ALTERNATE ART - DREAMCRAFT
     - Magical Sight

       At the most basic level of Dreamcraft, fae learn to better sense magic in general, rather than the dreaming in particular. With this cantrip, any changeling can be a master of kenning.
System: The realm determines the target of the cantrip. Unlike most cantrips, this spell must be used in conjunction with a Kenning roll. If the spell is successful, the target automatically makes a Kenning roll, adding the successes on this cantrip as automatic successes on the roll. The cantrip only lasts for the one Kenning roll.
Type: Chimeric
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         - Sidestep
        With this cantrip, fae learn to dissociate their fae and mortal halves, drawing entirely into their mortal or fae miens. A fae changed to a mortal does not counted as Faded, and a changeling drawn into their fae mien becomes fully chimeric.
System: The realm is always the target. This spell can only be cast on beings with a natural fae mien and mortal mien. Enchanted mortals and similar objects do not count, and cannot be Sidestepped in any way. A fae who becomes mortal loses all Birthrights and chimeric items until the spell expires. Similarly, a fae who retreats into their fae mien loses all mortal possesions until the expiry of the spell. The cantrip lasts for ten minutes per success.
Type: Wyrd to draw into the chimeric world, Chimeric to draw into your mortal self
             - Counterspell

        There are a number of ways to counter magical spells, but the easiest is to simply cast this spell, nullifying any magical effect. Changelings can find this to be a useful spell to know, allowing them to easily counter anything their opponent is going to throw at him.
System: Counterspell has two simple uses, allowing the caster to quickly countermand another spell, or to unweave an existing magical effect. The target is the caster of the spell being unweaved, rather than the spell itself. The first use is simple - every success on the casting roll counters two successes on the opponent's casting roll. The second does the same, but for effects that are already in play.
Type: Chimeric
                 - Rath

        A lesser-known power of the Dream-Craft Art, Rath allows a changeling to enter the Dreaming relatively quickly. With this cantrip, anyone can get into the Dream Lands, translating directly into the equivalent area of the Near Dreaming, or back. Obviously, this Art can only be used on Earth or in the Near Dreaming.
System: The Fae Realm (Level 5, Dweomar of Glamour) must be used to cast this spell. The number of successes rolled determines how quickly the trod forms, exactly as per the rules for Wayfare 5, Flicker Flash. The trod is only visible to fae and enchanted mortals, and any attempt to enter it with non-enchanted watching causes it to instantly collapse.
Type: Wyrd
                     - Create Trod

        An extremely powerful cantrip, Create Trod allows a changeling to either create a permanent opening between Earth and the Near Dreaming, or to actually forge the Silver Path throug the Dreaming. The cantrip is extremely rare and arduous, and only a very few powerful Sorcerers have what it takes to use this cantrip.
System: The Fae realm (Level 5, Dweomer of Glamour) must be used to activate this cantrip. Creating a permanent trod into the Dreaming requires a number of successes based on the area within the casting. Three successes will create it from a freehold, six will create one in a natural or Glamour-filled area, and nine are needed for a Banal area. The opening also requires a successful Willpower roll, at difficulty 8. Failing causes the trod to become extremely unstable. At this point, any opening conditions for the trod are set down.
In the Dreaming, the Silver Path can be laid from the trod to another one using an extended Intelligence + Gremayre roll, difficulty 8. The number of successes required is based on how far away the target location is.  If the target is in the same city, 4 successes are required. For a target in the same region, or in the Near Dreaming, 9 successes are required. If the target is on the same continent, or in the Far Dreaming, 15 successes are needed. Finally, to reach anywhere on Earth, or the Deep Dreaming, 24 successes are required. Each roll takes up three hours of arduous effort, and the caster must be guarded at all times, as any interruption during the process will cause the Silver Path to collapse, and the process cannot be started again. At the far end of the path, another trod opening roll must be made, in the same way as above. If that roll fails, the Silver Path collapses, and only the first trod can be opened. The entire process requires a point of Permanent Glamour.
Type: Wyrd