Permanence: Intermediate 2
This cantrip affects the duration that another Art lasts. When applied to most Arts, this cantrip extends the duration by one unit of time (variable) per 2 Mental Traits spent. The Storyteller has absolutely the last word over how it affects a given cantrip. The amount of time (units of time) may be counted in rounds, minutes, or even centuries, depending on the spirit of the cantrip being affected. (i.e., The duration of the Chicanery cantrip Fuddle is counted in minutes, while the Dream-Craft cantrip Attunement may be measured in months.) Cantrips with no duration to speak of (e.g., the Primal cantrip Holly-Strike) are not affected by this cantrip at all.
System: The Realm used determines who or what is being affected. The increased duration is based on Mental Traits spent.
2 Mental Traits -- 1 Unit of Time Higher
4 Mental Traits -- 2 Units of Time Higher
6 Mental Traits -- 3 Units of Time Higher
8 Mental Traits -- 4 Units of Time Higher
10 Mental Traits -- 5 Units of Time Higher
Some say the Dark-kin learned Discord in their sleep, taught by the ancient Dragon Ouroborous. This legend could be just an intimidation tactic the naraka made up to fit their dark mysticism. However, some Sidhe believe that this same mythical creature endows the fae with the Dragon’s Ire; Discord is undeniably an Art of war. Discord is brutal and effective in incapacitating, crippling or slaying an opponent. Naraka most commonly wield this Art, which adds to the ambiguity of it's origin, but it is sometimes practiced by other adhene. Few changelings have ever seen anything like it. If the Denizen augments this Art with other such as Wayfare and Primal, he may even go toe to toe with powerful prodigals.
Read more: Discord
• House of Mirrors
This cantrip makes a creepy distraction tactic by creating multiple chimerical images. These images are harmless and cannot attack anyone, but in a combat situation opponents take some time to figure out which Denizen (or changeling) is the right one to hit amid shifting shadows and whirling half-seen images. Some may be mirror copies of the caster, while others consist of moving light and shadow seen from the corner of the eye that are too threatening to ignore.
System: The Realm used determines what the images distract. This Art costs one point of temporary Glamour. The number of Bunk traits dictate how many images form, and how many turns they last. Each chimerical image is animated and moves around in a confusing, menacing manner. Engage your target in a Mental challenge. If successful, the target’s Initiative is considered two traits lower for each image created.
•• Hermes Fleetness
Hermes’ Fleetness increases the reflexes and agility of a target, making attempts to dodge blows easier.
System: When Hermes’ Fleetness is cast, the character must spend one temporary Glamour. The character that cast Hermes’ Fleetness receives 2 bonus traits on any attempt to Dodge for each Bunk trait during the casting, up to a maximum of 6 traits. This bonus lasts for one turn per Bunk trait.
••• Armilustra
This cantrip can augment a weapon (or bare hands) to do aggravated damage. Sometimes called “Myth Bane” it is not only as potent as iron to the fae, but also lethal to prodigals. The weapon so enchanted takes on a fiery glow.
System: The Realm used determines what delivers the sting of Myth-Bane. Thus, the Prop realm would enchant a sword while the Fae realm would affect the attacker’s fists and the Nature realm would enchant a rose’s thorns or cat’s claws. One point of temporary Glamour must be spent to cast the cantrip. The number of Bunk traits in the casting determine how many “charges” of aggravated wounding potential the cantrip has until it needs to be cast again. For example, if cast on a sword, four Bunk traits would indicate that the weapon could do four levels of aggravated damage before becoming a normal sword again. The amount of aggravated damage cannot exceed the weapon’s damage on any given attack.
•••• Whirling Dervish
This cantrip adds great accuracy in battle due to speed and nimble precision. Whirling Dervish is generally cast before a combat situation. The cantrip makes it easier to hit an opponent that coincides with the Realm used.
System: The Realm chosen to accompany this Art must coincide with the nature of the Denizen’s target. The Denizen must spend a point of temporary Glamour to cast this cantrip. For a number of rounds equal to the Bunk traits gained during the casting, the caster may use the Bomb in speed-related challenges when trying to hit the target of this cantrip. You do not have to use it, but you must warn your opponent that you can use it and how it works.
••••• Life and Limb
Life and Limb is primarily cast before violent conflicts when the character knows things will come to blows. It augments the Denizen’s instincts to strike vital areas on an opponent.
System: The Realm chosen to accompany this Art must coincide with the nature of the Denizen’s target. The Denizen must spend a point of temporary Glamour for each target of Life and Limb. When striking the designated targets with unarmed or melee attacks, you deal an additional level of damage. A successful called shots to a limb (win, not tie, two static challenges) will sever it. Life and Limb lasts until the end of the user’s current combat.
The Merry Dance: Basic 2
Use of this cantrip allows the caster to influence the changes that the Firchliss brings as it sweeps through the dreaming. Though it is dangerous to use this cantrip often as the dreaming doesn’t appreciate control exerted over it.
System: When the Firchliss moves through to change the dreaming, you may perform a bunk to cast this cantrip and spend Mental traits to affect what is changed. For each Mental trait spent you can alter color, temperature, appearance, vibrancy, abundance, and the landscape of what changes the Firchliss brings.
Dream Riding: Intermediate 2
This art allows the fae to interact with and alter a mortal's dreams while the caster is in the Dreaming. It may alternatively be used to ride a mortal's dreams from the mundane world into the Dreaming, though there's no way to control where they'll end up.
System: When you are in the dreaming you may interact with a specific mortal’s dreams and change them much like The Merry Dance. Spend a Glamour to cast the cantrip. You must defeat the mortal in a Mental Challenge. Then spend a Mental Trait for each bit of the dream you would like to affect (color, temperature, appearance, vibrancy, abundance, and the landscape).
Kryos 6: Chill the Soul (elder)
Rather than chill the physical body, a master of Kryos to this level can freeze the very soul, turning the target into an emotionless frozen husk. Used on the living, it renders the target completely unable to learn or teach, or spend willpower, for a duration of a month or until exceptional thawing from a counter of the Pyros art or other such power. Can be made permanent with the expenditure of a permanent glamour. Used on inanimate objects, it places any spirits back into slumber and traps them within.
Kryos 7: Eternal Winter (master)
This power functionally "salts the earth" of an entire land, per the red cap treasure "sands of hunger" and is in fact, where the treasure once came from. This power allows the caster to salt the earth and forever ban the appropriate realms from flourishing there. A use of the Actor realm would prevent anyone from being born there, a use of the fae realm would prevent fae from awakening, a use of the nature realm would prevent any food or animals from growing or living there, a use of the prop realm would see any device freeze and fail to function or be unable to built. Scene & Time only enhance the effect. Do not use normal scene chart; use: Farm / Park / Forest / Preserve / Personal Domain
Ensnare and Rattle: Intermediate 2
In addition to what is described in the Shining Host, this power is also encompasses the Advanced power "Rattle" from that book. We have decided to include this here as "Rattle" is not a power worthy of advanced proportions.
System: Much like Gimmix, but stronger and more controlled, the other effect of the Art of “Ensnare and Rattle” allows you to slam and toss your opponents directly, or to put on displays of telekinesis that are nothing short of stunning. To use Rattle, you must defeat your target in a Physical Challenge then spend a variable number of Physical Traits. Each Trait spent allows you to manipulate or throw 100 pounds’ worth of material, or for a single target to be thrown 10 feet/trait spent. Using this power for damage inflicts one Health Level each time your opponent slams into a solid object and allows you to position your target wherever you want within the range dictated by your Trait expenditure. At this level of control, fine manipulation such as typing is also possible, though you must concentrate on nothing else, and can only perform the cantrip for a number of actions/minutes equal to the number of Bunk Traits gained in the casting. Most uses of Rattle are clearly supernatural, and are often protected only by the Mists (but beware, for one never knows when Dauntain are watching).
Seek ‘n’ Spell: Basic 1
Use of this cantrip allows you to see the meaning behind any written text. You can read anything in any language, even texts written with magical wards on them (although the magic of the ward will oppose the reader, as in the example under Weaver Ward). A new cantrip must be cast for each new text read. The subject matter of the text determines the Realm that must be applied. A book of medieval weapons written in Latin, for example, can be ready by someone using the Prop Realm. A Fae using the Nature Realm could decipher a manuscript on the flora of South America. Changelings unsure if they have the appropriate Realm to use for this cantrip may spend a keening trait to glean insight into what realm they need before the activation of this art.
System: This art lasts for a number of hours equal the number of bunk traits gained during its casting. Otherwise no challenge is required. In the case of magical texts and warded objects however, a mental challenge (retest kenning) is required against the creator of the object or the ward. No relenting is allowed and full retests are used automatically by the creator.
Saining: Intermediate 2
This cantrip functions like it suggests out of the Shining Host, save for our house rule of it being a challenge vs. a character if used upon them. This is to recast it as a Second Intermediate Art.
Oakenshield: Intermediate 1
This cantrip functions as is stated in the Shining Host. This is to reclassify it as a First Intermediate Art.
Heather Balm/Holly Strike: Intermediate 2
Heather Balm functions as is stated in the Shining Host. Holly Strike functions as stated in the Shining Host as well, except that you may expend more physical traits to do more damage (2 Physical Traits/Extra Lethal Damage beyond the first). This is also to reclassify it as a Second Intermediate Art.
Willow Light: Basic 2
This cantrip creates illumination. Whatever the subject is will glow brightly once the cantrip is cast. This can also counteract cantrips and powers such as Blur the Milky Eye or Unseen Presence with a successful Mental Challenge vs. the Target.
System: Your Bunk Traits determine the duration of the cantrip (round, minute, scene, night, week). If casting on an inanimate object, the power is automatic. if casting on a character or magical item, it requires a mental challenge, unless the subject relents.
Boil and Burn: Intermediate 2
This cantrip allows the caster to engulf a subject in flames again, like Prometheus' Fist, but this time the flames do damage and consume the subject. Fire created with this cantrip will spread, just like a normal fire. Unlike Prometheus' Fist this cantrip does not require the caster to continue spending Glamour for the fire to burn. The flames will only last as long as the Bunk Traits gained in the casting, but will inflict 2 Aggravated Damage/turn the subject is on fire and the subject may cause other things to catch fire by coming in contact with them just as with Prometheus' Fist. This art cannot be used on yourself unless you wish to actually set yourself on fire.
System: Your Bunk Traits determine the duration of the cantrip (1 round/Bunk Trait gained). If casting on an inanimate object, the power is automatic. If casting on a character or magical item, it requires a mental challenge, unless the subject relents and causes 2 Aggravated Damage/round.
Tattletale: Intermediate 1
The tabletop books require a connection between the caster and the object of their scrying. This is the case for the tabletop books, but was omitted from the LARP books. We are treating this as an oversight and this is a requirement for use of this art. Tattletale requires a level of familiarity with the target, possession of a part of the target, or knowledge of the target's True Name (Changeling the Dreaming Second Edition, p. 182) or a ritual invocation to dedicate a person or object as a scrying focus (Changeling the Dreaming 20th, p. 222).
Augury: Intermediate 2
Augury has been house-ruled to become the second Intermediate Art. It works as written in the Shining Host, save for where the House Rules differ.
Sovereign 6 - Ruler of the Land (elder)
Sovereign is the art of rulership, and it has often been said, that the land takes on the appearance of the owner. An extension of Fae nobility, this power allows the Fae to affect those or things around her in awe inspiring ways. Whereas lesser levels of Sovereign are designed to build your kingdom, this level of Sovereign is about making your personal space, and more, yours.
System: Like all Fae arts, you perform your bunk. Upon successful casting of the bunk, you gain a number of additional social traits on the target of the realm equal to the number of bunk traits gained during the casting. These social traits take on their own meaning. Using the Fae realm to cast this on himself, a Noble Troll performing a 5 trait bunk could give himself 5 extra intimidating traits. These traits transcend any trait caps and all who see the troll would feel his intimidating presence as he towers over them. Theatrical effects are also granted with this effect, the troll might be covered in shadows and lightning might shoot from his footsteps. The only catch is, the social traits gained, must already be social traits that the caster themselves possesses. No matter how hard a ruler tries, the tiny boggan who has never intimidated a person in their life, can not rule a landscape of terror and nightmare.
The different realms dictate what can be affected, even things that normally do not have social traits gain them with this art and can use them on behalf of the owner. Which is where the power becomes truly terrifying. Using the Nature Realm in conjunction with the Scene realm to grant a landscape Alluring, any who find themselves seeking to harm the land may find themselves in a social challenge, or an intimidating castle may simply frighten away weak willed advisories.
All traits and effects gained through use of this power last for a number of nights equal to the number of bunk traits gained during the casting. The scene and time realms are enhancers as per usual. The time realm can hang the effect so that your castle only is glamourous when you are in the room for example. No self respecting sidhe would want to be outdone by their furniture. Used in conjunction with dreamcraft, one can create truly amazing dreamscapes, and then rule them as they see fit.
Resplendent Command (elder)
A commander who masters Sovereign can inspire confidence in his soldiers, elevating their dedication to the battle. The caster must perform a bunk, which may be something as grandiose as delivering an inspirational speech, or as subtle as devising a brilliant stratagem. Anyone who is targeted by this receives a Morale bonus equal to the Bunk traits for the duration of a battle. No one can be affected by this more than once per battle. Scene 5 and Fae and/or Actor realms are required to affect an entire Unit.
Loyalty (master)
When someone makes an oath to you, you activate this at the cost of one Glamour and defeat the target in a social challenge (Leadership vs. Subterfuge). The oath taker finds it extremely difficult to violate the tenets of their oath. In order to voluntarily break the oath, they must first defeat you in a social challenge. Failure renders them incapable of taking the action that would violate the oath. If the oath is successfully broken, the penalties for breaking it are doubled.
Speed of Hermes (elder)
This power puts user of quicksilver to shame. After performing a successful Bunk, you may spend glamour traits to gain a set of bonuses. For each Glamour spent the user doubles their movement rate. In addition the user gains a trait bonus to all physical action equal to the glamour spent. For every 3 glamour spent the user also gain a physical action to be used as per Quicksilver. These bonuses last for the scene instead of one round. In addition the user may sacrifice the ability to use extra actions for the scene at any point to fair escape. This is effectively a teleportation effect.