Changeling Arts and Realms Modifications, Additions and Clarifications

Chicanery ChronosDream Craft  InfusionLegerdemain
Metamorphosis NamingPrimal PyreticsSoothsaySovereignWayfare

Nature

This is a revision written by Innocents' Lost.  I have made my own revisions for my game: River of Dreams which is in no way affiliated with Innocents' Lost.



Chicanery

Basic

Fuddle
   As per The Shining Host, page 128. 

Veiled Eyes
   The Kindred's Discipline of Auspex: Heightened Senses and the Garou's Gift of Heightened Senses works the same way as the sluagh's Birthright of Heightened Senses to determine a Veiled one's location.  Follow the rules in Laws of the Night Revised or Laws of the Wild to determine Heightened Senses effect.   In all respects, Veiled Eyes works the same as the vampire Discipline Obfuscate: Unseen Presence and the Garou Gifts of Blur of the Milky Eye and as a limited form of Blissful Ignorance.

Intermediate

Fugue
   As per Tip-of-the-Tongue, The Shining Host, page 129. 

Haunted Heart
   This Art replaces Switcheroo if learned anew.  PCs that currently have Switcheroo may opt to retain Switcheroo or replace it with Haunted Heart instead.  Haunted Heart evokes powerful emotions of the caster's choice in a target in response to a desired trigger.  For instance, someone could be made to feel angry every time they see a police officer, linking the emotion to an event in their past or be made to have a petrifying fear of water the next time they see a body of the stuff.  In any event, there has to have been a real event in the target's life for this Art to work. 
   System: The caster engages the target in a Social Challenge after successfully performing a Bunk.  If the casting is successful, the effect is gauged by the number of Bunk Traits gained: 
   1 - Invokes a minor reaction 
   2 - The target feels wild, chaotic surges of intermittent emotion  If the target loses sight of the trigger (water as in the case above), the target acts normally. 
   3 - Creates a continuous state of passion.  The target's conversation drifts toward the emotional object; the target is one Trait down on all Mental challenges for the duration of the Art if the trigger is in view. 
   4 - The target is passionately engaged and is two Traits down on all challenges. 
   5 - Total obsession; the target can do nothing but engage in his passion.  The target will also gain the Negative Mental Trait Violent if restrained; this must be role-played.  The target may resist the effects of the Art at this level for one turn by blowing a Willpower Trait (and a life-threatening reason). 
   The effects of this cantrip last for one turn.  The caster may opt to spend one Glamour Trait up to the number of Bunk Traits gained to add an additional turn to the duration of the cantrip.  The effects may also last beyond the normal duration of the cantrip at the Storyteller's discretion; such may be the case if the trigger is a powerful event that the target has experienced and has already affected them in a great way.  Only the Storyteller can decide this latter option. 
   Type: Chimerical

Advanced

Captive Heart
    As per The Shining Host, page 130.


Chronos 

No PC may start the game with Chronos.  They can, however, learn it at a later time via Mentor or other player. 

Basic

Wyrd
  As per The Shining Host, page 130. 

Backward Glance
   As per The Shining Host, page 131.

Intermediate

Dream Time
   As per The Shining Host, page 131.  Otherwise, this Art does not have a visible effect on the Children of Lilith since it affects their current age.  It simply does not affect their appearance.  If, however, this Art is used on a vampire to increase their age beyond 250 years (requiring a minimum of 250 hours of casting), the affected kindred may slip into torpor for a length of time at the Storyteller's discretion due to the sudden change. 

Permanence
   Extends the duration of a cantrip that was successfully cast immediately before casting Permanence.  The Storyteller has the ultimate say in how it affects the cantrip but the effect can be anywhere from seconds to centuries (effectively making it a permanent change for LARP purposes).  The extended duration depends on the number of Bunk Traits gained: 
   1 - x2 duration 
   2 - x3 duration 
   3 - x4 duration 
   4 - x5 duration 
   5 - x10 duration

Advanced

Reversal of Fortune
   A Storyteller must be present during the use of this Art and may overrule its use at any time.  This is the only Art that a Storyteller can disallow in their chronicle as it allows the "undoing" of a recent event.  In game terms, the Dreaming (read: the ST) simply disallows it use, but a PC may not find out about it until they have tried to cast the cantrip and any Traits used in the process are spent. 


Dream Craft

This Art has undergone some changes as per the revisions made in Dreams and Nightmares.  Most of these changes benefit the PC and allow for more use of the Art within the Dreaming. 

It is suggested that use of this Art be somewhat limited to sidhe and eshu characters. 

Basic

Find the Silver Path
   This Art allows for the caster to determine whether a trod is false or the real thing (including the location of a trod) as well as assisting the location of the Silver Path if one has gone astray.  The use of this Art no longer allows the caster to ask questions of the Silver Path since the Firchlis prevents anyone from seeing beyond their normal range of sight.  This Art also allows the caster to see beyond the complex illusions created by certain chimera that may cover a trod or the Silver Path. 
   The number of Bunk Traits gained determine the range of the cantrip  In most cases, this will require the Fae Realm x5. 
   1 - Can detect the target within a few yards 
   2 - Within 100 feet 
   3 - Within 100 yards 
   4 - Within 1000 feet 
   5 - Within a mile 

The Merry Dance
   This Art allows the caster to literally influence the Firchlis to some degree.  Use of this Art requires the caster's complete concentration and preparation in order for a successful casting of the cantrip.  The PC may not engage in any other activities during the casting or the duration of the cantrip 
   Fae Realm x5 is always needed to cast this cantrip. 
   System:  Obviously, a narrator or Storyteller is needed for the casting of this Art.  The PC engages in a static Mental Challenge with a difficulty based on the type of influence desired.  The degree and range of the change is determined by the number of Bunk Traits gained: 
   1 - Very minor influence of the Firchlis Within a few feet for one turn (can lessen or increase the intensity of one aspect of the newly altered surroundings) 
   2 - Influence extends to line of sight for one turn, but only allows the influence of two aspects of the newly changed surroundings 
   3 - Can influence the Firchlis Within one mile; three aspects can be affected. 
   4 - Can affect the type of Dream Realm the next Firchlis brings (alters the moods of the chimera Within or the weather the next Firchlis causes 
   5 - Allows for drastic changes in the Dream Realm the next time the Firchlis passes through.  This can bring about a Dream Realm, a Nightmare Realm, desired landscape or certain type of chimera to appear.  This does not allow for control of the chimera that appear, however, if any at all.  All this does is change the type of chimera that might appear.  Exactly how this affects the Firchlis is completely up to the Storyteller. 
   Use of this Art requires the PC to expend as many Glamour Traits they have gained in Bunk Traits in order for the changes or influence to take effect  The PC must also blow one Willpower Trait each time this Art is cast. 
   Failure to succeed on the static Mental Challenge (after the Bunk has been performed and the Glamour and Willpower spent) means that change will occur, but the details of the change are left in the Storyteller's hands. Only the foolhardy abuse this Art. 

Intermediate

Anchor
   As per the Homestead Art in The Shining Host, page 132. 

Dream-Riding
   Allows for the interaction of mortal dreams while the Kithain is in the Dreaming.  Interaction with a mortal's dreams is not possible without the Dream-Riding cantrip or other Arts like it.  The level of interaction allowed is determined by the number of Bunk Traits gained: 
   1 - Subtle changes such as increasing emotions or texture of objects Within the dream 
   2 - Can hold active conversations with the chimera in the dream and participate on a verbal level. 
   3 - Can manipulate objects in the dream. 
   4 - Can remove or alter aspects of the dream. 
   5 - Can reshape the dream at the risk of whatever consequences the actions create. 
   If used in the Sleeping World, this cantrip allows the caster (and only the caster) to "ride" the mortal's dream into the Dreaming without the need for a trod.  The caster has no control over where they will appear in the Dreaming nor how the local chimera will treat the Kithain once they arrive.  No challenge is necessary to enter the Dreaming with this method, but the caster must still blow a Glamour Trait. 

Advanced

Dream Weaving
   As per The Shining Host, page 133. 


Infusion

    Type of Challenge:  Mental 
    Art Type: Chimerical 
    Art Note: This Art is only available to nockers and may be chosen upon character creation unless that character started off "sleeping". In which case it must be taught by a nocker mentor.  Nockers will not teach this to anyone else; it's their secret. So, nyah!

Basic

Harden
   This cantrip allows a nocker to "harden" inanimate,Incidental chimera into a form that can be forged or crafted.  (Incidental chimera are the majority of chimera found in the mundane world.  They are stray dreams,detached from the main body of the Dreaming.  They sprout up in an unpredictable and hodgepodge way on Earth, but are invisible to mundane people.) 
    System: This cantrip requires the expenditure of one Glamour Trait.  The object to be affected determines the Realm to be used.  A dead tree branch would be Raw Material (Nature 1) while a living one would be Verdant Forest (Nature 2).  All of those lost socks that disappear in your dryer would be Ornate Garb (Prop 1). 

Toughen
   This allows a nocker to toughen any chimerical material (even a changeling's fae mien), making it more resistant to damage and Banality. 
    System: The object to be affected determines the Realm to be used and is granted an additional Health level for every two Traits gained bunks(for a maximum of 2 additional Health levels). 
    If Toughen is used on a fae mien, the nocker must possess Dweomer of Glamour (Fae Realm 5) and expend one temporary Willpower Trait per Health Level added in addition to the Traits gained from bunks. Multiple castings of this cantrip do not have cumulative effects.

Intermediate

FUBAR Generation 
    This cantrip allows a nocker to spontaneously create FUBARs and bend them to his will.  FUBARs are a necessity for any nocker experiments that are created with or powered by electricity or magnetism.  It is unknown whether the FUBARs are actually created by the use of this cantrip or if they are summoned by its casting. 
    System:  The nocker must have Dweomer of Glamour (Fae Realm 5) and the Gematria Ability to use this cantrip.  A nocker can trap a generated FUBAR in a mental hoop with a Mental Challenge against the number of Glamour Traits a FUBAR has. 

Animantis
    Golems are the automated servitors of nockers, and most serve and accompany their creators willingly.  Like all chimera, golems may range widely in power, size and appearance.  The only constraints on a golem's features or capabilities are a nocker's talent, materials and imagination. Most golems have a mechanical appearance, though a nocker may use Phantom Shadows (Advanced Legerdemain) to make a golem more natural in appearance. 
    System: The nocker must have Dweomer of Glamour (Fae Realm 5) and the Gematria and Crafts Abilities to use this cantrip.  Golem creation is an arduous process.  (Ten consecutive successes on a Mental Challenge against a difficulty of 7, Gematria and Crafts can be used to retest.)  Once a nocker has built her golem's body, she must hook it up to a FUBAR-powered generator.  Such a golem is essentially mindless, and follows only basic commands.  However, if the nocker later casts the cantrip (see below) on the golem to give it true sentience, it gains a measure of intelligence.  If the nocker achieved no successes, the golem is physically damaged and must repair it before this cantrip is repeated.  Seven Traits may be spent amongst the golem's Physical and Social Attributes, Abilities and Redes (for redes, see Changeling: The Dreaming 2nd Edition, page 221) per success in the challenges.

Advanced

Gilgul
    Gilgul is the Hebrew term for "transmigration of souls,""reincarnation" or "metempsychosis".  For nockers, it is the ultimate act of creation, for it is the process by which sentient life is created.  Bestowing the breath of life involves properties of the strange monad and demands a great deal of time and equipment.  This cantrip is typically used to make non-sentient chimera sentient, and is often used to bring golems to life.  Nockers who wish to legally bring a golem to life must first obtain permission from the Grand Bes Din. 
    System: When granting sentience to a golem, the nocker must always use Dweomer of Glamour (Fae Realm 5).  When this cantrip is used on chimera, the nature of the chimera determines the Realm used, the Dweomer of Glamour can be used as a secondary Realm.


Legerdemain

At this time, only the order of the levels of Legerdemain have been affected by rules revisions: 

Basic

Gimmix
   As per The Shining Host, page 133. 

Ensnare
   As per The Shining Host, page 134.

Intermediate

Effigy
   As per The Shining Host, page 134. 

Mooch
   As per The Shining Host, page 134.

Advanced

Phantom Shadows/Rattle
   As per The Shining Host, page 135..


Metamorphosis

The basic duration of this Art is determined by the number of Bunk Traits gained otherwise the duration is a single round. Wyrd cantrips, as always, cost a Trait of Glamour in addition to whatever the casting cost is as described. 

Duration:
1 Trait - 1 minute/One round 
2 Traits - 3 minutes/3 Rounds 
3 Traits - 10 minutes/Entire scene 
4 Traits - 2 hours 
5 Traits - The entire session 

Type of Challenge: Physical (Stamina)

Basic

Hidden Form
   The changeling is capable of camouflaging herself with plays of light, shadow and color.  All attempts to spot the changeling under the influence of Hidden Form are three Traits down.  An amount of Glamour Traits up to the number of Bunk traits gained determines the duration of Hidden Form
Type: Wyrd 

Impersonate
   Kithain with this power are able to look like and to some degree, act like, someone else.  Regardless, having the Acting Ability may be necessary to pull off true impersonations and a Narrator may require a Static Social Challenge (Manipulation-related Traits with an Acting retest) in the case of truly difficult impersonations.  The more Glamour Traits that are spent in the impersonation (up to the number of Bunk Traits gained), the more detail there will be.  At one Trait, a slight change takes place (the boggan now has a bluish tint if they were trying to impersonate a troll); two Traits could cause a close resemblance of the kith (you look like a short, stocky troll) if no one's paying close attention; three Traits mean most details are covered (you are a troll); four Traits enables you to look like a specific person and five Traits means you are that person. 
   Type: Wyrd or Chimerical

Intermediate

Go Ask Alice
   You can now alter your size from diminutive to a giant.  Each Physical Trait spent (up to the number of Bunk Traits gained) allows you to decrease or increase your size in the following increments: 
1 Trait - 3/4 or 1 1/2 times normal size. 
2 Traits - 1/2 or 2 times normal size. 
3 Traits - 1/4 or 2 1/2 times normal size. 
4 Traits - 1/8 or 3 times normal size. 
5 Traits - 1/16 or 3 1/2 times normal size.
   This cantrip can be used in conjunction with any other Metamorphosis Art except Hidden Form, but does require a separate casting. 
Type: Wyrd or Chimerical 

Merlin's Lessons
   The kithain can now alter someone else's or their own shape dramatically, replicating the old effects of turning a prince into a frog, princesses into swans, cats and other living beings. The number of Bunk Traits gained determine length of time as per Hidden Form. For every Glamour Trait spent, the subject also gains one facet of the creature's native abilities.  If a changeling is turned into a bat, they can now fly and echo locate (two Glamour Traits). 
  Type: Wyrd

Advanced

Mythic Transformation
   With this Art, the changeling can now change the fae into creatures of myth.  They gain all the advantages and disadvantages of the creature; a dragon could breathe fire and fly but also gains a fatal flaw in their armor and avarice.  A unicorn could heal with their horn but is turned away by "impure" beings. 
   The danger of this are many.  Because the changeling is an actual mythical creature, Banality slowly eats away at their very substance.  The changeling loses Glamour at the rate of one per hour. Once his Glamour pool reaches zero, he loses Health Levels at the same rate. 
   Further, if a skeptical mortal sees the changeling, the changeling may be cast into a random point of the Dreaming in the same way chimera may be. 
   In order for the transformation to be complete, the changeling must expend a permanent Trait of Glamour in addition to the usual Glamour costs; otherwise the character merely takes the form of the beast. Go Ask Alice is required to drastically alter size. 
  Type: Wyrd


Naming

No PC without at least level 3 Title Background may start with Naming.  No PC may start with more than Seek 'N' Spell at character creation. Like Chronos, it can be learned at a later time from a mentor, however learning may require membership in the Crystal Circle. 

All levels of this Art must be taught by a mentor under the Storyteller's control or a PC who has at least one level higher than the student.

Basic

Seek 'N' Spell
   Use of this Art allows the user to understand 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; for example, if a written Weaver Ward is on a door that only allows sidhe to enter, the reader would understand the intent of the ward but would not be able to pass unless they were sidhe.) 
   A new cantrip needs to be cast for each tract read. 
   The realm used must coincide with the content of the tract being read otherwise the cantrip fails.  For example, a book on the Firchlis winds written in a modern foreign language would require the caster to have Fae Realm: Dweomer of Glamour.  A book on medieval weaponry written in a dead language would require Prop Realm: Crafted Tool or Prop Realm:Mechanical Device if the tract contains any mention of weapons with moving parts  The content of the tract that requires the highest Realm wins out.  If the content of the tract changes subjects, the caster will need to recast the cantrip with the appropriate Realm. 
   It is possible to use the incorrect Realm with an otherwise successful casting of this cantrip and still not be able to read the tract.  The Kithain might have to recast Seek 'N' Spell several times with different Realms in order to finally be able to read the tract.  In other words, it helps to know what the tract is about before casting the cantrip. 
   Each Mental Trait expended allows the user to comprehend more of the text being read.  Five Mental Traits spent would allow three questions about the author of the text, four confers hidden meanings, three allows full understanding, two gives a fairly clear understanding and one Mental Trait expended gives a vague understanding with a few clear details. 

Rune
   A character must possess the Ability Linguistics: Runes in order to cast this cantrip.  Each casting of Rune allows the user to add one Trait to some effect or Art of the caster's choice up to the number of Bunk Traits gained. 
   Linguistics: Rune can be used as a retest for this Art. 
   The effect of Rune last for one turn. 
   The Realm used describes who or what is affected by the casting of Rune. 
   Rune can also be used to add bonus Traits to another Art that is about to be cast (by inscribing a rune on a wall, it would add bonus Traits to the subsequent Portal Passage's duration or to apply more Traits to Heather Balm, for example). 
   Rune can also be used to add bonus Traits to a weapon (Prop Realm) for bonuses on an attack with that weapon for a single turn or to a being (Fae or Actor Realm) if they are using Brawl or Dodge.  Obviously,the sky's the limit with Rune. 

Intermediate

Runic Circle
   As per The Shining Host, page 136. 

Saining
   As per The Shining Host, page 137.

Advanced

Reweaving
   A Storyteller must always be present when this Art is used.  As per The Shining Host, page 137.


Primal

Basic

Willow-Whisper
   As per The Shining Host, page 138. 

Eldritch Prime
   As per The Shining Host, page 138.

Intermediate

Oakenshield
   As per The Shining Host, page 139. 

Heather Balm / Holly Strike
   These two Arts have been combined into one in keeping with Revised conversion. 
   The Art of Holly Strike causes aggravated damaged when used against vampires. (Vampire Storytellers Handbook, page 166)

Advanced

Elder-Form
   As per The Shining Host, page 140.


Pyretics

Basic

Will-o'-the-Wisp
   Only PCs or NPCs in the game vicinity can be found by use of this Art.  If a Storyteller wishes to override this they may do so on a case-by-case basis.  The ball of light will remain illuminated for thirty minutes or until extinguished by the caster of the cantrip, whichever comes first. 
   All players can see the Will-o'-the-Wisp once it is invoked and illuminates an area as per a candelabra (approximately a seven foot radius of light by which one can read).  The ball travels at normal walking pace (4 mph) and it "tends to weave and wander a lot, often not taking the most direct route but usually the safest." An optional method usable by Narrators is to give the PC five Simple Tests.  A single success means the route will be grossly indirect and take a possibly dangerous route while five successes will be the most direct and safest route.  The amount of light given off is the same as a lit candelabra and cannot cause damage nor can it ignite any substance. 

Willow Light
   This cantrip allows 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 place to become lit by this phosphorescence.  This effect will last for one hour for each Glamour Trait spent on its creation. 
   The brightness of the light depends on the number of Bunk Traits gained: 
   1 - Dim light (Christmas tree light) 
   2 - Visible light (60 watt bulb) 
   3 - Bright light (100 watt bulb) 
   4 - Incandescent light (Halogen bulb) 
   5 - Blinding light (10,000 watt bulb)

Intermediate

Prometheus' Fist
   Flame created and then made real by use of this Art always causes Aggravated damage to the target of that is the intent.

Burn and Boil
   This cantrip allows you to engulf a chosen target in searing fire, generally consuming that target Within minutes or even seconds.  This flame becomes a normal flame once it is released, igniting and burning the target of the cantrip just as normal flame would. 
   System:  Physical challenge against opponent or a Static Physical against a non-living object with a difficulty assigned by the Narrator.  Each Physical Trait pumped into the cantrip up to the number of Bunk Traits gained determines the level of damage: 
   1 - One Health Level 
   2 - Two Health Levels 
   3 - Three Health Levels 
   4 - Four Health Levels 
   5 - Five Health Levels 
 

Advanced

Star Body

If used to inflict actual damage on a target, that damage is aggravated.



Soothsay

Basic

Omen
   As per The Shining Host, page 142. 

Fair is Foul and Foul is Fair
   As per The Shining Host, page 143.

Intermediate

Tattletale
   As per The Shining Host, page 143. 

Augury
   As per The Shining Host, page 144.

Advanced

Fate Fire
   Fate Fire replaces Dance of Destiny
   Many people have little contact with their Dán; this is why the concept is so elusive.  The day of reckoning does not usually arrive for awhile.  Caster 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 Dán to the Storyteller.  Casters of Fate Fire often have vague, portentous dreams of what will come to pass. 
   System: The caster needs all of the Realms that will play apart in the casting of Fate Fire, including that of the target. 
   The caster spends two Mental Traits per Bunk Trait gained and engages in a Mental Challenge versus the subject.  If the target is unwilling, they may spend a Willpower Trait to regain a retest as normal. 
   The effect of Fate Fire is dependent on the number of Mental Traits spent up to the Bunk Traits gained, up to six Mental Traits may be spent in this fashion: 
   1 - The target receives a chance encounter, warning her of the consequences (or benefits) or her actions. 
   2 - The target receives a clear illustration of her Dán,suggesting her ultimate rewards. 
   3 - A sudden turn of events in the target's plans either set her back or propel her ahead of "schedule". 
   4 - Fate dramatically steps in and reveals the ends to the target's means.  This may mean either a sudden calamity or sudden prosperity. 
   5 - Instant karma.  A character's fate is immediately brought to the fore. 
   Type: Chimerical


Sovereign

Basic

Protocol 
   All players affected by this Art should try as hard as they can to follow whatever the established court protocol is at the time this cantrip is cast.  One of higher title than the caster of Protocol is immune to the effects. 

Dictum
   As per The Shining Host, page 145. 

Intermediate

Grandeur
   Grandeur works the same as the 3rd edition vampire Discipline of Presence: Majesty. Exception:  As in Shining Hosts, a retest with willpower after a loss will lose all ties to the one with Grandeur. 

Weaver Ward
   As per The Shining Host, page 146.

Advanced

Geas / Ban
   As per The Shining Host, page 146.  A Ban is the same thing as a Geas, however it prevents the target from performing a certain task.  It is in all other respects a Geas.


Wayfare

Basic

Hopscotch
   As per The Shining Host, page 148. 

Quicksilver
   For each Glamour Trait the changeling expends, they receive one extra action for that turn up to a maximum of bunk Traits gained.  After the turn has ended (not the scene, just the turn), the effects of Quicksilver ends. Changelings can move in bursts of speed only if they have the Wayfare: Quicksilver Art.  However, this Art is useful for one round of combat, not an entire scene of combat.  Therefore, a vampire with Celerity or a werewolf using Rage to gain extra attacks will still usually best a changeling in combat since their powers allow them prolonged extra actions. Furthermore, a changeling can only gain a number of additional actions beyond their first for every Glamour Trait they are willing to spend.  The amount of Glamour (and therefore the number of extra actions) that can be spent is determined by the number of Bunk Traits.  Lastly, in order to use Quicksilver to affect an un-Enchanted being (vampires, werewolves, normal humans, Autumn People, Dauntain, etc.), they must call upon the Wyrd. 

Intermediate

Portal Passage
   As per The Shining Host, page 149. 

Wind Runner
   As per The Shining Host, page 149.

Advanced

Flicker Flash
   As per The Shining Host, page 150.

Realms:

Nature

Raw Element: The 4 Base Elements (Earth, Air, Water, Fire), Dead Organic Matter
          
Verdunt Forest: Plants

Feral Animal: Animals

Simple Natural Phenomenon: sunlight, rainbows etc.

Complex Natural Phenomenon: storms, tornados, volcanoes, earthquakes


Copyright White Wolf Publishing, Inc.



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