The Dark Arts of the Shadow Court have been published for Mind's Eye Theatre in MET Journal issue 3, pp. 28-31. The Nunnehi Art "Spirit Link" can be found in METJ issue 2, p. 46f.
Last updated 6/6/2001 (revised a couple of Arts because of the adoption of Revised Health levels). Note: through some funky editing software magic, many indentations and non-breaking spaces have become wacky and/or zany. I will probably fix this some day, but not today.
The Arts included here (from Denizens of the Dreaming, Kithbook: Nockers, Fools Luck: the Way of the Commoner, and Blood-Dimmed Tides):
This is the Art of provoking desire. Its practitioners become skilled in causing others to want something or someone beyond reason or even self-preservation, and is most effective when its powers are used one by one, making it less likely that the target will realize he is the victim of unnatural persuasions.
Type of Challenge: Social
Art Note: This Art is known mainly by the merfolk and murdhuacha, but other fae, such as satyrs or aonides, may also be familiar with it.
Basic
Fancy: This cantrip gets someone to notice favorably something he might otherwise have overlooked. It can help the caster make a good first impression, draw attention to a face in a crowd, or make an item for sale (or the poisoned apple) stand out and seem interesting. It doesn't necessarily guarantee anything more than an admiring double-take, however; it's only a first step.Intermediate
System: The caster makes a Social challenge. The Realm determines what gets noticed, not who does the noticing. The cantrip lasts for ten minutes, after which time the object of the cantrip must get by on its own merits.
Type: ChimericalYearn: This cantrip places a quick flash of desire for someone or something in the target's mind, most likely when he is thinking of something else. This is the cantrip that helps ensure your date calls you again.
System: Social challenge. The Realm determines who is affected by the cantrip; the Time Realm is useful as a Secondary Realm to plant a suggestion for later. The desired person or object need not be present, but should already stand out in the target's mind somehow (which is where Fancy often comes in handy).
Type: Chimerical
Covet: A more powerful version of Yearn; the target starts to obsess over the desired person or object. He will behave rationally, but will probably lose some sleep or find himself thinking about the object when he should be paying attention to something or someone else.Advanced
System: Social challenge; again, Realm determines target. The cantrip lasts for one day. The target may focus on matters more at hand by spending a Willpower trait, if necessary.
Type: ChimericalCrave: The desired object becomes the target's top priority. He will do just about anything to get or be close to it, short of endangering himself, his friends, or the object.
System: As before. Lasts one scene.
Type: Chimerical
Need: The target becomes irrationally, even suicidally or homicidally obsessed with the object. At this stage, the target thinks nothing of diving overboard to drown with his beloved mermaid, killing perceived rivals, or otherwise engaging in "if I can't have you, no one will"-type behavior.Return to top
System: As before. Lasts one scene.
Type: Chimerical
This art allows the fae to interact with the mundane world without resorting to the Changeling Way ritual. A rare art, it is mainly practiced by the Evanescent Dark-Kin.
Type of Challenge: Social
Art Note: Very few kithain will have any knowledge (or need) of this Art. Some of the recently returned sidhe might know the first few levels, if they found a Denizen willing to teach them. Realms will usually involve the target of the cantrip: Actor for Insufflation, Fae for Manifestation, and so on, although the Storyteller should always consider allowing creative use of other Realms ("I can possess this human as long as I stay in this room / hold this stick" etc.).
Basic
Insufflation (Complex Possession): This Art allows the Denizen to possess a non-sleeping human. It is similar in many respects to Simple Possession: The Denizen takes on the Physical traits and Appearance-related Social traits of the human host, can use his Arts, voile, or chimerical weapons but not his Treasures, may Enchant or gain Glamour from humans but not Call Upon the Wyrd, and may possess only normal (un-Awakened) humans. As with Simple Possession, the mortal may remember his actions while under this power (subject to the Mists). Where this Art improves on the original is primarily in duration and slower accrual of Banality, along with the fact that the Denizen gains access to fragmented memories (not Abilities) of the host, allowing a chance at impersonation.Intermediate
The Denizen makes a Social challenge against the target, who may retest with Willpower. If successful, the Denizen takes possession of the body for one day for every Bunk trait gained in casting. This can be extended by spending Glamour during the casting, granting a number of extra days equal to the Bunk (so a three-trait Bunk and one extra Glamour will result in a total of six happy days of possession). The possession takes a full turn to enact. The Denizen gets only one temporary Banality trait for the full period, unless he of course engages in particularly banal activities or hangs out with Autumn People.
Type: ChimericalManifestation: With this cantrip the Denizen is able to manifest fully in the Autumn World, protected by a mortal seeming. The Denizen has all the physical presence and Banality resistance of the changelings (using her own Physical traits, for instance). Naturally, those with fae sight can see the Denizen's true appearance. The Dark-Kin may interact with the world just like the Kithain as regards Enchantment, use of chimerical items and Treasures, calling on the Wyrd, Epiphanies and so on.
The Denizen makes a static Social challenge and spends a Glamour trait (as a Wyrd cantrip). The cantrip lasts for one week per Bunk trait gained, although the Denizen may voluntarily end the cantrip sooner.
Type: Wyrd
Zeitgeist: This cantrip permits a smoother interaction with the mundane world, allowing the Denizen to "fit in" better. The cantrip grants temporary knowledge of the local customs, cultures, and language(s). The Denizen makes a Social challenge; if successful, he gains temporary levels of the Autumn Lore Ability. The base effect is one level of the Ability lasting one day; Bunk traits extend the effect, divided between levels of the Ability and the number of days. (A two-trait Bunk could add two days, two levels of the Ability, or one of each.) Abilities spent in retests are gone a little sooner, of course.Advanced
Type: ChimericalDagda's Boon (Walk the Silver Path): By means of this Art the Dark-Kin can disguise their mystic "signature" from the Silver Ban. Those who use it may therefore walk the Silver Path without Kithain permission. This cantrip also makes the recipient partially "transparent" to the Soothsay Art, the divining powers of the moirę, and any spells to detect fomorian taint: The number of Bunk traits gained are added to the difficulties of such powers and cantrips that are focused on the recipient of Dagda's Boon.
This cantrip lasts for one day for every Bunk trait.
Type: Chimerical
Reality's Horror: The effects of this cantrip are more or less identical to those of the vampiric Discipline of Advanced Chimerstry: Horrid Reality (LOTN Revised, 143-4). Use of the Scene Realm will aid only as a Secondary Realm in creating landscapes; this cantrip affects only one target. Damage, if any, is chimerical; calling on the Wyrd does not change this, as it is primarily a power of illusion. This does not rule out frightening someone with a weak heart just a bit too much, of course, or tricking someone into falling by means of an illusory bridge, etc.Return to top
Note that this power does not impact the Dreaming in the way that Chimerstry does; the fae are able to focus the powers of Glamour to create a convincing illusion for one mind, and do not heedlessly thrust some Nightmare-spawned chimera into the Waking World or set off Kenning alarms in the way that the Prodigals do (think of it as "working within the system" rather than twisting the Dreaming in terrible, terrible ways). Thus this cantrip does not create chimerical creatures or objects with which other fae can interact; it's all in the recipient's head.
Type: Chimerical
This Art boosts the combat prowess of the adhene; some say they learn it in their sleep from the ancient dragon Ouroboros. Few changelings will have seen anything like it.
Type of Challenge: Physical
Art Note: This Art is primarily practiced by the naraka and other combat-oriented Denizens. The kithain will have to get one of their ancient foes to teach it to them. Realms involve either the target of the cantrip or the caster himself.
Basic
House of Mirrors: This cantrip creates chimerical images in order to distract an opponent. Some may be illusory copies of the caster, others simply threatening shadows seen out of the corner of one's eye. The images are harmless and cannot attack anyone, but they enable the caster to act first (think Alacrity through different means) while his opponents take a moment to determine which images are illusions.Intermediate
This cantrip lasts for one turn for every Bunk trait gained in casting. In turns after the first, opponents will still need to take a moment to focus as the images shift and whirl, so that even someone involved in hand-to-hand combat with the caster will still be distracted by alarming movement just at the edge of vision. The Realm determines who is distracted by the cantrip: Actor or Fae (and Scene) for combatants, Prop for a remote weapon system, etc. -- Though this is a Physical challenge, living (a relative term in the World of Darkness) targets defend by bidding Mental traits, and may retest by spending Willpower.
Type: Chimerical or WyrdHermes' Fleetness: By means of this cantrip the caster increases his (or someone else's) reflexes and agility, making it easier to dodge blows. For each bunk trait gained, the recipient of the cantrip adds a bonus trait for comparison in all Dodge-related tests. The cantrip lasts for one turn per bunk trait, and is replaced by any subsequent casting (you can't "stack" them).
Type: Chimerical or Wyrd
Armilustra: Casters of Armilustra (also called "Myth-Bane") can augment a weapon (or bare hands) so that it does aggravated damage instead of its normal (chimerical or real) damage. The weapon so enchanted takes on an eerie fiery glow. The Realm determines the object to be so augmented: Prop for a sword, Actor or Fae for fists or feet, Nature for an animal's claws or a thrown rock, Fae for a chimerical item or creature. The item does its normal amount of damage, only aggravated. Once the weapon has caused as many levels of aggravated damage as the number of Bunk traits gained in casting, it reverts to normal. (If the opponent has some power that lets him reduce aggravated damage to normal, a successful hit on him still expends the "charge" as usual.)Advanced
Type: WyrdWhirling Dervish: This cantrip adds great accuracy in battle due to speed and nimble precision. The Realm determines the target. Thus the Denizen casts a cantrip with the Fae Realm in order to guide his attack against a sidhe opponent, with the Nature Realm against a mundane animal, and so on. For each Bunk trait gained, the Denizen has one bonus trait in challenges that involve hitting his chosen opponent and may throw "the Bomb." Bunk traits also determine the number of turns this cantrip lasts.
Type: Wyrd
Life and Limb: This is an improved version of Whirling Dervish. It is similar in its use of Realms and in the bonus traits provided (and in use of "the Bomb"), except that on a successful hit, the Denizen does an extra Health Level of damage. In addition, if the Denizen has at least twice as many Physical traits as his opponent (not counting the bonus traits from this cantrip), the target loses a limb (or, if an object, an integral part). The cantrip lasts until the end of the current combat or until one decisive blow has been struck in non-combat situations. -- Note that although this is a Wyrd cantrip, the type of damage caused depends on the weapon used. (Thus a chimerical sword, where the caster has not otherwise called on the Wyrd, will only sever limbs from the victim's fae mien, or cause Enchanted humans to believe they have been so afflicted until their Enchantment wears off.)Return to top
Type: Wyrd
This is the fundamental Art of nocker craft, and most nockers are familiar with its principles. It is the art of strengthening and altering chimerical materials, and, at high levels, of true chimerical creation. The "Gematria" and "Chimerical Alchemy" Abilities (special focuses of the Science Ability which must be purchased separately; see Kithbook: Nockers, pp. 55-56, for a fuller explanation) may be used for retests (in addition to Gremayre).
Type of Challenge: Mental
Art Note: Knowledge of this Art is guarded jealously by nockers, although some boggans and sidhe of House Dougal are known to practice it.
Basic
Harden: This cantrip allows inanimate, incidental chimera (the majority of chimera not attached to another fae or sentient in their own right; e.g., chimerical trees, flowers, the "setting" of the game) to be hardened into a form where it can be crafted or forged into something useful and more resistant to Banality. The object to be affected determines the Realm (the Fae Realm: Dweomer of Glamour can be used as a secondary Realm, but not by itself). The number of Bunk traits gained determines the duration of the change:
1 trait: 1 hour
2 traits: 1 day
3 traits: 1 week
4 traits: 1 month
5 traits: Permanent
This cantrip costs one Glamour trait, in addition to any other Glamour expenditures.
Type: ChimericalToughen: This allows a nocker to toughen any chimerical material (even a changeling's fae mien), making it more resistant to damage and Banality. The object or target to be affected determines the Realm. The target gains an additional chimerical Health Level and one bonus trait in tests to resist Banality for every two Bunk traits (round up), so casting this cantrip with a 5-trait bunk will provide three additional Health Levels and three bonus traits for resisting Banality. The cantrip lasts for one day; multiple castings on a single target do not have cumulative effects.
Type: Chimerical
Intermediate
FUBAR Generation: This cantrip creates (or summons, it is not clear) a FUBAR (a.k.a. Will-o-th'-Wisp or Ignis Fatuus), a creature (?) necessary for any nocker experiments using electricity or magnetism. Trapping the FUBAR in a specially prepared metal hoop requires a successful Mental challenge (retest with Gematria) against a difficulty of the FUBAR's Glamour rating, or else the little bastard gets away. Captured FUBARs must be "fed" one trait of Glamour per week. The FUBAR has one trait of Glamour for every Bunk trait gained; the nocker can raise this number as high as 10 by spending additional traits of his own Glamour. The Fae Realm: Dweomer of Glamour is required for this cantrip.
Wild FUBARs exist and can be caught without the use of this cantrip, but special machinery is required.
Type: ChimericalAnimantis: 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 and will probably need to take place during "out of game" time. For each day of work, the nocker makes a Mental challenge using the Gematria Ability and another using the Crafts Ability. When the nocker has won five of each category, she casts the cantrip to finish constructing the body. 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 Gilgul cantrip (see below) on the golem to give it true sentience, it gains a measure of intelligence. If the cantrip fails, the golem is physically damaged and it must be repaired before this cantrip is repeated. Six creation points may be spent amongst the golem's Physical and Social Attributes, Abilities and Redes (see the rules for chimerical companions) per Bunk trait gained.
Type: Chimerical
Advanced
Gilgul: Not to be confused with certain rites of the same name said to be practiced by human wizards, 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 bring a golem to life legally must first obtain permission from the Grand Bes Din.Return to top
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. Each Bunk trait provides four creation points that may be spent on Mental traits, Willpower, knowledge-based Abilities, or Redes (again, see the chimerical companion rules).
Type: Chimerical
This is the Art of manipulating cold and ice. Its powers can mean death to the mer, and is only somewhat less devastating on land.
Type of Challenge: Physical
Art Note: This Art is known mainly by the merfolk and murdhuacha, but some other fae, especially trolls, may have learned it. Many changelings fear this Art for its apparent connection to Winter. -- Underwater, casters of these cantrips have a one-trait bonus in casting challenges.
Basic
Cold Shock: This cantrip makes the target feel bitterly cold -- not enough to freeze something, but certainly cold enough for physical discomfort, the feeling of having been out in freezing windy weather for a while. It can be used to punish wayward minions or to keep your beer cold.Intermediate
System: The caster makes a Physical challenge. The Realm determines the target of the cantrip. Living targets feel uncomfortably cold and are two traits down on all challenges for one scene. Cold-blooded creatures are four traits down and feel intense pain.
Type: WyrdGelid Rime: The target of this cantrip is encased in a thin crust of ice. It is useful for slowing down pursuers (either by covering them in ice or by making the floor slippery), jamming locks, ice skating, etc.
System: Physical challenge. The Realm determines who or what is affected by the cantrip. At one Bunk trait, the ice is "wafer thin"; each additional Bunk trait adds a quarter inch of thickness. Most animate targets will have to spend an action or two breaking out of the ice (with Physical challenges against a difficulty equal to the Bunk traits). At Storyteller discretion, this cantrip at its thickest may provide a bonus trait or two of protection against blows. The Rime will melt at a normal rate, depending on temperature of the air and/or of what it is covering.
Type: Wyrd [or Chimerical]
Frost Facsimile: This handy cantrip allows the changeling to create a tangible facsimile of an item out of ice. Items that, say, require electricity (or internal combustion...) will not actually work, and ice crowbars will generally be too brittle to pry things open, but if you need a temporary club or shield or knife or key or honorary ice sculpture of the Baroness, this is your cantrip.Advanced
System: Static Physical challenge against a variable difficulty. The Realm determines what can be copied. Bunk traits determine the strength of the item created (this may be affected by the heat of the area):
1 trait: Generally weak and flimsy
2 traits: Not brittle, but still likely to melt
3 traits: Reasonably sturdy
4 traits: Not likely to break or melt quickly
5 traits: Strong as steel
Type: Wyrd [or Chimerical]Crystal Prison: The caster can actually encase a victim in a block of ice, with attendant dangers of suffocation.
System: Physical challenge. Realm determines who or what is encased in ice. The changeling can localize the effects ("just his gun hand," "just the feet") by bidding an extra trait. The number of Bunk traits determines the thickness of the ice; at one Bunk trait, the ice is an inch thick, at two, three inches; each additional trait adds another three inches of thickness, up to a foot at 5 traits. For purposes of breaking out of the ice (or helping someone else break out), assume the ice has as many "Physical traits" as inches of thickness, minimum 3, and one "health level" per Bunk trait. Victims encased in ice will not be able to apply their strength fully, and so must bid an extra trait.
Type: Chimerical or Wyrd
Coldheart: This cantrip "flash-freezes" the target from the inside out. This can be used for beneficial purposes (the target is unconscious, immune to poisons, gases, and toxins, and in complete suspended animation) and even on oneself if need arises, but it should be noted that the frozen target is as brittle as ice, so tipping him over will lead to unpleasantness when the cantrip ends.
System: Physical challenge (static against a willing target). The Realm determines the target. The number of Bunk traits determine the maximum length of time the target can remain frozen (the caster can choose a lesser duration):
1 trait: One day
2 traits: One week
3 traits: One month
4 traits: One year
5 traits: Permanent (although some say a kiss can rouse the victim)
Type: Wyrd
This is the Art of turning a living creature into another living creature, or altering its size, shape, or appearance. (Advanced Primal must be used to turn a living creature into a non-living object.)
Type of Challenge: Physical
Art Note: This is a rare Art for sidhe to have, as it was perfected by commoners during the Interregnum to aid them in hiding among mortals. The Realm is of the creature to be changed (so turning a sidhe prince into a frog involves the "Lofty Noble" Fae Realm). Chimerical creatures are considered "living" for the purposes of this cantrip.
The duration of the effects of this Art depends on the number of Bunk traits gained:
1 trait: One turn (or one minute in non-combat) -- minimum duration.Temporary Glamour traits can be spent to make up the difference between the number of Bunk traits you have and the desired duration. Where quality of effect also relies on Bunk traits, mix and match (so a character performing an "Impersonate" cantrip, below, with a 5-trait Bunk can look like a generic satyr for ten minutes, or a specific satyr for one turn; Glamour could be spent to boost either duration or effect).
2 traits: Ten minutes
3 traits: One hour
4 traits: Twelve hours
5 traits: One day
Hidden Form: With this cantrip a changeling can camouflage him- or herself or another living being to blend in with the surroundings (cf. the gargoyle discipline "Skin of the Chameleon" [Basic Visceratika], LOTN: Camarilla Guide, p. 70f.). As long as the caster moves no faster than a normal walking pace, no one can see him or her without a successful Mental challenge; the caster has four bonus traits in such challenges. The Sharpened Senses of a sluagh or equivalent powers negate this bonus (but they must still make the Mental challenge). Moving faster than walking speed makes the caster appear as a blur of colors, which is kind of trippy and makes it hard to identify who it is, but it is still obvious to all that something is there. As this is a Physical, not Mental, cantrip, it affects cameras. The caster should cross his or her arms over the chest (like "Obfuscate") to indicate the use of this cantrip.
Type: WyrdImpersonate: The changeling can alter her appearance to look and, to some extent, sound like another person or kith. This is a disguise only; you don't get the powers or skills of that person, and you will require some acting skill if you hope to keep up the pretense for long. The caster can choose to affect just fae mien or both fae mien and mortal seeming. How convincing the disguise looks depends on the Bunk traits gained:
1 trait: Vague (you've gotten paler)
2 traits: Could pass cursory inspection (Aren't you a little burly for a sluagh?)
3 traits: Mostly accurate (you're a sluagh)
4 traits: Looks similar to a specific person (Are you by any chance related to Lilith Sian?)
5 traits: Perfect likeness (It's Lilith Sian, the traitor! Get her!)
Type: Wyrd or Chimerical
Go Ask Alice: Little people and giants are common enough in the world of the fae. With this cantrip, you can temporarily become either. This can be used to affect the mortal seeming as well as the fae mien (but watch out for mortal observers). When changed in size, you temporarily add appropriate Attribute traits, although there are some penalties as well. Particularly successful cantrips also grant temporary extra abilities. How much you may alter your size depends on the number of Bunk traits gained (or Glamour spent). This may be cast multiple times on a single individual. Unnaturally tiny or huge creatures can expect problems around unenchanted mortals.Advanced
1 trait: 3/4 or 1 1/2 times normal size (+1 trait)
2 traits: 1/2 or 2 times normal size (+2 traits, 1 negative trait)
3 traits: 1/4 or 2 1/2 times normal size (+3 traits, 1 negative trait)
4 traits: 1/8 or 3 times normal size (+3 traits, 2 negative traits, free appropriate Ability)
5 traits: 1/16 or 3 1/2 times normal size (+4 traits, 3 negative traits, free Ability)
Suggestions for appropriate trait changes:
Shrinking: Dexterity-related Physical traits; Negative traits "Puny," "Delicate," "Obnoxious";
Abilities "Stealth," "Dodge"
Growing: Strength- or Stamina-related Physical traits, "Intimidating"; Negative traits "Clumsy,"
"Bestial"; Abilities "Intimidation," "Brawl"
Type: Wyrd or Chimerical
Merlin's Lessons: This is how some fae (the pooka Birthright aside) are able to turn themselves or others temporarily into animals. For an additional point of Glamour, the target (or victim) can be granted the natural abilities and advantages of the animal (flight, a vicious bite, venom, additional strength, echolocation -- whatever is appropriate; ask me if there's a question). The cantrip "Go Ask Alice" is necessary to drastically alter mass; problematically, the two cantrips might have different durations.
Those affected by this cantrip must succeed in a static Mental challenge against a difficulty of 4 , or spend a Willpower trait, immediately and then again each hour to retain their normal sentience and memories, or else they become normal animals (although fae and Enchanted creatures remain Enchanted) for the duration of the cantrip (in which case they at least assume natural abilities of that sort of animal, if not possessed already). Transformed changelings aware of their true nature can cast cantrips not requiring human speech or opposable thumbs at a 3-trait penalty.
Willing targets may not relent against the initial Physical challenge. Unwilling victims of this cantrip can retest by spending a Willpower trait, and, if aware of their true natures, can attempt to break free by spending a Willpower trait and making a Physical or Mental challenge (against the Physical traits + Bunk traits and other bonuses the caster had when she cast the cantrip) once each hour (beginning after one hour has already passed), although Banality erodes this difficulty at a rate of one trait per hour (so in the first escape attempt the difficulty will be one less than the caster's total traits in the initial cantrip-casting challenge). Another changeling with this cantrip may attempt to undo the prior transformation but must first succeed in a similar Physical or Mental challenge (in addition to the Physical challenge for casting the cantrip).
Type: Wyrd
Mythic Transformation: This cantrip allows the changeling to transform herself or someone else into a creature of legend -- dragons, unicorns, you name it. The subject of the cantrip can become a true creature of the Dreaming, but existing for real in the Waking World, with all the powers and weaknesses of the beast, magical or otherwise -- but this demands the sacrifice of a Permanent Glamour trait (either of the caster or of a willing target) in addition to other Glamour costs. It is also possible instead to change merely the chimerical aspect of the subject into a chimera with appropriate powers and weaknesses; this costs 2 temporary Glamour traits instead of a permanent one. Without either of these expenditures, the target takes only the form of the creature, whether real or chimerical, without any of its special abilities. The cantrip "Go Ask Alice" (above) is required to drastically alter size.Return to top
Maintaining one's normal personality requires a Mental challenge against a difficulty of 5 once per hour. Otherwise, the subject will begin to think and act like a "normal" creature of that type. Unwilling targets of this cantrip have the same options as in "Merlin's Lessons" (above).
In the Autumn World, Banality eats away at the substance of targets of these cantrips. The subject loses one trait of Glamour per hour, then one health level (real or chimerical depending on the cantrip) per hour when Glamour has been used up. Moreover, if the subject of the cantrip does anything impossible in the presence of unenchanted mortal observers (for instance, giving a friend a ride as a chimerical flying unicorn, or just showing up as a real one), he or she may be cast into a random point of the Dreaming where such behavior is more likely to be tolerated.
Type: Wyrd or Chimerical
This Art, said to have been practiced by the fomorians, is a valuable tool in the hands of the returning Denizens; it effectively blurs the borders between reality and fantasy, sleep and waking.
Type of Challenge: Mental
Art Note: This is a rare even among the Denizens. In addition to challenges and Glamour expenditure and Realms involved in individual cantrips, the caster must have a valued personal item belonging to the victim. An initial Glamour trait must be spent to set up a link between the caster and victim, and a number of Mental traits are spent by the caster to determine the number of cantrips that 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 preceding day (doing so through scrying or technological means is acceptable).
Oneirodynia: 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 (anything that can be described in two words or less, e.g., "sexual nightmare" or "good fortune"). The caster may also plant one "image" in the dream (a sight, smell, melody, etc.).
System: The caster spends a Glamour trait and makes a Mental challenge against the target, who may retest with Willpower out-of-game (in game, it is unlikely that the target knows he is the focus of this cantrip; the challenges are perhaps best handled through a Narrator). For each Bunk trait gained, the target will have the dream for one night. The Mists determine how well the target remembers the dream the next day.
Type: ChimericalOneirocritia: This cantrip allows the Oneiromancer to see and even record the content of another person's dreams as they occur. Though valuable for digging up someone's secrets, it is not always easy to interpret another person's dreams, and knowledge gained will be fragmentary at best.
System: The caster spends a Glamour trait and makes a Mental challenge against the target. For each Bunk trait the Oneiromancer can observe one hour's worth of dreams and gain one useful fact or image or entertaining sequence. With an additional Glamour trait and a simple test, the caster can store these dream sequences in a specially carved crystal. Anyone with this cantrip may use it to read such crystals (one sequence is "played back" per Bunk trait, up to the maximum number stored in the crystal, of course).
Type: Chimerical
Oneirotaxia: The Oneiromancer can now cause a target's dreams to intrude into his daylight hours. His dreams seem to become real, manifesting themselves as chimera that only the Dreamer can see (although those with Kenning can catch a glimpse of them by making a successful static Mental challenge). These chimera are physically harmless, but appear wholly real to the waking dreamer, and may drive some targets to the brink of madness.Advanced
System: The caster makes a Mental challenge against the target; if successful, the target experiences these waking dreams for one day per Bunk trait. The Oneiromancer gains a free retest on this cantrip if he has previously used Oneirodynia or Oneirocritia on the same target or viewed his dreams in another Oneiromancer's recording-crystal.
Type: Chimerical
Syncope: The Denizen can enter a dream and interact with the dreamer, create phantom chimerae and define the overall nature of the dream (but not the dreamer's reactions). Furthermore, the Oneiromancer can steal Glamour or Physical traits from her victim. This is the well-known "hag-riding" or succubus dream of legend.
System: The caster makes a Mental challenge against the victim. For each Bunk trait the caster can inhabit the victim's dreams for one full sleep cycle. Once per cycle, the caster can also attempt to steal Glamour traits to replenish her own pool or "borrow" Physical traits to replenish or even add to her regular score for one day (but she cannot exceed her maximum). The caster makes an additional (separate from the cantrip challenge) static or, against those with fae sight, regular Mental challenge (see below); if successful, she may steal Glamour and/or Physical traits, up to a total for both equal to the Bunk traits (so a 4-trait Bunk lets one steal, e.g., two Glamour and two Physical traits).
Those with fae sight may detect that someone is tampering with their dreams (or the dreams of someone they are observing) with a successful Mental challenge against the caster, using the Kenning ability; to cut back on rock-paper-scissors this could be the same Mental challenge as the trait-stealing challenge described above -- also giving the victim a chance to detect something is up before they lose traits. If the victim succeeds in detecting the cantrip, he may make a further Willpower challenge to force the Oneiromancer out of his mind (for that night). Observers can help only by waking the dreamer.
Type: Wyrd
Expiation: This cantrip can literally turn Autumn World people or objects chimerical, at least for a while, leaving the victim to cope as best as he can. A newly formed chimera won't automatically gain Redes, although preexisting supernatural powers will probably translate into chimerical equivalents. The longer a victim remains in this state, the more likely he is to be forgotten in the waking world; even physical traces of the person, like birth certificates, medical and legal records, photographs, works of art, etc., may disappear over time or be attributed to someone else. Famous people or objects are forgotten much more slowly.Return to top
System: The caster makes a Mental challenge against the target. Naturally anyone may retest with Willpower; those who have undergone the Changeling Way are more resistant to this cantrip and gain an additional free retest. Expiation does not work on Denizens, chimerae, Thallain, or creatures who are already fully spirit, although it could work on a Denizen's host body or undo a Manifestation cantrip. The number of Bunk traits determines how long the cantrip lasts, although no matter how strong the cantrip is, once the last person has forgotten the target, the effects are permanent:
1 trait: one day; people who have met the target only once forget him.
2 traits: one week; distant acquaintances forget the target.
3 traits: one month; daily acquaintances forget the target.
4 traits: one year; all but the closest friends and loved ones forget the target.
5 traits: indefinite; even close friends and loved ones forget, and the cantrip is reversible only by mighty magics or a great quest of some sort.
Type: Wyrd
Weather control has always been associated with supernatural sea creatures; the mer use this art to rouse storms against passing ships. Most of these cantrips have little effect underwater, but for those on the water, they can be deadly.
Type of Challenge: Physical
Art Note: This Art is known mainly by the merfolk and murdhuacha, who tend to guard its secrets jealously.
Basic
Thunderclap: This cantrip is mainly for show, producing a dramatic thunderclap and lightning flash in conjunction with some dramatic gesture. It is mostly harmless; someone at "ground zero" might be temporarily deafened.Intermediate
System: The caster makes a static Physical challenge. The Realm determines what produces the thunderclap: Actor or Fae indicates the thunder sounds when the target gestures, Scene makes entering a room extra spooky, Nature or Prop sets the thunder to discharge when the object is raised. The thunderclap can be heard for miles, depending on obstacles in the way. On open sea the thunder resounds for a distance depending on the number of Bunk traits:
1 trait: Half mile
2 traits: One mile
3 traits: Three miles
4 traits: Five miles
5 traits: Ten miles
Type: Wyrd or ChimericalCompass Winds: The changeling can create a strong wind and direct it at a given object for as long as she is willing to concentrate on it. The caster can push a ship or knock down an opponent.
System: Physical challenge. The Realm determines who or what is affected by the cantrip. Merfolk must be at least partially above the water's surface to direct the wind. The number of Bunk traits determines the wind's strength (10 miles an hour per trait).
Type: Wyrd or Chimerical
Dark Sky: With this cantrip the changeling can darken the sky with low-lying stormclouds and create an ominous fog to cloak a specific target. Note that this conceals a target as much as it blinds him. Potentially dangerous to an individual, it can be catastrophic when directed at, say, an airplane or a ship in a rocky harbor.Advanced
System: Physical challenge. The Realm determines what can be enveloped in fog. Bunk traits determine the thickness of the fog; at one trait, visibility is reduced to about forty feet; this is halved for each additional trait (20 feet, 10, 5, hand-in-front-of-face). The fog dissipates at a normal pace, depending on weather conditions, indoor ventilation, etc.
Type: Wyrd [or Chimerical]Stormcraft: The caster can summon a storm to afflict a target for as long as he is willing or able to concentrate, sinking ships or ruining picnics. Sometimes, however, the storm might rage out of control. Often (especially in chimerical castings) the stormclouds take on an ominously human appearance.
System: Physical challenge. Realm determines the cantrip's target; generally the Scene Realm is favorite. The Storyteller should make a static Physical challenge on the caster's behalf against a Narrator or handy player (difficulty 7) and keep the result secret from the caster; on a win, the storm lasts as long as the caster concentrates. On a loss, make an additional simple test; if this is won, the storm may last longer or wink out prematurely; if lost, the storm rages completely out of control. The number of Bunk traits determines the (initial?) strength of the storm:
1 trait: Drizzle
2 traits: Shower
3 traits: Thunderstorm
4 traits: Tempest
5 traits: Monsoon
Type: Chimerical or Wyrd
Call Lightning: This cantrip allows the changeling to channel a lightning bolt, even from a cloudless sky, and fry his victim.Return to top
System: The caster spends a Willpower trait and makes a Physical challenge. The Realm determines the target. If successful, the victim takes two levels of damage (aggravated in Wyrd castings). In addition, the caster may make a simple test to determine if the victim takes a third level of damage.
Type: Wyrd or Chimerical