Grady's Arts Ratings


Talecraft 3, Wayfare 2, Pyretics 2, Dragon's Ire 2, Primal 1, Naming 1, Skycraft 1

Talecraft (3)

Once the exclusive purview of the eshu kith, this rare Art encompasses perhaps the most primal magic there is: the power of storytelling itself. Anyone who’s ever cried at a movie, gotten lost in a good book, sang along to a Broadway hit, or felt their pulse racing at the climax of a video game already knows the power this Art taps into. Kithain who master these cantrips go one step further and use stories to transform the world around them. Tale-Craft is nominally considered a Seelie Art, though it is freely used by members of both Courts. Eshu are still the most common practitioners of Tale-Craft, though it is enjoying increasing popularity with other garrulous fae. In particular, clurichauns, piskies, pooka, satyrs, and even some performance-minded Fiona and Leanhaun sidhe have also taken to it.

Unleashing
Tale-Craft magic expresses eloquence, passion, creativity, wit, and sincerity. Unleashing Tale-Craft makes the character the center of attention (“listen up, everyone!”), causes others to get lost in fantasy (“remember the first time you read about the Boy Who Lived”), compels others to share stories and gossip (“you ever hear about that one time…”), or even inspire those nearby to get caught up in acting out roles from a tale being told. Tale-Craft magic unfettered by a cantrip inspires and thrills, though it can also leave targets wondering what is real.

Bunks
Unsurprisingly, this Art almost always involves displays of talent and wordplay, whether through telling stories, singing songs, reading poetry, writing tales, or other narrative expressions. It’s also common for Bunks to help set a proper ambiance for the tale being told, whether that means passing around a flashlight for a spooky story or warming up the crowd with an old favorite before launching into new material.
  • 1 - Twice-Told Tales
    A sluagh runs her slender fingers across an antique mirror that witnessed a grand old romance, watching those love scenes flicker past in its depths like a reel from an old film. A sidhe glares across the table at a political rival, locker room stories of his enemy’s prowess in the dueling ring echoing in his ears. Twice-Told Tales grants the changeling access to rumors, folktales, war stories, urban legends, gossip, tall tales, family histories, and other “unofficial truths” regarding the subject of her cantrip. The caster may name a general area of interest, such as romance or scandal, or simply let the most (in)famous or essential stories about a target surface first. Subsequent uses of this cantrips reveal increasingly obscure information, or simply fail if no applicable stories exist. Stories a changeling already knows are skipped over, however, unless there’s a substantially different version she might find interesting. This cantrip also requires that stories have been told in some sort of public venue; an actual secret that no one else knows or a subject that no one ever talks about won’t come up with this cantrip. Although this cantrip might seem similar to the Backward Glance cantrip, that power reveals what actually
    happened in the past, while this cantrip imparts stories associated with a target — even those based on facts are still likely distorted or exaggerated compared to the actual reality of the situation. Wise changelings thus take care before
    acting as if what they’ve learned is cold hard fact, but even entertaining lies can still have some utility too.

    System: The Realm used determines what subject the changeling learns stories about. Actor would reveal stories about a particular mortal or Prodigal, for example, while Nature could provide tales of local wildlife. One story is learned per success gained, though the Storyteller may rule that a particular topic is exhausted after a certain point, in which case the changeling is aware there are no more tales to learn. 

  • 2 - Work the Room
    An eshu jumps atop the barricades and delivers a raw, heartfelt speech to renew the fighting spirit of the wavering rebels. A pooka bites her lip and finds the exact tone to apologize to her parents and promise not to stay out all night (again). A redcap tells a joke so dirty and so funny that it breaks the ice and lets rival prison gangs sit down and settle their feud. Work the Room allows the changeling to send out magical pulses that infuse her targets with a chosen emotion or impart a simple idea, typically in order to augment her performance. The emotion or idea imparted with this cantrip must be simple enough to express in no more than a couple of words. The changeling could inspire feelings of “rebellion,” for example, but not implant the specific idea of “rebel against Duke Manchester and burn his holding to the ground.” Likewise, though she may attempt to channel a target’s response with other means, the changeling cannot directly compel action, nor can she control exactly how a target might react to a feeling or idea — a redcap biker hit with a wave of “indulge yourself” will almost certainly react differently than a staid Gwydion sidhe!

    System: The Realm used determines what type of audience can be influenced with this cantrip. Note that Scene is required to affect more than one target, making it a very common addition to this cantrip. Each success on this cantrip increases the power of the magical pulse and lowers the difficulty of Performance, Expression, or related rolls by 1 for the rest of the scene, so long as they reinforce the emotion or idea being conveyed.

  • 3 - Bated Breath
    A satyr lays out a complicated tale of car troubles and girlfriend problems while the rest of her crew hurriedly unloads the kegs from the back of the truck. A battle slows to a halt as a troll delivers a heartbroken eulogy over a fallen friend. This versatile and mischievous cantrip allows a changeling to hold her audience in place while she speaks, holding their focus solely on her, allowing her to slowly leave a scene or serve as a powerful distraction for others. Targets are not literally paralyzed, but utterly absorbed in what the changeling is saying to the point of missing all but the most obvious events around them. Language is not a barrier for this cantrip, though lacking a common tongue will increase the casting difficulty unless the story is simple enough to be effective with gestures and mime work. The changeling must speak without significant interruption for the duration of the cantrip. Targets will remember what she told them during the cantrip after it ends,  though they may not exactly be able to explain while they were quite so spellbound. Although this cantrip is certainly good for all kinds of narrow escapes and other mischief, the Dreaming doesn’t allow those under its spell to come to immediate harm. A changeling could not keep her target on the tracks while a train was barreling toward him, for example, or force someone to stand in the middle of a burning building. Any actual harm or imminent danger breaks the cantrip, even if the target isn’t immediately aware they are in peril. However, this catnip can be used to allow the changeling to get closer in order to strike, or help allies set up an ambush. Targets are considered surprised for the first action turn in such  circumstances.

    System:The Realm determines who is being enthralled. Each success keeps targets spellbound for 1 minute outside of stressful scenes such as combat or heated confrontations, or 1 action turn during high pressure situations. During this time, the changeling must continue speaking, but may move at a walking pace, interact peacefully with her environment, and use non-aggressive magic. This duration may be extended by one interval per additional point of Glamour spent during casting. A target may only be affected by this cantrip once per scene. 

Wayfare (2)

This is the Art of travel, of clever movement, of the fae talent for moving quick as a dream. Wayfare is an ancient Art and one of the most widespread bits of changeling magic. It is prized by scouts, scoundrels, couriers, and travelers alike. During
the Accordance War, commoners used the Art to evade sidhe ambushes and advances, while the nobility have always valued it to keep lines of communication open between freeholds. Useful as it is, Wayfare is often regarded as a hedge Art — magic suited for retainers, scouts, and commoners, not refined magic for high nobles or grand courts. The eshu are its most famous practitioners, but it is also strongly associated with pooka and clurichaun.

Unleashing Wayfare
Unleashing Wayfare is the desperate act of those who have utterly lost their way or who face imminent doom. “Get us out of here” and “get them out of here” are by far the most common directions when the ancient magic of ways and travel is poured into the Autumn World, followed closely by “bring me to my goal.” The latter command is rarely predictable, hurling Kithain into the arms of Dán — the place a changeling needs to go to progress is often not the place they expect. Wayfare Unleashings have also been used in the past to attempt to force open dormant trods, with only limited and temporary success. A bold few changelings have even used this Art to attempt to transport themselves to lost Arcadia, but either report that even the Glamour of the Autumn World can no longer lead them to its source, or simply vanish into the depths of the Dreaming, never to be heard from again, their ultimate fate up to the speculation of those left behind.

Wayfare Bunks
Wayfare bunks tend to involve the concepts of motion, travel, flashy action, or ostentatious display. Examples include: Tap your foot thrice, get down into a runner’s stance, paint flames or lightning bolts on an object, jog in place, jump up and down, whistle loudly and point to your destination, hum your favorite road song, pick up and pocket a bit of road dust, rip up a gas station map, throw a frequently-used key somewhere irretrievable, draw a map, run a mile to build up speed, call someone at your far-away destination to confidently state you’ll be right there
  • 1 - Hopscotch
    A laughing pooka clears a high fence in a single bound, leaving behind her pursuers. A wicked redcap forces a forklift to hurl itself at the group of trolls who have come to drag him before their liege. This is the Art of prodigious leaps, potentially allowing the subject to clear tall buildings in a single bound. Hopscotch moves its subject forward or upward as the caster desires, and the Glamour infused into the leap ensures that the landing is always undamaging, no matter how far the target drops before impact. Some pooka insist that Hopscotch was once their very own special magic, stolen by an eshu trickster in the time of legends and spread to the rest of the Fae — but who believes a pooka?

    System:The Realm selected determines who or what jumps. Living creatures gain the ability to make a prodigious leap, or can be forced to do so. Objects targeted with Hopscotch leap wildly as the caster wills them to. Anyone in contact with a
    leaping object may attempt to stop its wild flight with a Strength + Athletics roll (difficulty 7) against the changeling’s successes in invoking the cantrip. The exact result of failing to stop an object from taking flight are up to the Storyteller and depend on the object. A set of clothing is likely to rip itself free as it soars skyward, but a leaping smart car could have significantly more serious results. The Scene Realm allows multiple subjects to jump, rather than making roads or buildings hurl themselves about — although such terrifying acrobatics have been observed in the wake of Wayfare Unleashings.
    The number of successes rolled dictates the strength of the jump:
    1 success  | One story straight up; 30-foot broad jump.
    2 successes  | Two stories straight up; 60-foot broad jump.
    3 successes  | Five stories straight up; 150-foot broad jump.
    4 successes  | 10 stories straight up; 300-foot broad jump.
    5 successes  | The changeling can leap as far as the eye can see, even onto the wing of a passing plane or across the mighty Mississippi River. 
    Type: Wyrd

  • 2 - Quicksilver
    Quick as a grin, the subject of this cantrip moves as a literal blur, trailing traceries of expended Glamour behind as speed lines, crackling lightning, or some other manner of visual discharge. A motley of piskies runs down a speeding car carrying a stolen treasure, burning the road in their wake. A sidhe knight explodes into a blur of flashing steel and sizzling magic.

    System: The Realm determines who or what speeds up, although it doesn’t grant objects the power to move if they’re not moving already. Each success grants a subject one extra action or doubles her movement speed on her next turn. Successes may be divided between extra actions and extra speed as the player desires. Hurled objects treat successes on the activation roll as bonus dice on the damage roll if they strike a target. Enchanted vehicles cannot gain extra actions, and simply speed up instead, enjoying the same damage bonus as a hurled object if they strike something.
    Type: Wyrd

Pyretics (2)

Every changeling’s soul burns with the power of the Dreaming, but not all learn to harness that flame with the magic of Pyretics. Fire consumes, purifies, protects, and makes new. Kithain from both courts, commoners and nobles, members of
all houses, respect the power of the flame and seek knowledge of its secrets.

Unleashing Pyretics
Unleashing Glamour through Pyretics can burn away impurity or illusions, cause terrible destruction, or make something new again. The character may invoke the Art to create a protective circle of fire, burn away phantoms cast to distract or haunt her, or transform her sweat and tears into molten Glamour, setting everything they touch on fire.

Pyretics Bunks
Unsurprisingly, Pyretics bunks most often involve fire and destruction, but also include removing impurities, cooking, and new life. Example bunks: Burn something, or burn everything, make something broken like new, hold a match under your
hand until it blisters, tell a story around a campfire, create a glass sculpture and then smash it, walk on hot coals, or sing a ballad and end just as the sun rises.
  • 1 - Kindle
    A basic but eminently useful cantrip, Kindle heats the focus of the Glamour enough to cause discomfort but not injure. Kindle can cook food, help start a fire, make someone sweat and appear feverish, or heat a gun enough to burn someone touching it. Tired of the grind at school, a childling pooka stays home sick with a fever created with Glamour. A boggan ensures her victory at a culinary competition by overcooking the competition’s food. A sidhe uses Kindle to distract his rival in a war council and convince the duke to pursue negotiations instead of battle.

    System: The cantrip’s Realm determines the target(s). When used on something inanimate or non-sentient, the Storyteller should arbitrate the effects of the heat (plants may wilt, metal becomes dangerous to touch, food cooks without a visible source of heat). When cast on a person, animal, or creature, the target incurs a +1 difficulty to all rolls due to the distraction and discomfort. The number of successes determines the number of turns the target remains overheated.
    Type: Wyrd

  • 2 - Illuminate.
    Countless creation myths from the mortals begin with a divine light piercing the darkness. Changelings adept in Pyretics wield the power at the heart of such stories. By channeling Glamour into this cantrip, the Kithain can create a light which dispels darkness, illusion, and petty subterfuge. The motley turns away from the blinding light, but turns back to see their mentor replaced by an impostor. All who enter the piskey’s home must first stand in front of a glowing stone and be revealed.

    System: The Realm determines the source of the light. Illuminate’s glow reveals anything hidden or obscured. Supernatural illusions, physical disguises, and even base dishonesty become easier to see through while the cantrip’s light shines. The light normally extends out only a few feet in each direction, but can be extended substantially with Scene, and if the cantrip is Wyrd anyone can see clearly in the light. Any supernatural illusion or disguise with a lower power level than the number of successes rolled for the cantrip is revealed. All attempts to lie or hide within the area of the magical light incur a dice pool penalty equal to the number of successes rolled for the cantrip. The effects of Illuminate last for one scene, but may be ended earlier by the caster.
    Type: Wyrd or Chimerical

Dragon's Ire (2)

Once upon a time, so the stories go, a brave sidhe knight slew a dragon and ate its smoking heart. Or perhaps a king of the fae outwitted the dragon, and the great wyrm pledged its power to Arcadia. Or perhaps a great beauty seduced the dragon with honeyed words and dreams of passion. The stories vary, as is the way of the Dreaming, but the point is always the same — long ago a great hero secured a mighty power of war and ferocity and placed it at the disposal of the fae, should they  possess the valor and fortitude to bend it to their will. Dragon’s Ire is a mighty Art of battle and conflict, and has been rare among the fae throughout the long centuries of the Interregnum. Its use experienced a great revival with the return of the Arcadian sidhe, whose noble knights never flagged in their attempts to master this challenging and potent sorcery. Many sidhe consider Dragon’s Ire a proprietary Art which can only be properly mastered by a noble warrior of unstinting dedication, but in truth it also sees some practice among the commoner kiths — most frequently redcaps and trolls. To the (often fatal) surprise of many, this Art is also popular among nockers, who delight in infusing its strength into weapons of their own design.

Unleashing the Dragon’s Ire
Dragon’s Ire Unleashings are fairly straightforward — usually “protect us” or “destroy them” — and always express themselves as vibrant displays of unbound Glamour, often taking the form of walls of flame, burning auras that bestow titanic strength,
rains of golden fire from the sky, or even the brief manifestation of an actual chimerical dragon.

Dragon’s Ire Bunks
Dragon’s Ire bunks incorporate violent action, daring and drama, noble gestures, and draconic imagery. Examples include: Shout a formal challenge, wave a weapon with a dramatic flourish, fire a gun into the air, light a circle of flames and step into or out of it, leap from a high place, throw a fistful of money at the cantrip’s subject, quote Shakespeare, throw down a gauntlet or glove, drip your blood upon a weapon, smash a piece of furniture, cast aside your weapon, set a building ablaze, wreck a car, take a knee for a moment while you prepare yourself for battle, or slowly don armor in full view of your foes while maintaining eye contact.
  • 1 - Burning Thew
    A troll roars as he holds up the collapsing building, muscles glowing from within. Fire dances across the edge of a redcap’s deadly axe as it bites through armor like mere paper. A sidhe focuses ancient power into a single arrow for a single  moment, and with it, slays a monster. This cantrip infuses its target with the burning might of legend, granting them tremendous strength and destructive power. To those with Changeling eyes, the subject seems faintly limned in a golden aura, which rises and flickers like flames.

    System: The Realm used determines who or what is empowered. If the subject is a living creature, then this cantrip raises her Strength rating. If the subject is an object, then all attacks made with that object gain extra damage dice. Successes on this cantrip’s activation roll must be split between efficacy and duration. Each success allocated to efficacy adds one dot of Strength or one die of damage. Each success allocated to duration extends the effects of Burning Thew by one round; if no successes are allocated to duration, this cantrip lasts for only a single round.
    Type: Chimerical

  • 2 - Confounding Coils
    A sidhe dances across the battlefield, felling her foes while remaining untouched even by the blood she lets. The subject of this cantrip is granted the grace of a coiling serpent. Her motions become sinuous, almost hypnotic, and she may easily avoid harm. Even an inanimate object blessed by this cantrip seems to subtly writhe and shift, throwing off attempts to strike it.

    System: The Realm determines who or what gains a defensive blessing. All attacks directed against the subject increase their difficulty by 2, to a maximum of 9. This cantrip lasts for one round per success rolled. It is ineffective against attacks made with cold iron.
    Type: Chimerical

Primal (1)

The fae are at least as old as the world itself, if not older, and have always shared a powerful affinity for the very elemental substance of the world — a few legends even claim that they spun the primal fundament of reality from the inchoate mist
of dreams at the dawn of time. Regardless, modern changelings can remember a time when they were kindred to the stones and when they plucked whispers from the air, when they seduced the flames and bowed before embarking upon the back of Mother Sea. Even today, they still remember many of the secrets of harnessing the elements, and Primal is one of their most useful and widespread sorcerous Arts. It’s widely accepted that the Kithain learned Primal from their cousins, the inanimae, and that it was once the merest stepping stone toward far grander elemental magic. Those greater Arts were lost in the wake of the Shattering, and today Primal is largely associated with “salt of the earth” changelings, such as boggans, eshu, piskies, and redcaps — though many sidhe nobles quietly dabble in its useful lesser enchantments.

Unleashing Primal
Primal Unleashings place the vast and ancient power of the elemental Arts back into the hands of the Kithain, if only for a moment. Earthquakes, firestorms, trees erupting through pavement and growing to full grandeur in moments — these are the hallmarks of Primal Unleashings, making it one of the most potent and dangerous Arts to loose into the world with little greater direction than “stop them,” “help us,” or “open a path.”

Primal Bunks
Primal bunks incorporate props from nature or primal elemental forces. Examples include: Light a match or wave a lighter around, break a stick, make willow bark tea and drink it, coat your hands in mud, listen to a seashell, douse yourself with water, carve a statuette out of wood, draw your target in the dirt with a fingertip, run full speed against a powerful wind, scatter freshly-fallen leaves over your head, pluck a rose and savor its fragrance, leap into a puddle, mark a tree using a sharp stone, or craft a crown of thorns, and wear it.
  • 1 - Willow Whisper
    In the hours before dawn, a pooka creeps up on cat feet to ask the paving stones of the Duke’s walkway who came to visit him in the night. Investigating a mugging in the park, a boggan private eye interrogates the trees, and discovers plots darker than he’d anticipated. This useful bit of magic allows the changeling to speak to the world, and hear its replies. She may use Willow Whisper to speak to any plant, animal, object, or natural feature — any stone, any jeweled ring, any shining blade, any beast normally incapable of speech. Willow Whisper has two restrictions. First, the changeling must speak in a whisper, and hears all replies as whispers in return — this cantrip is useless at a stock car race or rock concert. Second, no matter how hard she tries, the changeling may never hear the voice of cold iron.

    System: The Realm selected determines what the changeling may speak to the world about. Actor and Fae would allow her to ask a tree if a certain person has passed by, and what they were doing. Prop and Nature allow the changeling to make inquiries about objects or natural phenomena themselves. The changeling can ask one question per success.
    Type: Chimerical

Skycraft (1)

Skycraft is the ancient and rarely-seen Art of command over the wind and the thunder. Once upon a time, or so the eshu say, the lords of the fae rode chariots of the winds and hunted the lightning so they could forge it into fine blades and gleaming finery. They called the North Wind to hand, and spoke with the voice of the tornado. Such sheer power has long been lost to the fae, save in the depths of perilous Unleashings, but they retain even now the rudiments of their mastery over the forces of the sky. Skycraft is a rare Art, favored by its practitioners as a more refined alternative to the common magic of Primal or Wayfare. It is primarily practiced by trolls, and rumored to be much prized by the merfolk and selkies, though some eshu find it a stylish Art that lends them a certain storm-tossed flair.

Unleashing Skycraft
Skycraft Unleashings are unsubtle affairs of sudden storms, gale-force winds, booming thunder, dancing lightning, and ravaged electronics. They might be deployed to run a ship to port (or send it to the bottom of the sea), paralyze the streets of a major city for an hour with torrential rain and punishing wind, to damage or destroy a building, or to fry a major electrical network.

Skycraft Bunks
Skycraft bunks focus on sound, electricity, open air, and the old ways. Examples include: Clap your hands in a silent room, rattle a sheet of tinfoil, carve a rune into your flesh, draw lightning-bolt streaks on the object of your cantrip, short out an electrical device, whirl a bullroarer, paint yourself blue, howl to the open sky, climb onto a roof in the midst of a storm, turn an umbrella inside out, lick a battery’s terminals, pound a drum, smash your hand into a bowl of water, forecast the weather, run with a windsock until it streams behind you, fly a kite, smash a delicate electronic device, or flip the breakers in an old house.
  • 1 - Howling Gale
    An eshu makes a truly dramatic entrance, hair and coat flapping around him. A troll holds the top of a staircase, sending a punishing wind against those trying to climb up and fight him. A pudgy boggan runs like an Olympic sprinter, pushed by the wind itself. The changeling may call forth a powerful wind, using it to speed the movement of herself or her allies, to confound her enemies, or simply to blow as she desires.

    System: The Realm selected determines who the wind aids, or from whence it blows. If used to target a person, the changeling may place a powerful wind at their back, doubling their movement speed for every two successes rolled, or she may cut their movement speed by half for every two successes rolled by setting the wind against them. Such winds last for (Glamour) minutes. If an object is targeted, the changeling may push it along at (Glamour) miles per hour for five minutes  per success rolled, directing the wind as she pleases. Alternately, she may make an object or person the source of a powerful wind that roars out in all directions, making it difficult for others to approach the one so enchanted (treat all who approach  as though the changeling were setting the wind against them; lasts for one minute per dot of Glamour). Finally, with proper application of Nature, the changeling may simply cause the wind to blow in a certain direction as she wills,  with each success gaining her 10 miles per hour of wind speed or 10 minutes of sustained wind, distributed as she sees fit.
    Type: Wyrd

Naming (1)

Names hold power, and few are so keenly aware of the potency of titles than the Kithain. Discovering a changeling’s True Name grants authority over the faerie, but those who seek a mystic understanding of Naming cantrips can reveal hidden truths, set others on dangerous or heroic paths, and even fundamentally alter someone or something by inscribing a new name into the ledger of the Dreaming.

Unleashing Naming
The study of Naming begins with revealing what is hidden, and graduates to enforcing one’s will through new titles and definition. Unleashed Naming puts awesome power into the voice and eyes of the changeling brave or foolish enough to invoke it with raw Glamour. Unleashed Naming can uncover secrets or something hiding, empower the changeling temporarily, or rework a small piece of reality to her whim.

Naming Bunks
Naming cantrips often involve meticulous ritual, but can also focus more on word play, songs, and writing. Example bunks: Write a novel and then burn the only copy, repeat the full name of the target three times in her presence, inscribe runes of blood onto your skin, name every bone in the body, or yell the names of the seven dwarfs in seven different languages.
  • 1 - Between the Lines
    Discernment is the first lesson of Naming magics. Until the changeling can understand the real message in anything said or written, she cannot understand the intimate knowledge hidden within True Names. Deceptively powerful, Between the Lines empowers the Kithain to understand any language or learn the intended meaning behind anything she can see or hear. An eshu deciphers the ancient warning of a guardian’s curse written outside the cave before journeying inside, a clurichaun understands a request for help in a language he has never heard before, or the sidhe effortlessly constructs a puzzle box containing a clue to his lost king’s whereabouts.

    System: The Realm dictates the source of the message. The changeling would use Prop to read a book written in code, Actor to understand someone speaking in a foreign language, Nature to understand messages passed by songbirds, or Fae to unravel the riddles spouted by an ancient chimera. Any number of successes allows the changeling to understand a written cypher or foreign language, but each success adds an extra die to any pool for contested actions meant to reveal the truth or see through lies during the current scene.
    Type: Chimerical

Grady's Realms

Actor 3, Fae 3, Nature 3, Prop 2, Scene 3, Time 1

Actor (3)

This Realm grants power over the folk of the Autumn World. Its purview encompasses ordinary people, of course, but also the enchanted, Kinain, mages, and even Prodigals such as vampires and werewolves (though not the Kithain and their
fae brethren).
  • 1 - True Friend
    The most rudimentary initiation into this Realm grants power over a well-known friend or confidante — someone the changeling has spent a great deal of time around, whose interests and hobbies and aspirations she knows, and who trusts and likes her.

    Possible examples:Your friends. Your spouse. Your brother. Your kids. Certain of a therapist’s patients.

  • 2 - Personal Contact
    Basic initiation into the Realm of Actor allows the changeling to work cantrips upon those that she has personally met and had at least a few minutes of interaction with, and whose names she knows. In older times, folk were cautious about giving their names to strangers, for names are things of power in the hands of the fae — but the Autumn World has largely forgotten its fear of faeries, and names are easy to come by.

    Possible examples: Your boss. Your coworkers. Your neighbors. The kid who picked on you at school. The bartender at your favorite bar.

  • 3 - Familiar Face
    Adepts in this Realm can weave their cantrips against anyone they recognize based on some preexisting context — the changeling has moved beyond the need for a name. A person needs to be no more than “the guy who drives the ice cream truck,” “that cop who gave me a ticket last week,” or “Stephi’s mom.”

    Possible examples: The people at a high school reunion. The local news anchor. The regulars at your favorite bar. A criminal you saw a story about on TV. The guy who drives the bus you take to work every morning. Those kids always hanging out on the corner 

 Fae (3)

This Realm grants power over the things and children of the Dreaming — the Kithain themselves and their stranger cousins. Its most rarefied heights also grant dominion over the odd and incomprehensible mysteries of the world, since mysteries are,
in the final estimation, also gifts of the Dreaming.

A note: This Realm is relative, and is presented from the perspective of the Kithain, who generally act as the default protagonists of Changeling: The Dreaming, but these are not the only changelings in the world. When wielded by, for example, the Menehune of Hawaii, the first dot of this Realm affects the “common” hana and kokua kiths, while the second dot grants power over the “noble” ali’i and kahuna kiths. For a Menehune to direct a cantrip at a troll, sidhe, or redcap, she would need to use Fae 4, as the non-Hawaiian Kithain are alien to her place in the Dreaming.
  • 1 - Hearty Commoner
    The first things a changeling initiated into this Realm gains power over are the humble commoners of the fae world.

    Possible examples: Most non-sidhe Kithain, titleless Autumn sidhe.

  • 2 - Lofty Noble
    With greater mastery over the Realm of Fae comes the ability to direct cantrips at the nobility of the Kithain, a fact that causes no little consternation among militant commoners — it’s difficult to keep morale up when the Dreaming itself seems to endorse the divisions of class and power. This rank also encompasses members of “commoner” kiths who have been granted titles.

    Possible examples: Arcadian sidhe, troll knights, oba.

  • 3 - Manifold Chimera
    Those with significant facility with the Fae Realm eventually learn to direct their power at chimera, including both chimerical creatures and wholly chimerical objects (but not including a changeling’s voile — her clothing is considered a part of her by the strange rules of the Dreaming).

    Possible examples: Nervosa, your imaginary friend, most nocker contraptions.

Nature (3)

This Realm encompasses the raw elements and awesome forces of nature. It is defined by a classical and holistic understanding of natural phenomena and substances, rather than a clinical one.
  • 1 - Base Element
    The changeling may direct a cantrip at discrete manifestations of the four classical elements (air, earth, water, and fire). These manifestations must be fairly straightforward and inorganic. Because it’s difficult to quantify discrete manifestations of air, that element often requires the Scene Realm as well.

    Possible examples: A puddle, a big stone, a campfire, the soil of a grave, all the water in a bathtub.

  • 2 - Raw Material
    The changeling may affect unliving, organic material such as wood, paper, rope, hemp, and the like.

    Possible examples: A wooden shelf, a wooden fence, a sheet of paper, a hand-rolled joint, the mooring line for a small boat, a steak dinner.

  • 3 - Verdant Forest
    At this level of initiation, the changeling may now direct her cantrips at living plants.

    Possible examples: A planter of flowers, a potted cactus, a mighty oak, creeping kudzu vines, a fresh apple, a weeping willow

Prop (2)

Prop is the Realm governing objects of all sorts, from table
knives to telescopes. Props are worked objects not falling into
the parameters of the Nature Realm, including all refined metals, plastics, and compound materials.
Prop can never, under any circumstances, affect objects
made of cold iron.
  • 1 - Ornate Garb
    The changeling may target anything that is commonly worn, or currently being used as clothing or a body decoration.

    Possible examples:A dress, a shirt, jewelry, tattoos, makeup, a small padlock worn as an earring, your boss’s toupee.

  • 2 - Crafted Tool
    The Kithain may now enchant any object that doesn’t use electricity and has no moving parts.

    Possible examples: A club, a knife, a sword, a crowbar, a screwdriver, a hand saw, a glass coffee table, a mug, a mattress, a lucky coin

Scene (3)

Scene is one of the two modifier Realms. It cannot be used to ground an Art on its own, but must instead be used in conjunction with Actor, Fae, Nature, or Prop. Scene expands the effects of the Realm it modifies to encompass as many relevant
targets as the changeling desires within the described zone — for example, if Scene were coupled with Actor 4, a cantrip could be used upon all of the changeling’s enemies within the area; if it were combined with Prop 4, the changeling might enchant all of the cars in a parking lot.
Using Scene always raises the difficulty of a cantrip by 1 (Using an affinity realm always lowers the difficulty of a Cantrip by 1. Grady makes no change for this reason).
  • 1 - The Chamber
    The first dominion of the Scene realm is the Chamber, allowing the changeling to affect all subjects within a small, discrete, enclosed area.

    Possible examples: A den, a closet, a garage, a bedroom, a utility shed.

  • 2 - The Cottage
    The second domain of Scene encompasses a small, contiguous building, allowing the Kithain to work a cantrip upon all subjects within.

    Possible examples: A mobile home, a one-story house, an old cabin in the woods, a bomb shelter.

  • 3 - The Lonely Lane
    Adepts of Scene may work a cantrip upon an entire highway or road, stretching as far as the eye can see, and anything on it or immediately adjacent to it (such as in adjoining yards or on the sidewalk, but not inside of buildings).

    Possible examples: A lonely country road, a city block, a suburban street, a hiking path, an interstate highway.

Time (1) (Adds +1 Diff)

Time is one of the two modifier Realms. It cannot be used to ground an Art on its own, but must instead be used in conjunction with Actor, Fae, Nature, or Prop. Time allows the changeling to manipulate a cantrip in various ways, winding its Glamour through time in increasingly complex permutations.
Using Time always raises the difficulty of a cantrip by 1.
  • 1 - Three-Fold
    The duration of the cantrip is tripled.