Arts and Realms

Realms

Possession of Realms determines who or what changeling casters are able to affect when casting cantrips. Everything up to the level she possesses is inclusive; thus if a changeling possesses four levels of a particular Realm, she is able to affect anything up to the fourth level.

The level of the Realm used added to the appropriate Attribute (based on the Art used) determines the number of dice the changeling has available to cast a cantrip. If several Realms are used in casting a cantrip, she must use the Realm with the/ewest number of dots for figuring the Dice Pool. Even if she only needs a lower level of a Realm, she can still use her full rating for the purposes of casting a cantrip. So if she has five levels of Fae, but is only trying to affect a commoner, she can still add five to her Dice Pool.

For example, a giant land dragon is rushing at a group of changelings. Thinking quickly, Eriond the eshu decides to cast a Wind Runner cantrip so that they may fly away out of danger. The changelings have a couple of enchanted mortals with them, further complicating the situation. Eriond has to use three Realms to be able to affect himself and all of his companions: He has Fae 4 (though he would only need one, since all of his companions are commoners), but he has only Actor 1 (which is fortunately enough since the enchanted mortals are good friends). He then combines this with Scene 4 (since they are currently in an open field). The lowest Realm he possesses is Actor, so Eriond uses this Realm when determining his Dice Pool for casting the cantrip. See the Cantrips Page for complete information on casting cantrips.

Exceptions to the use of Realms are Scene and Time. In most cases, Scene allows the caster to affect multiple targets, and Time allows a cantrip to be cast with a delay before it takes effect (literally, a time bomb). When used this way, neither Realm are used to figure in the number of dice for Dice Pool. There are some instances where Scene can be used as the primary Realm, and in such cases Scene is used to help determine the Dice Pool.

This Realm concerns itself with mortals. The higher the Realm, the less the caster must personally know the person. This Realm includes supernatural beings such as vampires, wraiths, etc., but not other fae.

Level Title Description
True Friend A well-known confidant, buddy, etc.
•• Personal Contact You have had a long conversation with this person, and you know his name.
••• Familiar Face You recognize his face, but you do not need to know his name.
•••• Complete Stranger You need no information, but the person cannot be your enemy.
••••• Dire Enemy This person must be your enemy, or in competition with you; a gaming friend falls in this category.

Cantrips

Cantrips, more simply known as "faerie magic," are how changelings manipulate Glamour to create magical effects, both in the Dreaming and in the mortal world. A changeling sparks her own internal Glamour and thereby creates a link with the Dreaming — a link strong enough that she can draw upon and form the raw stuff of the Dreaming to suit her desires. In a sense, cantrips are physical manifestations of Glamour. What follows here is a description of the Arts, which define (he actual powers and effects of changeling magic, and the Realms, which delineate who or what a changeling can affect with her magic when she casts a cantrip.

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Arts are the defined means by which a changeling can mold and shape Glamour to produce certain effects. Each of the Arts is organized into five ranking powers of ascending potency. The powers given are what is known to most changelings of Earth; ancient fae may have abilities far beyond the scope and ken of their younger brethren. Following the description of each power is the systems and rules usage, including applications and the effect of casting the same cantrip multiple times upon a subject. The Arts described here only begin to scratch the surface of those available to changelings; they are, however, the most commonly encountered. Being creatures of Glamour and whimsy, many changelings have discovered other methods of using the Arts described here (often for radical and unorthodox results). Whether a character can use an Art in a manner other than the ways described here is at the whim of the Storyteller — though it never hurts to try.

Mortals often later forget the effects of Arts cast upon them ("Coincidence," or "There must be a rational explanation."). Any time a mortal is affected by or witnesses a Wyrd cantrip, consult the Mists chart for Cantrips to determine exactly what she remembers.

Definitions

The Art: Each Art opens with a general description of the Art's basic function as well as a little bit about what its cantrips are capable of. This section may also discuss how the Art is used and perceived in changeling society.
Attribute: Immediately following this description is the Attribute which is used when casting a cantrip from this Art.
Powers: Following the description of the Art are its different levels and what cantrips can be cast at each of these levels. The opening section provides an overview of the types of effects that are possible with that Art.
System: This section offers the actual rules for casting the cantrip. This includes how the Realms interact with the cantrip, how the number of successes earned affects the cantrip, and how (or if) the cantrip can be resisted.
Type: This indicates whether the cantrip is chimerical or Wyrd. Chimerical cantrips are those that either only affect enchanted beings or which have subtle effects that could be purely coincidental. Anything that has a real-world effect (such as teleporting from one place to another) is considered a Wyrd cantrip. If a changeling calls upon the Wyrd, all cantrips that the character casts automatically become Wyrd.

The basic cantrip casting rules make the most use of the Realms of Actor and Fae. Generally speaking, the target of many cantrips is most often a person, whether a mortal, supernatural or another fae. In many cases, the Scene Realm can be used in conjunction with Fae or Actor to affect multiple targets. Realms such as Nature, Prop and Time have their own particular uses in cantrips as well.

For example, Jimble (a pooka of fair nature if little wisdom) goes into a bar and walks right into a pack of Unseelie redcaps he played a prank on just the other week. Realizing that his life is in danger, Jimble ducks out of the bar and casts a Fugue cantrip on the redcaps to make them forget that he was ever there. Jimble needs to use Fae 2 to affect one of the redcaps and then Scene 1 to make all the redcaps in the room forget that they had seen him.

Arts

Chicanery is the Art of deception and favored by those who utilize guile to lead the unwary astray. This Art deals in fooling the senses and ensnaring the mind at higher levels. Practitioners of Chicanery are usually considered suspect by nobles and their chancellors, and are closely watched. A few nobles have become infamous through injudicious use of this Art, although Chicanery is generally considered to be a commoner's Art.

Attribute: Manipulation

Fuddle
Fuddle allows the caster to alter a target's perceptions. Proper use of this Art can be difficult, however, since it cannot create something from nothing — there must always be some basis for the deception the caster wishes to create. In a sense the caster is limited by the target's perceptions. A target who is blind and deaf cannot be made to suddenly see and hear the ocean, for instance, but she might fooled into smelling the tang of the salty sea air. Fuddle relies upon already existing factors to deceive the senses, and cannot completely negate a sense or create a sensation.

In other words, an eshu trying to make use of Fuddle could not turn invisible while standing in plain sight, nor could he conjure up the sound ot police sirens on a silent night. If the eshu were hidden in shadows, he could use Fuddle to cause a person to overlook him, or he could cause the sounds of barking dogs to be perceived as police sirens. This cantrip can never cause any direct harm to an individual, though it is possible for a target to inflict accidental injury upon himself due to his confused senses.

System: The target of the cantrip determines the nature of the Realm needed to use this Art. The Scene Realm is required to affect multiple targets. For example, casting Fuddle upon a small group of mortal tourists to cause them to believe that a troll has turned into a wolf requires Actor 4 (mortal tourists) and Scene 2 (for the group).

The number of successes indicates how long the subject is Fuddled. Multiple castings of Fuddle are not cumulative; if such is attempted, the casting with the most successes is the one that takes effect.

1 success — one minute
2 successes — 10 minutes
3 successes — one hour
4 successes — one day
5 successes — one month

Type: Chimerical

•• Veiled Cues
As its name implies, Veiled Eyes muddles a target's senses into ignoring anything the caster desires. The cantrip does not turn an object invisible, but rather convinces the observer that the object is not really worth his notice. Veiled Eyes would not cause a store to vanish from plain sight, but it would convince passersby that the store sold nothing of interest to them, causing them to ignore it. People cloaked with Veiled Eyes are merely ignored.

System: The person or object being veiled determines the Realm needed when using this Art. This Art functions differently than most Chicanery cantrips in that once cast upon an individual or item, the target of the cantrip becomes veiled to all passersby. The Actor Realm would be used to veil a mortal, and the Scene Realm would be appropriate to veil a building (though Scene and Actor could be used to veil an entire room full of people, making the room appear to be empty to anyone who entered or looked inside).

The obscurement lasts for one turn per success. A changeling can double the amount of successes by spending an extra Glamour point. A changeling can penetrate Veiled Eyes by rolling Perception + Kenning (difficulty is 4 + the number of successes scored in the initial casting before any Glamour points were spent). Only mortals who have had contact or foreknowledge of the veiled object get a chance to resist. Supernatural beings with magical senses (Kenning, Awareness, Auspex, etc.) may make the attempt to penetrate the obscurement when they first encounter it. This cantrip can be cast multiple times to increase the duration of the obscurement.

Type: Chimerical

••• Fugue (also known as Tip-of-the-Tongue )
While Fuddle allows a changeling to alter a person's perceptions,
Fugue lies within the province of memory. With Fugue,
the changeling may remove or steal whole chapters of a person's
life and beliefs, or home in on one salient detail, such as the
moment the target bumped into him while walking down the
street. Fugue can never add anything to an individual's memory,
and its effects are rarely permanent.

System: A changeling only needs the Realm of the target to cast Fugue. The number of successes determines the duration and amount of memory lost. The caster divides the number of successes between the memory loss and the duration, according to the charts below. A changeling who rolls four successes could cause her target to forget about his lunch for one minute, a person's identity for one turn, or the location of his car keys for a day.

Memory Loss
1 success — Forgetting a simple, immediate object or information (car keys, phone number, etc.)
2 successes — Loss of memory of an uninteresting scene in the past ("What did I have for lunch?" or "What was her name ?")
3 successes — Complete eradication of a specific event, person's identity or object's presence.
4 successes — Powerful, forthright beliefs or memories may be forgotten.
5 successes — A tabula rasa; total memory loss (a vampire could be made to forget her nature, but finds herself inexplicably craving blood).

Duration
1 success — One turn
2 successes — One minute
3 successes — One hour
4 successes — One day
5 successes — One week

Multiple castings of this cantrip are cumulative. A changeling who achieves 10 successes on three castings of Fugue could, say, force a mage to completely forget her Awakened nature for a week (endeavors of this kind do not usually have tidy endings, however, and this is a great way to rack up powerful enemies).

Type: Chimerical

•••• Haunted Heart
The caster of Haunted Heart can control and fan the emotions of her target. She can evoke any type of feeling she wants: fear, envy, love, gaiety, sadness, etc. This cantrip can cause a target to feel anything he is capable of feeling, even if he has never experienced the desired emotion before. The cantrip is more potent if the emotional evocation is similar to an episode from the target's past. However, the feelings can be drawn from anything: books, movies, observing wildlife, etc. For example, linking a memory of lost love to a banana amid cause the target to weep piteously as he remembers how much his ex-lover used to love bananas. Casting a feeling of spite in a crowded bar would start a bar fight.

Old memories (even those forgotten or blocked) could reactivate with a canny use of Haunted Heart. Evoking hatred toward policemen in a man wrongly jailed would have a recurring effect well beyond the duration of the cantrip. Provoking a fear of a lake may cause the subject to suddenly remember almost drowning at age six and give the subject a permanent fear of water (subject to Storyteller discretion). Lucky (or shrewd) casters who manage to awaken a feeling that is significantly linked to an incident in the target's past get one free success when using this cantrip.

System: The Realm needed to cast this cantrip is determined by the target. Actor and Fae Realms are by far the most common. This cantrip lasts one minute per success. The duration can be extended by spending one Glamour per additional minute. Multiple castings of this cantrip are cumulative, as long as the object and the emotion evoked remain the same. Opposite emotions cast upon the same object cancel each other, no matter how many successes each casting had. A phobia of snails cast with five successes would be neutralized by a cantrip of mollusk-love with one success.

1 success — Invokes a mild reaction.
2 successes —The target feels wild, chaotic surges of intermittent emotion. As long as the emotional object is not in sight, the target acts normally.
3 successes — Creates a continuous state of passion. The target's conversation drifts toward the emotional object; +1 difficulty to all rolls involving Mental Attributes.
4 successes — The target is passionately engaged. She actively seeks (or avoids) her object of passion; +2 difficulty to all rolls.
5 successes — Total obsession; the target can do nothing but engage in his passion. He becomes violent if restrained. Resistance requires the expenditure of a Willpower point (and a life-threatening reason).

Type: Chimerical

••••• Captive Heart
Whereas Haunted Heart controls the emotions, Captive Heart has greater magnitude. The target of Captive Heart becomes pliant to the caster's commands; his personality can be completely changed with a few words. Use of this cantrip allows the changeling to change broad or narrow facets of a person's behavior. A person could be made to believe he is Mick Jagger, a lawn chair or a secret agent for Planet Z. The victim of this cantrip makes every effort to conform to the caster's wishes: jumping around and singing, hopping and croaking, or simply standing quietly in the corner — anything. This has certain limitations, however; the target cannot be commanded to do anything directly harmful to himself. Commands such as "Take the knife and draw it across your throat," will send the target into confusion as her self-preservation instinct manifests. On the other hand, a command that is not directly harmful ("See that man in the crown? Attack him!") is obeyed with as much speed as the target can muster.

System: The nature of the cantrip's target determines the Realm needed. Only one person can be affected with a single casting of this Art, so the Scene Realm cannot be used to affect multiple targets. The number of successes determines how long the cantrip lasts. Whenever the subject must perform an action that runs counter to her personality, she is allowed one (extended) resistance roll (Willpower, difficulty 8). If the total successes on the resistance rolls exceed the caster's current Glamour, the cantrip is broken. As with all cantrips, non-mortals may spend Willpower to break the cantrip. Any expenditures of Willpower they make count as successes on extended resistance rolls.

Captive Heart can be cast multiple times with cumulative success, if the caster spends a Glamour point for each extra casting. If two casters use conflicting commands on one target, the cantrip with the most successes determines the outcome. A target told first to be a tree and then a dog follows the cantrip with the highest successes and ignores the other one.

1 success — The enchantment lasts for one turn.
2 successes — The enchantment lasts for one scene.
3 successes — The enchantment lasts for one hour.
4 successes — The enchantment lasts until sunrise or sunset, whichever comes first.
5 successes —The enchantment lasts 24 hours.

Type: Chimerical

Dark Arts

The Shadow Court has developed Arts that reflect their violent, sinister and devious natures. The two most commonly learned Dark Art — Contempt and Delusion — are only available to members of the Shadow Court. This knowledge has been jealously guarded, and typically a fae cannot learn these abilities unless she has been indoctrinated into the Shadow Court with a ritual involving the level five Contempy cantrip: Condemnation (see below). Anyone can be recruited by the Shadow Court, but only the most deviant and useful stay with them long enough to learn these abilities.

Use this knowledge wisely. It's taken 600 years to acquire it.

While the Unseelie nobles have been known to use the Sovereign Art, some have chosen instead on countering it with their knowledge of the Art of Contempt. Commoners within jamming and pretender cliques have also found it useful. The has been much debate over whether commoners outside the Shadow Court should learn its intricacies, but for the moment, only commoners in the shadows practice it.

Attribute: Wits

Mockery
Unseelie commoners and childlings often have difficulty disturbing austere court proceedings, but Unseelie nobles and Shadow Court allies are able to work around such limitations. Before a Seelie court begins, the seneschal or chamberlain will cast the level one Seelie cantrip: Protocol on the area where the proceedings are held. Unseelie who know this cantrip can overcome protocol and “bend the rules” to their will. The Mockery cantrip is used as an opposed roll to the session’s Protocol roll. Unseelie nobles who fail this are bound by the strictures of the proceeding — as the seneschal sees them, of course. Whispering to compatriots, speaking out of turn, demanding the floor, grandstanding, or even challenging others to immediate duels is unheard of. A Shadow Court ally who overcomes Protocol will be able to get away with such tactics, and the Seelie will most likely believe that the interruption is perfectly proper. After all, such behavior is expected of the Unseelie. If the Mockery cantrip is cast on a proceeding of an Unseelie Court, an effect similar to the Protocol cantrip will occur. The leader of the meeting can make draconian pronouncements without facing opposition, demand that Kithain with conflicting interests settle their differences with brawling and duels, attempt to browbeat Seelie attendees into kneeling and kowtowing, and so on. A more sinister variant of the normal protocols applies. Such tactics, however, build resentment in the victims of tyranny in much the same way as Seelie arrogance angers the Shadow Court.

Realms:
You have many different choices as to how you will interrupt proper etiquette and Protocol. Note that a fae can only attempt one of these at the beginning of the proceeding; any later in the proceedings, the attempt will not work.
Actor - A mortal affected by Mockery will consider the proceedings ridiculous. Even if Enchanted, she will refuse to participate, and instead stands up for her own rights. Note that everyone will know that someone in the room is responsible for this.
Fae - A member of the Shadow Court is now free of the oppressive nature of the Protocol cantrip.
Nature - An animal will behave in a way that will disturb the proceedings.
Prop - Draconian nobles ban an object present at the ceremonies from being used in what they see as an “inappropriate manner.” How dare they! If you’re successful, you may use the object as you see fit.
Scene - An aspect of the area where the proceedings are held will create a disturbance (the lights will go out at just the right moment, the fireplace will burst into an inferno, etc.). This is extremely useful when storming a courtroom.

•• Disobedience
An individual affected by this cantrip will show flagrant disregard for authority for one scene. It will not cause those effected to assault authority figures, but it may result in physical acts of violence. Once-logical arguments will seem shallow, and warnings or dictums against certain courses of action will seem offensive. This can be resisted with an opposed Willpower roll.

If a noble is nearby, this Art can instead be used as a counter to the level two Sovereign cantrip: Dictum. Unseelie nobles have been known to use Dictum, but usually prefer to use it on so-called "Prodigals," or members of other races. It's opposite, Disobedience, can be used to inspire a commoner, mortal, or animal (depending on the realm) to reject the Dictum of nobles. Before this compatriot has an audience (or conversation) with a noble, the Unseelie can give a few words of wisdom to bolster his or her (or its) confidence. For each success, the user of this cantrip lowers the difficulty of the disobedient one’s Willpower to resist Dictum by one. If the user gets four successes, the commoner is immune to commands for the duration of one scene.

Since Shadow Court cliques are more prone to interacting with other supernatural races, the cantrip can also be sued to overcome some vampiric Disciplines (such as Presence) and particular werewolf Gifts that affect the mind. This is at the Storyteller's discretion.

Realms:
Of course, the actor and fae realms of this cantrip are the most useful, but an inventive revolutionary can make good use of the other three.

Actor - A mortal becomes disobedient.
Fae - A commoner is immune to pronouncements and will feel disaffected.
Nature - An animal no longer answers the commands of its owner.
Prop - An object (such as the famed "bloody shirt") that can be used as evidence of misdoing can inspire some mortal (or fae) to revolt. Alternatively, if anyone is using an object to command Dictums, and you know what it is, you can nullify the effect.
Scene - The setting of a Dictum no longer matters, or an individual will become disobedient once he reaches a specified destination within the next 24 hours.

••• Insolence
Insolence can be used to inspire groups of people to riot. It's useful at raves, rock concerts, labor negotiations, lynchings and other such entertaining gatherings. For each success, one individual will be herded by the user into attacking something or someone else. (You can't, unfortunately, choose whom that will be!) Anyone affected by this magic can attempt to resist by using Willpower (difficulty 8).

This cantrip can also be used to negate Grandeur. If a fae can overcome the effect of Grandeur by normal means, she can rally others against it. Only one Shadow Court fae can attempt Insolence; if that individual fails, the others are on their own. For each success, the caster lowers the difficulty for everyone else present to oppose Grandeur by one. If the shadow fae gets four successes, everyone in the area is immune to it — the remarks or display was timed well enough to negate the commanding presence of the noble.

Realms:
Again, actor and fae are the most useful, but guessing correctly with one of the other three can have surprising consequences.

Actor - Mortal are no longer intimidated by authority figures.
Fae - Changelings and other enchanted creatures are incited to be insolent.
Nature - A herd of animals can be forced to stampede. Alternately, if you can guess what a noble must touch in order to use Grandeur, you can overpower it.
Prop - If used against Grandeur, the noble looks like a fool wielding such an obvious crutch. Anyone Kenning is now aware of how dependent the noble is on the prop. It would be a shame if someone stole it later.
Scene - A noble's place of safety or a place associated with authority (e.g., police station, university) is no longer quiet as formidable. Let's get 'em.

•••• Devil's Advocate
A Devil's Advocate can use oratory to convince a crowd of just about anything — for one scene. Anyone who listens to a speech made with this cantrip must roll Willpower against a difficulty of the orator's Wits + Contempt.

The cantrip also has a specific application. If an Unseelie is present as a Geas is being executes, he can use this cantrip to petition for a reexamination of the grievance before the Geas is performed. The Geas cannot be prevented, but the noble enacting it can be asked to reconsider. The Geas will then be postponed until a later trial.

The Bunk is always more or less the same if the second application of this cantrip is used. The advocate must give a speech explaining why the subject should not be affected by the Geas. If the advocate scores more successes than th noble enacting the Geas, the subject is free. Even if it doesn't work, though, the workings of a Geas also allows a Willpower roll later (see the Geas cantrip for more details).

Realms:
Actor and fae are the most direct appeals. The other three only work as counters to a Geas if the noble is using the same realm or if an item of the appropriate realm is the subject of the oratory.

••••• Condemnation
This is an unholy ritual of the Shadow Court. It is always used with elaborate ceremony, as it denies an individual's standing within the Shadow Court. At Samhain, only a few individuals, called Instigators, are considered worthy of learning this cantrip.

At Samhain, Condemnation is used to declare new titles of authority within the court, as well as to declare whom the Instigators for the next year will be. Many of these ceremonies are protected by the Samhain Mists. Some will only remember them within their subconscious minds, and other will forget them completely.

At other times of the year, Instigators can perform various ceremonies, such as recognizing a newly formed clique, casting out a member of the Shadow Court and subjecting his memories of it to the Mists, or recognizing a changeling as worthy of learning the Dark Arts. This "high priest" of sorts always appears in a mystical disguise.

The ceremony of Condemnation is performed with energetic ritual. The fae who wishes to be fully accepted into the court must renounce his former ties of allegiance. An Instigator must gather information about what the fae must condemn. The recruit insults former loved ones or authority figures, and pictures and portraits of rivals are spat upon and burned. Devious Instigator will even uncover a petitioner's former oaths, and, by demanding that the Changeling renounce her former bonds, condemn her to further Banality.

If an Instigator is present at any other ceremony or secret gathering, he can shield the members of a conspiracy. Any who have not been Condemned will have difficulty understanding what is going on. All Perception rolls are at +3 difficulty. If the Instigator can attain five successes on a Condemnation roll, the details of the ceremony will be cloaks in mystery. Witnesses will have mental visions of metaphors or what is transpiring, and later will probably think they were drugged, hallucinating or insane.

Merfolk Arts

These arts, while for the most part not completely unique to the mer, are pretty darn rare out of water. The merfolk used these powers quite freely before the Sundering, but now they are loath to call attention to themselves so openly.

It's not particularly surprising that mer Bunks tend to be water-oriented, although they are very different between the two kith. A level-three merfolk Bunk may be "shoot to the surface and splash mightily out of the water," while its murdhuacha counterpart would more likely be something along the lines of "find something with more legs than you and eat it while it's still wriggling." (And in such cases, avoid the smiling merrow with a single tentacle below the waist….)

Desire is a powerful thing. While the sexual applications of this art are obvious, its practice is far more useful than simple physical gratification. Otherwise rational people can be made to spend their life savings on trash, and those who are otherwise apathetic can be made to treasure an item forever. And, of course, there is sex. This art was taught to a few satyrs in the Middle Ages; some old goats scorn it as "false emotion," but most who see the power's effects figure it is a logical outgrowth of the Song of Pan. The mer are historically famous for using this Art in conjunction with calling upon the Wyrd, in order to lure sailors off the decks of ships and into their clutches. The Art is at its most powerful when its wielder uses each power one by one, subtly building on the strength of the target's desire, until the target has convinced himself that his desire is not only natural, but not at all irrational.

Aphrodisia can be resisted by Willpower, although the roll to resist is automatic and unconscious; the person affected shouldn't automatically know that a cantrip is at work. The number of successes the caster scores determines just how many successes are necessary for the
onlooker's Willpower roll to be able to ignore the cantrip's effects. To shrug off the cantrip, the witness must score the caster's number of successes plus one. For example, Lady Perue uses Fancy on a shiny (and drugged) apple in a bowl of fruit as Lord Talbot is scanning the feasting
table. If Lady Perue gets three successes o n her Fancy roll, then Lord Talbot must score four successes on his Willpower roll to be unaffected.

Attribute: Charisma

Fancy
This cantrip gets someone to pleasantly notice something they would not have ordinarily noticed. Something of a fae guarantee of a good first impression, it makes a face stand out of a crowd or one item from a shopkeeper’s cart leap to the eye. Of course, there’s no guarantee that the item is a sure dale, or that the face in the crowd is the duke’s love for, but it does serves as the proverbial “foot in the door.”

System: The Realm determines just who or what gets noticed, rather than who does the noticing. As a result, the changeling must time the use of this cantrip carefully if he doesn’t want any and all onlookers to be affected. Of course, sometimes it’s appropriate to affect a group, particularly at court functions.

Fancy can't be used to cancle out supernatural powers of stealth; although it could call attention to a sluagh lurking in the bushes (and the sluagh would at least get the benefit of a good first impression), it couldn’t point out the same sluagh if he was obscured by Veiled Eyes.

Type: Chimerical

Yearn
This cantrip places a quick flash of desire in a target's mind, most likely when he is thinking about something else. The target suddenly feels a need for whatever is placed inside his mind.

System: The Realm determines who is affected; use of the Time Realm can plant a suggestion in a target's mind to be "set off" later. This is certainly one way of ensuring that your date of last evening calls you again….

The object of the target's affections need not be present at the time of the cantrip's casting, but he must be familiar with it. A changeling can't use Yearn to make a person long for something he's only vaguely familiar with, or has seen but never paid all that much attention to. The object must stand out in his mind somehow, even if it's as vague as "that beautiful girl I saw in the window of Cafe Au Lait."

Type: Chimerical

••• Covet
A more powerful version of Yearn, this cantrip causes the target to begin obsessing over the object of his affections. While t h e victim is still rational, her object of desire moves up a few rungs on the victim's ladder of priorities. She begins to lose sleep, and will find herself absently thinking about the object of her attention at peculiar times.

System: The Realm determines who can be affected by this cantrip. Covet lasts for about a day's time.

Type: Chimerical

•••• Crave
The victim is no longer rational, and the object of his desire is his top priority. He will do just about anything that does not jeopardize himself, his closest friends or the objects of his affections to be close to what he desires.

System: The Realm, once more, determines who the caster can effect. The effects of Crave last for about a scene's time.

Type: Chimerical

••••• Need
At this stage of desire, sanity goes right out the window. The victim will leap overboard to drown with the object of his affections, if that's what it takes. He's completely obsessed, and has trouble even so much as focusing on anything else. This person is irrational and dangerous, and not above destroying the object of his affections to prevent others from getting it.

System: Need lasts for a scene. The Realm, yet again, determines who the caster can affect.

Type: Chimerical