ARTS
CHICANERY
Attribute: MANIPULATION
Fuddle(*)-Fools, tricks, manipulates others by confusing perceptions. Never permanent. Success=duration(1=minute, 3=scene, 5=game). Can't cause direct harm(Target may harm self). Realm=what target confused about.
Fugue(**)-Remove, steal, destroy memories/thoughts of Target. Can't add, can remove anything. Realm=what removed. Success=how completely(1=weak, jarred back, 3=complete, 5=forget all).
Haunted Heart(***)-Call specific emotion in Target(must already possess emotion)/intensifies. Need not experience emotion for memories(may be greater if have). Specific incident: 1 free success. Lasts 1 minute/success(spend 1 Glamour/+1 minute). Success= degree(1=mild emotion, 3= heady passion state, 5=complete/total obsessive emotional state). Realm=what emotion about.
Veiled Eyes(****)-Hide thing from perception. Doesn't vanish, but ignored. Last 1 turn/success (any present may spend 1 Glamour to maintain for another duration). Penetrate: roll Perception +Kenning(dif 4+success). Supernaturals with magical senses automattically attempt to break, mortals must have specific reasons. Realm=what is veiled.
Captive Heart(*****)-Bend minds to will. Target suggestable, try to follow command(made to believe are something else). Resist on Willpower roll. Success=duration(1= turn, 3=scene, 5=day). Realm=Target new personality. Need 2 Realms(1=target/transformation).
CHRONOS
Attribute: Perception
Wyrd(*)-Confuses Target's sense of time unless roll Intelligence+Time Sense(dif 7, 2 success). Target will experience events out of order. +1 dif to all Mental actions. Realm=What becomes confused and the duration/success that it lasts.
Backward Glance(**)-Spend 1 Glamour, totally recall person/object's past. Not on Mist/anything touched by it. Success=how far back(1=10 minutes, 3=day, 5=year). Realm=Who/what read.
Dream Time(***)-Effect Target time. Age, alter speed of Target. Can't use more than once/scene on Target or PERMANENCE. Roll Intelligence +Alertness/Time Sense(dif User Intelligence+Realm) to overcome. Success=How much effected. Realm=who/what effected.
Permanence(****)-Extends Art duration(no Duration=not affected). Storyteller has final say on units(usually duration of Art). Success= amount(1=x2, 3=x4, 5=x10). Realm=Who/What affcted.
Reversal of Fortune(*****)-Spend 1 permanent Glamour, go back in time, undo recent event. Storyteller decides if Art taken. Time measured in combat/peace. Success=time(1=1 round/1 min, 3=3 rounds/3 min, 5=5 rounds/5 min). Realm=Who/What affected.
DREAM-CRAFT
Attribute: Wits
Find Silver Path(*)-Find Silver Path, tell True Path from fake, who/what in Trod(not well). Success=area(1=few yards, 3=mile, 5=anywhere). Scene finds path, the rest tell what's on Path.
Determinism(**)-See what on other side of Trod. Sight only, cryptic answer(never complete). Success=clarity. Realm=what seen about.
Homestead(***)-Cancels chaoticness of Dreaming in small area. Protects from changes(except small natural ones). Structures are washed away in Dreaming without this. Success=+1 Health in dreaming or -1 attack succes on structures/success rolled. Realm=Protected.
Attunement(****)-Forges connection between caster, Target. Increases knowledge of Target. Creature: know general characteristics. Structure: know all parts. Perception dif -1-3 for Target, -2 dif to Arts on Target. Must be willing, only 1 person attuned to Target at time. Success=duration(1=minute, 3=day, 5=month). Realm=who/what Attuned to.
Dream Weaving(*****)-Spend 2 permanent Glamour, create chimerical thing in Dreaming. Permanent if remain in Dreaming. Success= creation perfection. Realm=What created/max size at base cost.
LEGERDEMAIN
Attribute: DEXTERITY
Gimmix(*)-Move thing telekinetically. Make hand motion of effect. Success=strength (1=brush, 3=hard pull, 5=knock down wall). Can't change strength(lower intensity). Realm=what moved.
Ensnare(**)-Move object(up to 300lbs), trip/ensnare Target. Success=entrapment strength(1= trip-fall: fail Dexterity+Athletics(dif 6), 3=excede success by 3 on Strength(dif 6) to escape, 5=as 3, but 10 success). Realm=what's ensnared.
Effigy(***)-Make copy of thing seen/touched. Doesn't have original abilities, give special effects: spend Glamour(speech: Manipulation+ Subterfuge to understand). Concentrate. Last: end concentrate/banality erodes. Success=accuracy(1=bad copy, 3=minor difference, 5=exact). Realm= what copied.
Mooch(****)-Move 1 object from place to another in sight/viewed in last minute. Not living, larger than fist/2 lbs weight. Success=dif to notice. Roll Perception+Alertness(dif 4+success) to detect item missing(unless in plain sight). Realm=what's taken, who or where from.
Phantom Shadows(*****)-Create illusion mimicing reality. Specific(no computer software etc). Chimerical damage to all who believe. Can't use to make self appear as something else. Success=believable(1=fuzzy, 3=all but finer details, 5=perfect). Realm=what's created.
PRIMAL
Attribute: STAMINA
Willow-Whisper(*)-Communicate with anything, must whisper. Success=question number/answer(1=1 question, mumbled answers, 3=1 scene, clear, strange answers, 5=lasts as long as focus, perfect answers). Realm=what you may talk to.
Heather Balm(**)-Heal anything(spend 1 Willpower/non-chimerical level). Heal 1 Health Level/success. Realm=what's being healed.
Oakenshield(***)-Provides 1 extra Health Level/success until depleted, 1 month passes. Realm=what's being protected.
Holly Strike(****)-Break things. Success number=damage(1=1 level, 3=5 levels, 5=7 levels). Realm=Target.
Elder Form(*****)-Change Target into other thing(gain all abilities of new form). Unenchanted being come into contact with Target: roll being Banality(dif 9), equal/exceed original success Target reverts. Success=duration(1=turn, 3=day, 5=week). Realm=who is changed, what changed into. Target other than self, 2 Realms required.
SOOTHSAY
Attribute: INTELLIGENCE
Fair Fortune(*)-Give Target bit of good luck once/casting. Success number at -1/additional casting on Target. Fate falls in Target favor. Only affected by 1 FAIR FORTUNE at time. Success=effects/dif -1 to any roll(1=find something lost, 3=find something valuable, 5=find something magnificent). Realm=who/what becomes lucky.
Boil and Bubble(**)-As with FAIR FORTUNE, but bad luck.
Tattletale(***)-Sense things not near, scry on other people/places. Use any Perception ability while employing. Must be familiar with Target, possess a piece of it, know true name. Success =what sensed(1=lasts a moment, sight only, 3=clear image with fuzzy sound for scene, can't pick point of view, sense things not on earth as 1 success, 5=last 1 day if roll Stamina+ Athletics(dif 7), clear sight/sound, sense if Target threat, move point of view. Realm=who/ what perceived.
Augury(****)-Fortell future in limited fashion. Roll, describe some event. May/may not happen (Storyteller decides). Success=
likeliness/effect(1=minor event, 3=important event, 5="believe it or not" event). Realm=subject/place of prophesy.
Fate Fire(*****)-Bring fate to bear on Target(destructive or beneficial). May suggest fate, but Storyteller decides(will have dream giving portent of what will happen). Success=how forceful(1=Target warned of fate, 3=fate begins to effect, 5=fate acts immediately). Realm= subject/focus of fate.
SOVEREIGN
Attribute: CHARISMA
Protocol(*)-Force courtly protocol so nobles hold court. Storyteller decides "protocol". Success=success number on Willpower(dif 7) to break. Lasts until sunup/down/caster negates. Realm=who, what, where affected.
Dictum(**)-Command others with direct request. Can't place others harm(may assign to guard). Lasts 1 hr max. Success=success on Willpower(dif 7) or instantly do. Realm=who/what effected.
Grandeur(***)-Gain unearthly grace/beauty. None take action against User until overcome. Last scene/cancelled. Success=success on Willpower(dif 7) to move in User presense(can't hold court, Targets may fall in love with User). Realm=who/where effected, what used.
Weaver Ward(****)-Place ward over object so can't be used. Target can't be touched, passed through by any but named in creation(may install "password" to disable). Lasts until new moon, broken by another cantrip/destroyed by Banality. Success=additional success needed on PORTAL PASSAGE to penetrate(no other way to get through). Realm=what protected, who from.
Geasa(*****)-Place quest/curse/ban on Target. Unfullfilled: Glamour forces. Quest=thing to do, Curse=something effects Target if not done, Ban=thing can't do. Impossible: becomes null. Avoid with Banality/spend 1 permanent Willpower, roll Willpower(dif 4+success number), gain 1 success. Success=dif of GEASA/curse severity(1=simple/minor curse, 3=very difficult/ major curse, 5=legendary/deadly curse). Realm=person, place, thing affected.
WAYFARE
Attribute: WITS
Hopscotch(*)-Leap/jump great distances. Success=distance(1=5' up/15' broad, 3=2 stories/60' broad, 5=10 stories/300' broad). Realm=who, what or where jumped.
Quicksilver(**)-Gain extra actions for 1 turn. Success=number of extra actions next turn. Realm=who/what effected, where it works.
Portal Passage(***)-Open portal through barrier. Lasts 1 turn/success. Realm=who/what may pass through portal.
Wind Runner(****)-Can fly. Once ends, may not have enough time to cast again. Lasts 1 turn/ success+1d10 turns. Multiple beings: distribute total turns among all. Realm=who/what flies.
Flicker Flash(*****)-Transport Target from place to another. Target/destination must be known, possess part/image of them. Otherwise, Storyteller decides effects. CAN'T TRAVEL TO DREAMING! Success=how quickly arrived(1=scene, 3=minute, 5=instant). Realm=who, what, where sent.
REALMS
ACTOR
True Friend(*)-Target must be very well known, friendly to you.(Empathy)
Personal Contact(**)-Know target, had conversation in past.(Streetwise)
Familiar Face(***)-Recognize target.(Etiquette)
Complete Stranger(****)-Know nothing, but not hostile toward you.(Subterfuge)
Dire Enemy(*****)-Oppose, hate, in conflict with target(friends in conflict).(Intimidation)
NATURE
Raw Material(*)-Unliving, organic material(wood, paper, etc.).(Science)
Verdant Forest(**)-Anything alive but not animal(tree, bush).(Mythlore)
Feral Animal(***)-Living, nonsentient animals(Insects).(Survival)
Natural Phenomena(****)-Weather, volcanic eruptions, etc.(Enigmas)
Base Element(*****)-Raw natural elements(periodic table)/4 basics(Earth, Water)(Science)
FAE
Hearty Commoner(*)-Any commoner Changeling.(Kenning)
Lofty Noble(**)-Any Changeling holding a Title.(Politics)
Manifold Chimera(***)-Chimera or chimerical items.(Enigmas)
Elusive Gallain(****)-Strange beings related to Dreaming unknown to Changelings. (Occult)
Dweomer of Glamour(*****)-Anything created from Glamour(Cantrips, dross).(Mythlore)
PROP
Ornate Garb(*)-Anything commonly worn(jewelry, tattoos, clothes).(Crafts)
Crafted Tool(**)-Single, hand-held item with no moving/electronic parts(knife).(Melee)
Mechanical Device(***)-Single, hand-held item with moving parts(Gun).(Science)
Complex Machine(****)-single item with moving/electronic parts(cars).(Drive)
Arcane Artifact(*****)-single complex item with moving/electronic parts(computer).(Computer)
SCENE
The Chamber(*)-Small enclosed area(room, closet).(Alertness)
The Cottage(**)-Small structure(tollbooth, mobile home).(Investigation)
The Lonely Lane(***)-Continuous expanse of road; affects road while driving(city block).(Streetwise)
The Glen(****)-Relatively small, defined natural setting(park, lake).(Athletics)
The Castle(*****)-Medieval castle size(post office, shopping center).(Politics)
BUNKS
CHICANERY BUNKS
Abracadabra(*/*)-Say a silly word at least 10 times(must be different each time).
Gnis Gnos(*/**)-Sing a song backward, 1 verse(must be different each time).
The Rooster Screams at Midnight(*/***)-Read 1 full bad poem(must be different each time).
Yeah, Yeah-That's It(**/**)-Tell a clever lie, get someone to believe it.
Who's On First?(**/***)-Quote a monologue(must be different each time).
Moo(**/**)-Make a sound like a cow.
Just the Facts(**/***)-State aloud someone else's correct name, social security number, home address 3 times very quickly(must be different each time).
Low-Tech Karaoke(***/***)-Hum a popular song to its completion.
Booger Salute(***/**)-Burp on command.
Evening at the Globe(***/****)-Quote Shakespearean dialogue(must be different each time).
Flipper(****/***)-Click your tongue continuously for half of a minute.
Name That Tune(****/****)-Whistle tunelessly.
Dateline(****/****)-Read any newspaper story aloud.
The Children's Hour(*****/****)-Read any children's book aloud, completely.
Poetry Corner(*****/*****)-Make up a six-line poem and recite it.
A Million Stories in the Big City(*****/****)-Narrate your every action before doing it.
CHRONOS BUNKS
Clock Stop(*/*)-Destroy a time piece.
Dust in the Wind(**/**)-Toss some hourglass sand into the wind.
A Stich in Time(***/***)-Tear a piece of your clothing.
Moebius Loop(****/****)-Make a Moebius strip from paper, then destroy it.
Palindrome(*****/*****)-Select another bunk, perform it then perform it backwards.
DREAM-CRAFT BUNKS
Masque(*/*)-Put on a fancy party mask.
Silver Wire(**/**)-Wrap a piece of silver wire around wood. Unwrap to cast.
Verbal Glyph(***/***)-Intone an ancient Sidhe word of power.
Stolen Kiss(****/****)-Steal a passionate kiss with another Changeling.
Recite Lineage(*****/*****)-Recite your family tree. All of it.
LEGERDEMAIN BUNKS
Itchy & Scratchy(*/*)-Scratch an itch, do it thrice.
The Third Knuckle(*/**)-Pick your nose and roll up the phlegm in a ball.
Dance-a-Jig(*/***)-Dance a little two-step, do it with flair.
Piggie, Piggie(**/***)-Play "this little piggie" with someone's feet.
Leap of Faith(**/**)-Jump as high as you can, touch the ceiling or a branch.
Moose Salute(**/**)-Wiggle your hands on sides of head like antlers until someone notices.
Vanna's Revenge(***/**)-Reveal something by yanking a curtain or cloth off it.
Director's Cut(***/***)-Hold your fingers like a picture frame and view your surroundings.
Om(***/***)-Assume full lotus position, meditate until achieved transcendental nothingness.
Bloody Barsihnikov(****/****)-Perform a ballet dance, real or invented.
Marcel's Apprentice(****/***)-Mime "walking into the wind."
A Tree I Be(****/***)-Assume the basic Tai Chi "tree" stance.
Fred and Ginger(*****/*****)-Tap-dance across 5 dif floor surfaces and 2 walls.
Nah, Nah, You Stink(*****/***)-Wiggle your fingers and stick out your tongue at the target.
Someone Else's Money(*****/****)-With flourish, throw a breakable, valuable object behind you.
PRIMAL BUNKS
Willowbark(*/*)-Make willowbark tea and drink it.
Seashell(*/**)-listen to a seashell.
Petal-rain(*/**)-shower yourself with flower petals.
Heather-wreath(**/***)-make a wreath of heather and touch your target with it.
Soothing Balm(**/**)-Rub lotion on either your or target's skin.
Honeycup(**/*)-Put honey on your food or in your drink.
Oakstaff(***/****)-Make an oak branch staff and carry it for a day and a night.
Watchful Warder(***/****)-Watch your target continuously.
Draw the Line(***/***)-Encircle target with chalk circle.
Holly-whip(****/****)-Make a whip with bough of holly at end, strike target.
Self-Scarification(****/*****)-Inflict 1 Health Level damage to self which will leave a scar.
Tears of Rage(****/*****)-Collect tears in a glass and sprinkle them on target.
Elder-ring(*****/***)-Make ring of elder wood and wear it. Twist when wish to enact Bunk.
Etch and Sketch(*****/****)-Draw a picture of your ideal self.
Strange Brew(*****/*****)-Drink a potion prepared by a redcap.
SOOTHSAY BUNKS
Lucky Charms, Magically Ridiculous(*/*)-Carefully tear a 4-leaf clover into 4 separate piece.
Crystal Blue(*/**)-Press a clear quartz crystal to your forehead and concentrate on remembering what you ate for breakfast.
Dragon Bones(*/**)-Roll a 6-sided die until you naturally get a "6" 2 times in a row.
Snap-bone(**/*)-Break a pencil 3 times and throw the pieces away.
Photo Shoot(**/**)-Cut up a picture of your target.
Burning Issues(**/**)-Burn a piece of your target.
Cauldron Scry(***/***)-Focus on small, black, 3-legged ceramic cauldron filled with clear spring water.
Tea with the Black Dragon(***/****)-Drink cup of steaming hot black oolong tea(no sugar) with leaves still in it.
Seven-Year Gaze(***/***)-Break a mirror and choose a shard. Stare into it.
The Celtic Cross(****/***)-Lay out a 10-card Tarot spread.
The Oracle Says(****/****)-Throw I-Ching coins.
Mojo-Bag(****/*****)-Make a bag full of chicken bones, beads, and beans and rattle it continuously in the presense of your target. Then burn the bag.
Soul-doll(*****/*****)-Make a doll or model of target. Imbed pieces of subject into it. Run model over with a car or smash it with a sledgehammer.
Seven-Day Candle(*****/****)-Chew wax of candle burned continuously for 7 consecutive days.
Bloodmark(*****/****)-Mark a symbol of subject with your own blood on your hand.
SOVEREIGN BUNKS
White Gloves(*/*)-Put on white gloves(not even a speck of dirt).
Ask Nicely(*/*)-Say "Please" to target of the cantrip. Be considerate.
Badge of Honor(*/**)-Focus on a symbol of nobility.
Speak Softly(*/*)-Speak very softly and calmly to the target.
Endearment(**/*)-Speak endearingly to the target.
Ringing Shout(**/**)-Holler at the top of your lungs.
Finery(***/***)-Wear your finest clothes.
Aura(***/****)-Use cantrip, treasure, spotlight shine from below to cause your face to glow.
Hangers-On(***/**)-Surround yourself with beautiful people.
Gilded Cross(****/***)-Make Celtic cross/Mandala sign on or near target with pure gold paint.
Ashes in the Corner(****/*****)-Write your wishes on a piece of fine parchment made by you. Burn the parchment over a red candle. Collect the ashes and spread them near your target.
By Signet Sealed(****/****)-Press a noble's signet into a black wax blob on or near target.
Quest-Gift(*****/*****)-Give target an item of value.
Renaming(*****/***)-Forever call someone by a new name you give him. Can add an epithet to the person's previously existing name.
Honor the Four Winds(*****/*****)-Burn rare Oriental incense, procure expensive gemstone, light small fire of rare woods, obtain drop of water from every ocean in world. Place each of the items at the compass points around you and speak the name of your subject aloud.
WAYFARE BUNKS
Runemarks(*/*)-Make a runic mark on your forehead.
Tattoo You(*/***)-Stare at a tattoo.
Shatterglass(*/**)-Break glass.
Don't Inhale(**/**)-Burn incense, but do not breathe in the smoke.
Captain Puff Puff(**/***)-Smoke 3 cigarettes at same time; don't stop until they're all done.
Krispy Kreaming(**/*)-Eat 3 glazed doughnuts at the same time.
Lose a Key(***/****)-Take frequently used key off key chain, throw it someplace irretrievable.
Graffiti(***/***)-Make your mark on a wall.
Three Stones(***/****)-Take 3 stones, place in triangle next to target.
Birds of a Feather(****/*****)-Burn 3 rare bird feathers.
Spinning Top(****/***)-Spin around 3 times and leap in the air.
High Jump(****/*****)-Jump off 3-story building.
Mark a Map(*****/***)-Circle target's location on a map.
Sword in the Stone(*****/****)-Thrust a blade into the floor.
Geode Pair(*****/*****)-Take 2 halves of a geode, carry 1, plant other on or near your target.
NIGHTMARES
Horrid Dreams(*)-You have terrible dreams for next 5 nights.
Freezing Wind(*)-You are followed by a chilling breeze or wind wherever you go for a month.
Clumsiness(**)-Trip continuously unless concentrating. +3 dif to all physical movement Will happen next time you are in a dangerous scene and lasts for 1 scene.
Headaches(**)-You are plaqued with terrible migraines for the next month.
Bad Luck(**)-You suffer botch results on both a "1" and a "0" duing next dangerous scene in which you take part.
Temporary Blindness(***)-You cannot see for a scene. Storyteller decides when scene begins.
Recurring Nightmare(***)-Draw another Bunk. This becomes a taboo you must observe for next month. Storyteller decides extent this reaches.
Widdershins(***)-cantrip you just cast reverses itself.
Lose Important Item(****)-Even if you constantly watch your things, you will lose 1 of them(usually most valuable or valued-possibly a treasure). It might be regained, or it may be lost forever.
Wracked with Pain(****)-You are wracked by terrible pain and cry out in agony. Every time you think of pain, you must roll Willpower(dif 7) to avoid experiencing it again. This lasts a month.
Lose All Glamour(*****)-All of your temporary Glamour departs at once.
Banality(*****)-Banality seizes heart for a split second. Roll 1 die; result is number of temporary Banality points you immediately gain.
CANTRIP COMPILATION
BY ARTS, REALMS, BUNKS, NIGHTMARES
FOR CHANGELING: THE DREAMING
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