The Art of Deception. Used for fooling the senses and the mind, generally considered a commoner's Art.
Attribute: Manipulation
Fuddle
Alter's the target's perceptions by fooling them into thinking one thing is another. For example, dogs barking can be made to sound like police sirens, hiding in shadows can make you near invisible. It cannot create something from nothing though.
System: The target determines the realm used, plus scene for multiple targets. The number of successes determines the duration. Not cumulative - highest successes works.
1 success - one minute
2 successes - 10 minutes
3 successes - one hour
4 successes - one day
5 success - one month
Type: Chimerical
Veiled Eyes
Confounds the senses so that a target is not worthy of notice - i.e, psycologically invisible. A building veiled can still be seen, just not worth interest. People are simply ignored.
System: The target determines the realm. once cast, the target is veiled to all observation. The obscurement lasts for one turn per success, doubled for each glamour point spent. The veil can be penetrated by Perception + Kenning (Difficulty 4 + Veil initial casting successes). Mortals can only detect the Veil with prior knowledge of the target. Supernatural beings with magical senses can try to penetrate the Veil when first encountering it. This cantrip is cumulative.
Type: Chimerical
Fugue
This enables the caster to alter the target's memory to steal whole chapters of the caster's life and beliefs or even just a single detail. It can never add anything, however.
System: The number of successes determines the duration and amount of memory lost. The successes are cumulative and must be divided on the tables below,
Memory Loss
1 success - Fogetting a simple immediate object or information (Car keys, Phone Number, etc.)
2 successes - Uninteresting scene in the past ("What was for lunch?" or "What's her name?")
3 successes - Complete eradication of a specific event, person's identity or object's presence.
4 successes - Powerful, forthright beliefs ormemories may be forgotten.
5 successes - A tabula rasa; total memory loss.
Duration
1 success - One turn
2 successes - One minute
3 successes - One hour
4 successes - One day
5 successes - One week
Type: Chimerical
Haunted Heart
This cantrip allows the caster to control the emotions of the target. It is especially potent if linked to a personal experience from the target's past. Obviously, this might have reprcussions beyond the use of the cantrip if the experience was particularly personal - such as evoking hatred towards policemen in a man wrongly jailed for murder.
System: The taget detremines the realm and lasts one minute per success. This duration can be extended by spending one glamour per additionalminute. This cantrip is cumulative, opposing emotions cast on the same target cancel out, no matter the number of successes on each.
1 success - Invokes a mild reaction
2 successes - The target feels wild, chaotic surges of intermittent emotion. If emotional object is out of sight, the target acts normally.
3 successes - Creates a continous state of passion. The target's conversation drifts toward the emotional object; +1 difficulty to all rolls involving mental attributes.
4 successes - The target is passionately engaged and actively seeks (or avoids) their object of passion ; +2 difficulty ro all rolls.
5 successes - Total obsession; the target can do nothing but engage in his passion and will become violent if restrained. Resistance requires the expenditure of a Willpower point (and a life-threatening reason).
Type: Chimerical
Captive Heart
Haunted Heart controls emotions, Captive Heart controls the target almost totally. The target could be made to believe that they are the High King, a pink flamingo or a garden gnome. The target will make every effort to follow orders exactly, so long as it is not directly harmful - "Impale yourself on your sword," would fail, but "Climb down this sheer cliff-face," would be followed imediately.
System
The target determines the realm used, but scene cannot be used to affect multiple targets. Whenever the target has to perform an action that runs counter to their personality, they are allowed one (extended) resistance roll (Willpower, difficulty 8). If the total successes on the roll exceed the caster's current Glamour, the cantrip is broken. Non mortals may spend Willpower to break the cantrip. Expenditures count as successes on an extended resistance roll. This cantrip is cumulative, but only with an additional Glamour point for each additonal casting.
Duration:
1 success - One turn
2 successes - One scene
3 successes - One hour
4 successes - Lasts until sunrise or sunset, whichever comes first.
5 successes - 24 hours
Type: Chimerical