Fae Arts

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.
(1) Muddle: increase intensity of emotion the target is experiencing for the scene. Additional shifts increase the duration.
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2) Fuddle: alter target’s senses or perception of something. Additional shifts increase the duration.
(3) Veiled Eyes: causes target to be ignored by causing sensory input on it to be disregarded
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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.
(5) Haunted Heart: Make the target feel a particular emotion.
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6) Captive Heart: The target will follow whatever the caster suggests.
(7) Daydream: Alter reality a target’s perceptions as desired.
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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.
(1) Misdirect: Cause an object to shake or move slightly so it can draw the attention of onlookers. Duration: instant.
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2) Gimmix: Move small objects without touching, simple movements only, nothing requiring fine motor skills. Duration: instant.
(3) Ensnare: Move large objects to or multiple objects in the scene to ensnare or hinder an opponent. Duration: a few minutes.
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4) Marionette: Move objects in complex ways causing them appear to move on their own. Duration: a few minutes.
(5) Effigy: Create a temporary inanimate illusion. The more complex the object the more shifts required. Duration: a scene.
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6) Mooch: Teleport objects a short distance causing it to disappear and reappear another at another location within view. Duration: instant.
(7) Bigger on the Inside: Make a container, vehicle, chamber, or even building able to hold more objects then it’s size would normally Aalow. Each shift doubles the amount of space within the container. Duration a scene.
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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.
(1) Willow Whisper: talk to anything, even inanimate objects. The target will answer one question. More information requires more shifts.
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2) Cloak of Elements: be protected from manifestations of that element for a scene. Shifts determine how much damage can be
(3) Eldritch Prime: Cause an element to appear in the most natural way possible. Shifts determine the amount and strength of the element that appears.
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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.
(5) Heather Balm or Holy Strike: Heather Balm or Holy Strike: When used for healing it can remove all stress or downgrade a consequence. When causing damage it fills all stress boxes or adds a consequence if all boxes are full. When used on plants this causes them to either grow to maturity or wither and die. May not be used on the same target multiple times in a session.
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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.
(7) Elemental Servant: Cause a sentient, animated elemental to manifest and do the bidding of the caster for a scene. Shifts add to the duration
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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.
(1) Fey Eyes: Change cosmetic features such as hair and eye color, length of nose, facial hair, ect.
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2) Impersonate: Alter appearance to seem to be a different person.
(3) Partial Transformation: Alter one part of the body in an unusual way (such as elongated limbs) or change it into an animal part and gain abilities associated with that part (such as eagle eyes, animal claws or teeth, fur, feathers, chameleon skin, ect…)
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4) Go Ask Alice: Change size either bigger or smaller. The greater the change the more shifts required.
(5) Merlin’s Lessons: Change into an animal. Altering size requires using “Go Ask Alice” as well, using abilities special to the animal type requires additional shifts or glamour spent.
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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).
(7) Hive Mind/Elder Form: Transform into a swarm of creatures that act as one with larger and more powerful swarms requiring more shifts, or turn into a raw elemental with the ability to do anything that element could do and only be hurt by things that could hurt that element (for example, turn into a body of fire, burn any flammable objects you touch and only be harmed by water, smothering, or lack of oxygen).
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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.
(1) Hindsight: Gain a vague glimpse into the target’s past. 1 shift: a clue about something that happened recently to the target. 2 shifts: a clue about the general history of the target (such as whether their life has been mostly happy or tragic, sheltered or scarring, ect…). 3 shifts: a clue about one of the target’s significant memories. 4 shifts: a clue about what made the target the way he/she is. 5 shifts: a clue about the target most important or painful memory.
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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.
(3) Blessing/Curse: Add or subtract shifts on the target’s next action. Each each shift on the casting can be added or subtracted from shifts on the target’s next action.
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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).
(5) Tattletale: Scry a distant scene through a target you have a connection too (either you know it intimately, know its True Name, or have a part of it with you). Provides only a brief glimpse, but additional shifts or glamour can be used to get a wider or more detailed view, or extend the viewing.
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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.
(7) Fatefire: Bring a person’s fate about sooner than expected. 1 shift: the target receives a chance encounter, warning her of the consequence (or benefits) of her actions. A troubled soldier has nightmares about war; a bad driver is nearly hit by a car. 2 shifts: the target receives a clear illustration of her Dán, suggesting her ultimate rewards. The soldier receives Jonathan Livingston Seagull in the mail (no return address); the bad driver sees two cars smash up. 3 shifts: a sudden turn of events in the target’s plans either set her back or propel her ahead of “schedule.” The soldier is court-martialed; the driver suddenly inherits a hot rod. 4 shifts: fate dramatically steps in and reveals the ends to the target’s means. This may mean either sudden calamity or sudden prosperity. The soldier’s platoon is wiped out (except for him), and he throws away his gun in an attempt to save an infant. The driver’s close friend dies in a car accident. 5 shifts: Instant karma. A character’s fate is immediately brought to the fore. The soldier receives a supernatural visitation, informing him that his fate isn’t tied to warfare, but to saving lives. The reckless driver has a car accident, but may (or may not) live to become a safer driver.
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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.
(1) Beauty and Poise: Enhances the caster’s appearance to give them +2 to all actions using looks.
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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.
(3) Dictum: Places the target under the command of the caster for an hour. The target does not have to follow orders that put it in danger.
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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.
(5) Weaver Ward: Can be used to prevent anyone from accessing a building or room, or from using an object. This can also be used as a ward against certain Arts from being used, or a ward placed on a particular Art’s effect to prevent it from being counter-woven until the ward is unwoven first. The cantrip remains until it is lifted by the caster or broken through counter-weaving or banality, though it deteriorates over time if not maintained by fresh infusions of glamour. Each shift adds to the difficulty of overcoming the ward. Shifts are subtracted at the rate of one per month until the ward is undone, but this may be prevented by investing one glamour per month.
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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).
(7) Queen of Love and Beauty: Any who see the caster will fall under his/her command as with Dictum but now applied to entire crowds, lasts for an hour.
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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.
(1) Can’t Catch Me: +2 to speed related actions.
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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.
(3) Quicksilver: Target moves fast enough to take multiple actions in the turn after casting. One additional action per shifts.
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4) Breaching Barriers: Pass through locked doors or windows or slip out of any restraints.
(5) Wind Runner: The target my fly through the air at about their normal running speed for about five minutes. Shifts can increase the duration or speed at which the caster may travel.
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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.
(7) Portal Passage: Creates a doorway to anywhere the changeling has previously been, in the mortal world or the Dreaming. This may even circumvent magical wards but must achieve more shifts than the ward possesses. Extra shifts can be used to keep the portal open longer.
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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.
(1) Temporal Sense: Caster can know exactly what time it is and how long a current action is going to taek.
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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
(3) Backward Glance: Allows the caster to watch what happened in the past. One success is can look back and hour. Additional successes can increase the amount of time to a day, a week, a month, a year, a decade, and so on.
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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.
(5) Permanence: Increase the duration of a cantrip that does not have an instant affect. Cantrip duration is bumped up the time ladder by one per shift.
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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…
(7) Turn Back Time: Redo an action in combat up to a number of turns in the past equal to the number of shifts gained in casting. Outside of combat the action may have been up to an ago, but additional successes increase this to two hours, a half day, a day, a week, etc…
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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.
(1) Seek & Spell: Understand the gist of the meaning behind any written text. More shifts provide clearer understanding.
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2) What’s in a Name: Gain a clue about a character from their True Name. More shifts provide additional information.
(3) Rune: Object with rune inscribed on it will add shifts gained on the Rune casting roll to their next action provided it garners a normal success.
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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.
(5) Saining: Allows the caster to learn the True Name of the target. A single shift gives only two letters but the amount doubles with each additional shift. A name can’t be used until all of it’s letters are known.
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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.
(7) Reweaving: Permanently change the inner nature of a target by altering the runes in it’s True Name. 1 shift: a minor change; tastes or habits. Stop a target from chewing gum, or make a room less drafty. Change the color of a room from red to green. 2 shifts: a moderate change; interests or moods. A raging tiger rolls over like a kitten, or a computer geek’s interest shifts to something more worth (like RolePlaying). Make a pleasant, sunny room gloomy and filled with foreboding. 3 shifts: a major change; inner nature. Switch Courts, or get a gun to decide that its true calling is a paperweight, not a weapon. Turn a bank into a Communist collective. 4 shifts: total change; true calling. Change an Aspect to that of your choice, or cause gunpowder to be edible. Turn a church into a bowling alley. 5 shifts: complete change; spiritual Twister. Cause vampires to embark on Golconda, or simply gain Faith. Switch stats on character sheets between Skills. Change wraiths to specters. Turn the White House into a public lavatory.
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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.
(1) Dream Scry: Get a clue about what a sleeping person is dreaming about. More shifts grant greater and more detailed information.
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2) Find the Silver Path: Locate the nearest Trod if there is one nearby. Extra shifts extends the range of the cantrip.
(3) The Merry Dance: Influence the firchlis to change the surroundings of the Dreaming. 1 shift: influence the Firchlis in your immediate area, within a few feet, for one turn. Only very minor alterations are possible. (Can lessen or increase the intensity of one aspect of the newly altered surroundings.). 2 shifts: influence the Firchlis within line of sight, for one turn. (Can lessen or increase the intensity of two aspects of the newly altered surroundings.). 3 shifts: influence the Firchlis within one mile, for one scene. (Can lessen or increase the intensity of three aspects of the newly altered surroundings.). 4 shifts: influence the type of Dream Realm that appears when the Firchlis is done with the changes it brings. (Can modify the moods of the arriving chimera or dictate the weather that arrives with the Firchlis.). 5 shifts: radically change the arriving Dream Realm until the next Firchlis passes through. (Can cause a Nightmare Realm, Dream Realm, desired landscape, or certain type of chimera to appear. Note, however, that the chimera are still independent creatures, and any negotiations with them must be handled in the usual fashion.).
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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.
(5) Anchor: Create a stable, unchanging refuge in the Dreaming. 1 shift: closet-sized barrier area giving only the barest protection (1 difficulty for attacking forces); must be in contact with the trod. 2 shifts: apartment-sized barrier, allowing a 2 difficulty for attacking forces; must be within a dozen feet of the trod. 3 shifts: cottage-sized barrier, allowing a +2 difficulty for attacking forces; must be within a dozen yards of the trod. 4 shifts: mansion-sized barrier, allowing a +3 difficulty for attacking forces; must be within 100 feet of the trod. 5 shifts: castle-sized barrier, allowing a +3 difficulty for attacking forces; must be within 300 feet of the trod.
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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.
(7) Cobblethought: view a sleeping person’s dreams and draw out Chimera into the real world. As with Dream Craft the more shifts the larger and stronger the Chimera is.
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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.
(1) Son of the Hearth: Remain comfortable in any temperature. Lasts for a scene with 1 shift, 5 shifts would give it up to a week.
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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.
(3) Willow Light: Cause a the target to glow. The number of shifts determines how bright the glow will be with 1 shift providing the light of a Christmas tree light and 5 shifts being a blinding light.
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4) Prometheus’ Fist: Engulf the target in flame. Number of shifts determines determines how much damage the flames do.
(5) Solstice Revelation: Reveal anything magically cloaked and expose any illusions within the caster’s immediate vicinity. More shifts are required to break more powerful illusions.
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6) Blinding Light: Render onlookers blind. Lasts for a turn but each additional shift doubles the duration of the effect.
(7) Star Body: Transform body into living, blinding light that forces onlookers to turn away and can pass through anything light can. Lasts for a turn with 1 shift, but this is doubled for every additional shift.
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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.
(1) Cat’s eyes: Target gains night vision. Lasts for 5 minutes with 1 shift, the entire night with 5 shifts.
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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.
(3) Gathering Gloom: Cause shadows to gather around the target and conceal it. The number of shifts determines the duration of the effect.
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4) Biting Frost: Engulf the target in ice. Number of shifts determines determines how much damage the ice does.
(5) Balm of the Unwakeable Slumber: Sleeping targets remain sleeping through any noises or movements. Lasts for a turn with 1 shift, but this is doubled for every additional shift.
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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.
(7) Shadowmeld: Meld body into living patch of shadow and use tendrils of shadow as additional limbs. Lasts for a turn with 1 shift, but this is doubled for every additional shift.
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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.

Fae Arts

Changeling: The Dreaming FATE mayhawk Jaygirl24