doors. The door created persists for one minute per success.


OOOO Wind Runner
Wind Runner is the glorious Art of flight. Most believe this particular magic was bartered for or stolen from the inanimae or some similar spirit of the winds, though the Nunnehi mutter that it was originally theirs, learned at great cost from the terrible beast known as the wendigo.

System: The Realm used determines who or what gains the power of flight. If used on an object such as a rug or classic car, it allows anyone on or in the enchanted object to come along for the ride. Weight is of no concern to the power of Glamour. Unlike Hopscotch, Wind Runner does not guarantee a safe landing if the magic runs out while the enchanted person or object is still airborne.

The number of successes determines how long the subject can fly: Wyrd in turns for 1 success, Wyrd in minutes for 2 successes, five minutes per Wyrd dot for 3 successes, 30 minutes per Wyrd for 4 successes, and one hour per Wyrd dot for 5 successes.

Type: Wyrd

OOOOO Flicker Flash
This fearsome cantrip allows its master to go anywhere she pleases, and none can bar her passage. It is the wondrous trick of vanishing sorcerers and gloating thieves, allowing the subject to disappear and reappear anywhere she desires.

A few caveats apply. First, the traveler must know, see, or possess a part of the place she intends to go. Second, Flicker Flash can only deposit the changeling somewhere within the same realm she currently occupies — she cannot use it to travel from the Autumn World to the Dreaming, or vice versa, nor from one depth of the Dreaming into another.

System: The Realm used determines who gains the ability to teleport. If used on another living being, the subject determines where she wants to go; this cantrip can’t be used to banish others to secret prisons or underwater grottoes. If used on an object, the caster determines where the object goes. The number of successes rolled determines how quickly the magic takes effect to transport the subject. Flicker Flash takes effect after (5 – successes) turns — thus, 5+ successes produce an instant result.


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