Changeling: The Dreaming FATE
All Cantrips are composed of an Art (what effects you can conjure), and a Realm (what you are allowed to target with your abilities). Casting a Cantrip involves selecting what affect you wish to create and what will be the target of your affect. Determine the difficulty by comparing the effect you want to create with the list of suggested difficulties provided. Scratch off a box on the glamour stress track and roll Wyrd. The difficulty may be lowered by spending additional glamour, doing bunks (rituals that create tag-able aspects).
A character must spend refresh to purchase a Fae Art. Arts are a general list of effects a Changeling can produce, the list for each Art is non-exhaustive, Changelings may produce other thematically appropriate effects using the Art at the storyteller’s discretion.
In addition to Arts characters may spend refresh to purchase Realms, which add +2 to all cantrips done on anything falling within that Realm’s purview. The Realms are Actor (humans and other sentient beings), Ephemera (Fae, cantrips, chimera, oaths and magical phenomena), Prop (Non-living and manufactured objects), Nature (Plants, animals and natural phenomena), Time (Cantrips set to go off at a later time), Scene (Cantrips that affect multiple targets within a zone and not divide shifts, additional shifts can be spent on additional zones).
By using the Craft skill a changeling may bottle up the affect of a cantrip in a potion or item. This is a one use only item that requires an action to activate or may have a trigger built into it so it will activate under certain circumstances (this requires additional shifts depending on the complexity of the circumstances). A changeling may have a number of potions or enchanted items equal to his Wyrd skill.
Unless otherwise stated shifts must be divided between multiple targets if the caster wishes to affect more than one person with a cantrip at once.
Chicanery deals with illusions, emotion, and sleight of hand. Unless otherwise stated each affect works on a singe target for a single scene, Additional shifts may be divided to affect more people for longer time periods.
(2) Fuddle: alter target’s senses or perception of something. Additional shifts increase the duration.
(4) Fugue: permanently remove the target’s memories (with basic success target forgets a simple, immediate object or piece of information. 1 shift causes loss of memory of an uninteresting scene in the past. 2 shifts provides eradication of a specific event, person’s identity, or object’s presence. 3 shifts erases a powerful, forthright belief or memory. 4 shifts creates a total memory.
(6) Captive Heart: The target will follow whatever the caster suggests.
(8) Captive Audience: An entire room full of people will become susceptible to the caster’s suggestions.
Legerdemain deals with prestidigitation and general stage magic. At lower levels, this means assorted sleight-of-hand tricks, and low-level telekinetic tricks, and conjuration at higher levels. Additional shifts may be used to extend durations.
(2) Gimmix: Move small objects without touching, simple movements only, nothing requiring fine motor skills. Duration: instant.
(4) Marionette: Move objects in complex ways causing them appear to move on their own. Duration: a few minutes.
(6) Mooch: Teleport objects a short distance causing it to disappear and reappear another at another location within view. Duration: instant.
(8) Phantom Shadows: Creates objects objects that may be animated and granted sentience. More complex objects require more shifts. Duration: a day.
Primal deals with elemental evocations. This is not a subtle Art. These evocations are direct manifestations of the caster’s will. Must specify an Element, all other elements are at a -2 difficulty to use.
(2) Cloak of Elements: be protected from manifestations of that element for a scene. Shifts determine how much damage can be
(4) Oaken Shield: Cause a layer of bark or some other hard element to cover body and provide one level of armor. Additional shifts add to the armor rating.
(6) Element Control: Allows the caster to summon and control one type of element for a scene. Shifts determine the amount and strength of the element that appears.
(8) Meld with the Element: All manifestations of the element within sight became extensions of the caster’s body, so he can move it and use it to sense things as he could with his own body.
Metamorph deals with physical transmutations on living beings, be it camouflage, size alteration, or anything else. Used in conjunction with Primal, this art can have truly devastating effects. Transformations have a duration of a turn, however, additional glamour or extra shifts may be used to lengthen the duration.
(2) Impersonate: Alter appearance to seem to be a different person.
(4) Go Ask Alice: Change size either bigger or smaller. The greater the change the more shifts required.
(6) Oddbody/Riddle-Kith: Transform into inanimate objects with the size and ability appropriate to that object (rocks are nearly indestructible, wood can float, ect…) or into another type of fae with its kith’s abilities and weaknesses).
(8) Mythic Transformation: Transform into a legendary creature, altering size special powers accordingly. The larger and more powerful the creature is the more shifts required.
Soothsay deals with divination magics. At lower levels, it lets one sense strands of fate (And can provide potential aid to
aspiring Talecrafters). At higher levels, it allows limited alteration of fate.
(2) Omen: Gain cryptic clues about a person’s destiny. 1 shift: a clue about an immediate plan of the target . 2 shifts: a clue about the general disposition or ideology (if Changeling, that would be Court) of the target. 3 shifts: a clue about a long-term goal of the target. 4 shifts: a clue about the inner nature (high concept) of the target. 5 shifts: a clue about a closely guarded secret of the target.
(4) Fair is Foul and Foul is Fair: Alter the fortune of the target to give them good or bad luck. 1 shift: find or lose a small thing (car keys, an old friend). 2 shifts: find or lose a valued acquisition (your Rage deck; a valued friend). 3 shifts: find or lose something treasured (a passionate love; a sizable inheritance). 4 shifts: find or lose a major element (a powerful patron/enemy; a magical sword; your lifetime companion; the family fortune). 5 shifts: find or lose something critical (your health, never fatal; a major magical tome).
(6) Augury: Using divination the caster may describe a scene that will happen in the target’s future. 1 shift: a minor event, a scenic element (slight weather change); car keys found; an expected letter arrives. 2 shifts: an uncommon event, a major scenic element (thunderstorm, snow, 3-car crash); an old friend calls out of the blue; the IRS decides not to audit you. 3 shifts: an significant event, freakish weather (lightning strikes a particular person, or a rain of toads falls over L.A.); a dog reveals his owner’s murderer; an ally arrives in the nick of time. 4 shifts: a decisive event, wide-ranging elements (basketball-size hail for 36 hours, or black rain for a week); the state militia rebels; the IRS sets up a trust fund for you, based on your tax shelter. 5 shifts: acutely incredible event, nearly impossible elements (the President admits he’s a vampire, a town simply disappears); the state militia announces its allegiance to Peru; a 3-headed baby holds a press conference.
(8) The Gift of the Norns: Major curse or blessing on a target including they may be killed or saved in a dramatic way. 1 shift allows the character to determine the year in which this important event occurs, each additional shift allows the caster to narrow down the timeframe.
Sovereign: deals with Enchantment magics, and the ability to directly influence the minds of others. The nature of the Dreaming is
such that only nobility can learn this; as a rule, your levels in Title determine the maximum level you can learn this to. Unless otherwise stated additional shifts can increase the difficulty of resisting these effects or their duration.
(2) Protocol: All present must behave in a manner appropriate to the event. Usually used during gala events, state dinners or court sessions, but even if cast on the street it will cause those present to at least be polite and follow traffic signals. Continues for a scene.
(4) Grandeur: Anyone viewing the caster is overcome with awe and can take no action for the rest of the scene, those with romantic predispositions may fall in love with the caster.
(6) Geas or Ban: Directs a person to either complete a task or refrain from a specific type of action, and failure to do so resulting in a curse. The target cannot resist, but the command cannot be an impossible one. Each shift allows the caster to impose a greater task. 1 shift: a simple Geas or Ban (drive me to the airport; stop scratching your arm). 2 shifts: a moderate Geas or Ban (retrieve a known item that has few guards; exile from a place rarely visited). 3 shifts: a difficult Geas or Ban (find an unknown person; cease an activity you find important). 4 shifts: a nearly impossible Geas or Ban (find an honest politician; exile from an area you’ve lived in all your life). 5 shifts: a legendary Geas or Ban (bring back the Siege Perilous from Arcadia; never visit the love with whom you’ve sworn the Oath of Truehearts). Higher shift geas or bans also generat stronger curses: 1 shift: mild curse (rash or itch). 2 shifts: moderate curse (minor physical ailment or non-debilitating illness, such as a cold). 3 shifts: major curse (debilitating illness). 4 shifts: catastrophic curse (loss of loved ones, all possessions, etc). 5 shifts: deadly curse (Death, or worse).
(8) The Face that Launched a Thousand Ships: Inspire others those who view the caster to devote their lives to him/her even to the point of death, lasts for an entire day.
Wayfare deals with all magic related to travel, and getting from point A to point B quicker.
(2) Featherfoot: There are several uses for this ability. First, by rolling this, each success gives you a turn where you ignore surface penalties to move-silent checks, and you leave no tracks. Alternately, you may jump up to success stories directly upward and/or count as falling one story less for purposes of damage. 1 shift is five feet straight up or a 15-foot broad jump. 2 Shifts: one story straight up; 30-foot broad jump. 3 shifts: two stories straight up; 60-foot broad jump. 4 shifts: five stories straight up; 150-foot broad jump. 5 shifts: 10 stories straight up; 300-foot broad jump.
(4) Breaching Barriers: Pass through locked doors or windows or slip out of any restraints.
(6) Flicker Flash: Allows target to move at essentially the speed of light to reach a specified location. Destination must be somewhere caster has previously or else caster must be able to scry it or see it somehow, otherwise the trip might not end as expected. 1 shift allows travel to anywhere in the same city, additional shifts allow travel throughout the state, country, continent, and world. The target can do no actions while moving at this speed.
(8) Teleport: Target disappears and reappears at another location the caster has been previously or else is able to scry it or see somehow. Target must be human-sized. More shifts allow larger targets.
Chronos deals with time manipulation, allowing for one to view the past, to increase the duration of other cantrips, etc.
(2) Wyrd: Confuse the target’s sense of time so they cannot tell the order in which things happen and suffer a -2 to all mental actions. Duration is one turn but may be increased with extra shifts
(4) Dream Time: Speed up or slow down time’s affects on the target. Target’s actions will take either twice as long or half as long for the rest of the scene with the duration extended for additional shifts. If used in combat the target loses half their turns or gains an extra turn for a number of turns equal to amount of shifts. Can also speed up or slow down aging on a living target by one year with additional shifts adding 2 years, 3 years, 5 years, 10 years, or 10 years, 20 years, 50 years, 75 years, 100 years per shift for inanimate objects.
(6) Frozen Moment: Freeze the target in time so it does not age and cannot be altered or affected by any actions. It may be moved, but not part of it can be moved. The duration is one scene, though this may be increased with additional successes to one day, one week, one month, one season, one year, etc…
(8) Leaping Toward Nightfall: Shoot a target forward in time, removing them from scene and having them reappear at a later point in time. 1 shift is 5 minutes, additional shifts can increase the time the target is sent forward to an hour, half a day, a day, a week etc…
Naming deals with the power inherent in true names; lower levels let one better divine language, while higher level ones can make dramatic alterations.
(2) What’s in a Name: Gain a clue about a character from their True Name. More shifts provide additional information.
(4) Runic Circle: Inscribe a protective circle on the target so that it will not be affected by harmful magic. The number of shifts determines the highest level of supernatural powers it can protect against.
(6) Rune Reading: Study the runes of a target’s name to gain information about the target’s inner nature: Change the inner nature of a target by altering the runes in it’s True Name. 1 shift: a minor personality traits; tastes or habits. 2 shifts: core personality traits, interests or moods. 3 shifts: inner nature. Court, or driving purpose. 4 shifts: true calling, High Concept. 5 shifts: most central ideas and beliefs.
(8) By any other Name: Completely change the True Name of a target to alter the target’s High Concept. Number of shifts determines how much the concept may be altered. In order to make it the opposite of what it was the caster must garner 5 additional shifts.
Dreamweaving deals with manipulating dreams and the the Dreaming.
(2) Find the Silver Path: Locate the nearest Trod if there is one nearby. Extra shifts extends the range of the cantrip.
(4) Dream Riding: Enter and manipulate the dreams of a mortal (must touch the mortal or have an intimate link to them). 1 shift: change target in subtle ways, such as increasing emotions or softening textures, etc. 2 shifts: hold active conversations with the chimera in the dream and participate on a verbal level. 3 shifts: touch and interact with the dream, which allows for manipulation.4 shifts: remove aspects of the dream or alter them in radical ways. 5 shifts: reshape the dream, at the risk of whatever consequences such action creates.
(1 difficulty for attacking forces); must be in contact with the trod. 2 shifts: apartment-sized barrier, allowing a 6) Dream Craft: Create objects and creatures from raw dream stuff. The more shifts scored the larger and stronger the Chimera is: 1 shift is the strength of a ten-year-old mortal; a rickety old shack. 2 shifts: Strength of an adult mortal; a well-built trailer home. 3 shifts: strength of a small horse; a well-built home. 4 shifts: Strenth of a Clydesdale; a good vault. 5 shifts: strength of a team of Clydesdales; Fort Knox.
(8) Dreamsteps: Enter a sleeping person’s dreams by touching the person and exit through the dream of another.
Pyretics deals with manipulating light, heat and fire.
(2) Will-O’-the-Wisp: Create a ball of flame that will lead the caster to any item they desire. The number of shifts determines how direct and safe a route the will-o’-the-wisp will take. One shift means that the route will be meandering and possibly treacherous, while five shifts indicates that it’ll follow the most direct and safest route.
(4) Prometheus’ Fist: Engulf the target in flame. Number of shifts determines determines how much damage the flames do.
(6) Blinding Light: Render onlookers blind. Lasts for a turn but each additional shift doubles the duration of the effect.
(8) Heat Wave: Raise the temperature in the caster’s line of sight to the point where those present suffer heat stroke damage. Number of shifts determines the amount of damage done.
Umbration deals with manipulating darkness and cold.
(2) Jack’s Breath: Cool the area of the caster’s vicinity and freeze any water present. Extra shifts can increase the area affected and the duration.
(4) Biting Frost: Engulf the target in ice. Number of shifts determines determines how much damage the ice does.
(6) Shadowpatch: Allows the target to move travel dissappear into the shadows and emerge from other shadows in the vicinity. Lasts for a turn with 1 shift, but this is doubled for every additional shift.
(8) Blizzard: Snowstorm strikes all in the caster’s line of sight to the point where those present suffer frostbite damage. Number of shifts determines the amount of damage done.