ALTERNATE ART - LEDGERMAIN
     - Simple Illusion

        A master of Ledgermain can bring illusions to life, but those just learning the basics of the Art have to use all their might just to make an illusion affect a single sense. Still, in many cases, a single sense can be enough. It should be noted that the illusions created cannot deal actual damage, and an illusion that affects only the sense of touch cannot support more than an ounce of weight.
System: The realm determines what sort of illusion is being made. In the case of non-visible illusion, the normal source of the sound, smell, feel, or taste is the Realms. The illusion cannot be overwhelming, although it can be rather strong. The effect is either Wyrd or Chimeric, depending on whether the illusion is visible to mortals, or exists only in chimeric reality. Finally, Banality corrodes the illusion as per the rules for Effigy.
The number of successes determines the duration of the effect, as follows:
1 Success - One Turn, 2 Successes - One Minute, 3 Successes - One Hour, 4 Successes - One Day, 5 Successes - One Week
Type: Wyrd or Chimeric
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         - Projection

        This simple cantrip is an earlier form of Effigy, allowing the caster to create a simple illusion - themselves. Like a holographic being, Projections can't travel too far, but can be useful for many dangerous situations
System: The realm is always the caster. Projections last one minute per success rolled, and can travel up to 500 metres from the caster. The caster can choose to see and hear through the projection, and must do so to control it. While doing so, they cannot see their own surroundings, although they can hear them. The caster cannot cast Arts through the Projection. Finally, the projection cannot travel through solid objects, or cause harm, and any onlookers can tell that the Projection is slightly translucent.
Type: Wyrd
             - Wind Armour

        A simple improvement on the Ensnare cantrip, the Wind Armour provides long-term cover to a changeling in need. A thin weave of force surrounding the changeling's body, ensuring that they take very little damage from attacks.
System: This cantrip is a simple one. The target determines the Realm. Every success provides one automatic soak against all forms of physical damage. Against energy-based damage, it provides one soak die. Magical damage is unaffected. The cantrip lasts for one scene.
Type: Wyrd
                 - Dark Mirror

        One of the more dangerous applications of Ledgermain, Dark Mirror allows a caster to create an exact replica of an object or person. If an object, it will have all the natural powers of the original. If a person, they will not have a personality, but will instead obey the caster's commands.
System: The Realm used determines the target of the cantrip. The cantrip lasts for one minute per success rolled. A target that is destroyed will immediately dissolve into mist. Replicas of people will have all the target Attributes, Abilities, and non-magical equipment, but no Arts, Glamour, or Temporary Willpower. Magical equipment will not have any of its inherent powers.
Type: Wyrd
                     - Force Storm

        With this cantrip, a user of Ledgermain becomes a one-man or woman army, capable of holding off entire hoards of opponents. However, it is not very controllable. The caster will be nearly as dangerous to any allies that happen to be nearby as they are to their opponents. Finally, the Art is extremely impressive to behold, with objects picked up and flung in all directions, a vortex of destruction.
System: There are two ways to use a Force Storm. The most basic (and uncontrolled) way is to simply use Scene. In this case, everything within the Scene area is caughts by swirling winds of force with a Strength equal to the number of successes rolled. Anything small enough will fly around randomly, dealing the Strength in damage (type is basic on the object) to whatever it hits.
The second, more precise, method, is to use Scene in combination with other Realms. In this case, everything of the chosen Realm(s) is affected with a force of (Successes+2) Strength, and everything else is affected at (Successes -2) Strength. The standard duration is Successes in turns, with the Strength of the effect being reduced by one each turn. The duration can be doubled by spending a point of Glamour, in which case the effect loses one Strength every two turns.
Type: Wyrd