
Realm Modification: Raw Element is the first level of Nature, not the fifth. All other levels are bumped up accordingly.
Most cantrips with lasting effects can be made permanent with the expenditure of a permanent Glamour.
Veiled Eyes: As described in Changeling: The Dreaming, except that the duration is the same as that for Metamorphosis cantrips (described in the Player's Guide).
- 1 success -- one minute
- 2 successes -- one hour
- 3 successes -- twelve hours
- 4 successes -- one day
- 5 successes -- three days
Spending a temporary point of Glamour will add one level to the cantrip's duration; i.e., one minute becomes one hour.
Augury: This divinatory cantrip allows for much more powerful and detailed visions than its weaker cousin, Omen. The clarity and extent of the resulting vision increases with each success on the cantrip roll.
Fortune Weaving: [Replaces Fate Fire.] This powerful cantrip allows the fae to significantly influence the fate of a being, for good or ill. The caster can withdraw this cantrip at any time, though most fae are loath to end a curse and usually say it can't be done. Successes are split between the severity and duration of the blessing or curse as the caster sees fit. At least one success must be allocated to severity.
Severity:
- 1 success -- trivial good/bad fortune; +/-1 to difficulty of all rolls
- 2 successes -- minor good/bad fortune; +/-2 to difficulty of all rolls
- 3 successes -- noticeable good/bad fortune; +/-3 to difficulty of all rolls
- 4 successes -- incredible good/bad fortune; +/-4 to difficulty of all rolls
- 5 successes -- epic good/bad fortune; +/-5 to difficulty of all rolls
Duration:
- 0 successes -- one turn
- 1 success -- one minute
- 2 successes -- one hour
- 3 successes -- one day
- 4 successes -- one season
- 5 successes -- a year and a day
Scheherazade: [Replaces Sticks and Stones.] Cast on herself, this causes the storyteller's words to become entrancing to her audience. Anyone who overhears her finds himself drawn in; those already listening are rapt, and cannot break away. Resisting this effect requires an extended Willpower roll, with enough successes to overcome the caster's successes on the cantrip. Once free, the listener is advised to plug his ears or leave; otherwise, he risks being entranced once more.
Living Tale: [Replaces Moment of Truth.] Any individual targeted with this cantrip finds himself drawn so fully into the story that he believes himself to be a part of it. His body sits frozen while his mind imagines in full, living detail the story the caster is telling. He becomes oblivious to his physical surroundings. This cantrip can be resisted with an extended Willpower roll; its effect is broken when the target accumulates enough successes to overcome the caster's successes. If the target is harmed while listening, that provokes an immediate Willpower roll, with one automatic success per level of damage he has taken.
Not to be confused with the merfolk Art of obsession, which will henceforth be referred to as Sirensong, and which will operate as described in Blood-Dimmed Tides. This is the Art of passion, impulse, and love, and is particularly practiced by satyrs, though they can be convinced to teach it to others.
Attribute: Manipulation
Heart's Song: Although the caster cannot yet manipulate emotions directly, this cantrip allows a clever changeling to do just about as much damage, by detecting the emotions of the target. The more successes are achieved on the roll, the more subtleties of feeling the caster can see. A successful use of this Art can also detect any supernatural emotional manipulation in the target; it does not, however, reveal the source of such magic.
Bacchanal: The target relaxes his inhibitions as this cantrip touches him with the madness of Dionysius. His willpower rating is reduced by two for the remainder of the scene, making him much more susceptible to suggestion and manipulation. When cast on food, this cantrip may be combined with an enchanted token, setting a mortal up for a real party.
Sparks: A fae who learns Aphrodesia to this level may begin to start affecting emotions directly by inserting a momentary flash of feeling into the target's heart. Most fae use this to provoke interest, love, or lust, but it can be applied in other ways as well.
Come Hither: With this cantrip a fae can entice someone to follow her. Each success increases the likelihood of the target going to a place or participating in an activity the caster leads him to. One success would be enough to get a prudish person into a party; with five, the target might follow the caster off a cliff, and find out the hard way that he, unlike the caster, can't fly. The effect lasts for one scene.
True Ardor: Whether for good or ill, this potent cantrip causes one person to fall in love with another person of the caster's choice -- or even an animal or object, if the caster is feeling perverse. Some fae use this magic because they genuinely crave the target's affections; others cast it as a form of vengeance. The number of successes determines the strength of the target's passion. A target who is already in love with another may resist with a Willpower roll; each success subtracts one from the cantrip's effect. Once True Ardor has been cast, the love engendered is like any other; the target may fall out of love (or further into it), depending on events.
Anyone can force a target to feel fear with a brute application of Chicanery. Sluagh have refined the process, however, truly making an Art out of scaring their victims.
Attribute: Manipulation
Inner Shadows: No one can hide their fears from a fae who knows this cantrip. With a successful roll, the caster can see what the target fears the most. With enough successes, she can even discover fears the victim has not admitted to herself.
Hush: A fae can use this cantrip to silence the target, paralyzing his vocal cords. Unlike Fuddle, which would prevent specific targets from hearing anything, this ensures that no one will hear you scream. The effect lasts for one round per success; that can be extended to one minute per success with the expenditure of one additional Glamour, or one hour per success with two.
Haunted House: Some places just feel creepy, and some objects just shouldn't be touched. Even a person can exude a sense of wrongness. Such an effect may come about naturally, or it can be bestowed with this cantrip. Its duration is the same as for Veiled Eyes (listed above), but it can be made permanent at the cost of a permanent Glamour. Once the cantrip is cast, mortals must make a Willpower roll to enter or interact with the target, and even fae feel creeped out.
Silence: The sluagh have ways of protecting their secrets. Like a limited form of Sovereign, this cantrip can forbid the target to speak on a specific topic. The rules for duration are the same as those for Haunted House. The subject on which the subject cannot speak must be fairly concrete; "death" is too general, but "the murder of the baron" would be appropriate.
Ghost World: Legend says the origin of this cantrip is tied up with the origin of Samhain itself. Whether Samhain came about through an epic casting or the cantrip was developed from the energies of the night, no one recalls, but it can be used to temporarily replicate some of Samhain's effects. Specifically, it can open up a gateway to the realms where ghosts walk. This may be used to bring ghosts through into the Autumn World (Fae 4) or to drag a target through into the ghost world (Fae or Actor, as appropriate). Duration is the same as for Veiled Eyes (listed above), and with a permanent Glamour, the caster can strand the target on the other side of the veil, from whence he must find his own way home.
The sidhe may rule by awe and intimidation, but trolls have long had their own methods of leading. With this Art, they inspire loyalty and confidence in their comrades and followers, even in the face of overwhelming odds.
Attribute: Stamina
Friend from Foe: While this cantrip won't turn sworn enemies into fast friends, it will make an attacker pause and reflect on what he is doing. The caster performs some manner of appropriate Bunk (usually a speech of some kind). If the cantrip is successful, the target loses his next action, as he reconsiders the wisdom of attacking. With the addition of the Scene Realm, one target may be affected per success. If there are not enough successes to cover all targets, those with the lowest Willpower are affected first.
Will of Stone: Through this cantrip, the caster draws on the strength of mountains to harden her resolve (or that of an ally). The difficulty of all Willpower rolls is reduced by two for the remainder of the scene.
Brotherly Bond: This cantrip allows a selfless fae to loan a temporary dot in an Attribute or Ability to someone of his choosing. The cantrip will not work on someone with an equal or higher rating than the caster, but it can be cast multiple times to loan different Attributes or Ablities. The effect lasts for one scene. The fae generally touches or embraces the beneficiary as the cantrip is cast, and loses whatever dots he loans for the duration of the cantrip.
Hearts Afire: Troll leaders often use this cantrip to rally their flagging troops. The caster draws attention to himself (through a speech, brandishing arms or a standard, or sounding a war horn). For each success, one member of the caster's troop can add one die to any attack roll for that particular turn. If the Scene Realm is used, the successes must be divided among the affected targets. While the effects are short-lived, sometimes a few particularly successful blows can ultimately turn the tide of battle.
Last Stand: Troops commanded by fae proficient in Fidelis are dangerous for a number of reasons, not the least of which is this cantrip. The character actually prevents her troops from feeling pain or fatigue; however, casting this cantrip is an admission that the only victory possible is a symbolic one, for it often kills the troops affected. Targets do not suffer wound penalties, do not run in fear or break ranks and receive two extra dice to all damage rolls. These benefits last until the battle ends. When this happens, however, the troops suffer one die of lethal damage for every point of the caster's permanent Glamour. No soak is possible.
Much of this Art has been lost over the years as the fae increasingly adapt to life in human towns and cities. Some remnants persist, though, echoing the days when rural people told many stories of their torment at the hands of the faerie folk. Other Arts may offer more subtle means of expressing displeasure, but some fae prefer to take out their anger directly on the mortals responsible for it.
Attribute: Strength
Black and Blue: Folklore abounds with stories of how faeries love to pinch and torment mortals who have annoyed them. With this simple but effective cantrip, a fae can cause ugly bruises to appear on an opponent's flesh with a mere touch. For each success on the roll, the victim suffers one level of bashing damage; an normal soak attempt is allowed. Even if no damage occurs, the victim still has black and blue marks on his arms for a few hours.
Steal Breath: A rather vile cantrip, this magic sucks the air out of the target's lungs. This causes one level of bashing damage per success, with normal soak allowed, and the target must make a Stamina roll to take an action that turn, plus the following turn if he suffered any damage.
Shriek: Any fae using this cantrip emits a scream that not only inspires fear, but also causes considerable damage to the target's ears (one level of lethal, with normal soak, for every success rolled). If the target fails to soak all the damage, he is deafened for the remainder of the scene. Others within earshot can hear the scream; though they are not injured by it, they must succeed at a Willpower roll to take any action against the caster in the next turn.
Elfshot: The anger of the fae is justly feared. This cantrip causes a tiny stone dart to spring from the caster's hand and strike its target. Against fae or chimerical targets, this does one level of lethal damage per success rolled, with normal soak allowed. Against mortal targets, the damage becomes aggravated. When cast with the Scene Realm, the successes must be divided among the targets. Additionally, once the dart hits its victim, it remains embedded in the flesh, where its debilitating effects result in a three-die penalty to all actions. The dart must be removed to negate this effect, which requires either a Heather Balm cantrip or three successes on a Medicine roll.
Fall's Curse: Though not as directly painful as Elfshot, the effects of this gruesome cantrip are far more horrifying. It withers a limb on the target, making it useless, though no health levels are lost. The victim loses two dice from his pool on all physical rolls, and moves at half his normal speed if a leg has been withered. Without magical healing, the duration is determined according to the time table for Fortune Weaving. With the expenditure of a permanent point of Glamour, the effect is permanent.