Post by Lorekeeper on Jan 29, 2007 15:46:08 GMT -8
• Find Silver Path -- The silver path is visible to all fae -- most of the time. If a changeling leaves the path while traveling through a trod, however, she is as good as lost. From even 25 feet away the path ( and any companions on it ) simply melt away from view. This cantrip is vital for finding the path again. It is also useful for divining the difference between the true path and the false one created by mischievous chimera. ( Difficulty and number of successes needed vary depending on the skill of the illusion ). Finally it may be employed in a limited fashion to tell who or what else may be using the trod. This ability is usually somewhat ambiguous in its results, however. Chimera are particularly adept at hiding their presence from this cantrip.
1 success - Can detect objects very close by ( within a few yards )
2 - Can detect objects out of sight ( within 100 yards )
3 - Can detect objects within a mile or so
4 - Can detect objects within several leagues
5 - can detect objects anywhere on the path.
• • The Merry Dance -- Every so often, a force whips through the Dreaming, changing the landscape as it goes in wild and chaotic ways. This force is called the "Firchliss". This cantrip enables the caster to influence what changes the Firchliss will bring. Needless to say, trying to modify a power like the Firchliss is a dangerous task to undertake.
• • • Homestead or Anchor -- The dreaming is a place of constantly shifting paradgims. The "laws" of reality that exist one day in the dreaming may be canceled the next. The use of this cantrip allows the changeling to create a semipermanent area of stability within the dreaming. This works best in the near dreaming, but can be accomplished father afield. Freeholds usually have the effects of this cantrip incorporated into them. Structures built within the dreaming without the benefits of this cantrip are often washed away like sand castles in the rising tide. This cantrip freezes the are in its current state, allowing only minor "natural" changes.
Successes - Each success grants a degree of protection against the chaotic forces of the dreaming, whether chimerical or banal. When cast on a person or object, add one health level for each success gained as long as that person ( or object ) remains in the Near Dreaming. When cast on a freehold, reduce any attacks on the freehold by one for each success gained.
• • • • Dream-Riding -- This allows the changeling to interact with and alter a mortals dreams while the caster is in the Dreaming. It may alternatively be used to ride a mortals dreams from the mundane world into the Dreaming, though there's no way to control where they'll end up.
• • • • • Dream Weaving -- This cantrip is somewhat similar to the legerdemain cantrip, phantom shadows. It is somewhat more versatile, but it can only be used in the dreaming. This is sometimes referred to by commoners as the "instant castle" cantrip because it is commonly employed for just this purpose. This is the cantrip of pure, chimerical creation: some say of life itself. Objects created through this cantrip are essentially permanent, as long as they are in the dreaming. ( Banality destroys them very quickly. ) This cantrip costs two permanent points of glamour to cast ( more in the case of truly grand projects ). The ST has final say over what the cantrip can create. The realm determines the maximum size of the object.
Successes - The number of successes rolled dictates how "perfect" the object is. A palace built with only on success will be cold, drafty and badly in need of repair. A knight created with five successes may become a legend ( as long as he doesn't leave the dreaming. )
1 success - Can detect objects very close by ( within a few yards )
2 - Can detect objects out of sight ( within 100 yards )
3 - Can detect objects within a mile or so
4 - Can detect objects within several leagues
5 - can detect objects anywhere on the path.
• • The Merry Dance -- Every so often, a force whips through the Dreaming, changing the landscape as it goes in wild and chaotic ways. This force is called the "Firchliss". This cantrip enables the caster to influence what changes the Firchliss will bring. Needless to say, trying to modify a power like the Firchliss is a dangerous task to undertake.
• • • Homestead or Anchor -- The dreaming is a place of constantly shifting paradgims. The "laws" of reality that exist one day in the dreaming may be canceled the next. The use of this cantrip allows the changeling to create a semipermanent area of stability within the dreaming. This works best in the near dreaming, but can be accomplished father afield. Freeholds usually have the effects of this cantrip incorporated into them. Structures built within the dreaming without the benefits of this cantrip are often washed away like sand castles in the rising tide. This cantrip freezes the are in its current state, allowing only minor "natural" changes.
Successes - Each success grants a degree of protection against the chaotic forces of the dreaming, whether chimerical or banal. When cast on a person or object, add one health level for each success gained as long as that person ( or object ) remains in the Near Dreaming. When cast on a freehold, reduce any attacks on the freehold by one for each success gained.
• • • • Dream-Riding -- This allows the changeling to interact with and alter a mortals dreams while the caster is in the Dreaming. It may alternatively be used to ride a mortals dreams from the mundane world into the Dreaming, though there's no way to control where they'll end up.
• • • • • Dream Weaving -- This cantrip is somewhat similar to the legerdemain cantrip, phantom shadows. It is somewhat more versatile, but it can only be used in the dreaming. This is sometimes referred to by commoners as the "instant castle" cantrip because it is commonly employed for just this purpose. This is the cantrip of pure, chimerical creation: some say of life itself. Objects created through this cantrip are essentially permanent, as long as they are in the dreaming. ( Banality destroys them very quickly. ) This cantrip costs two permanent points of glamour to cast ( more in the case of truly grand projects ). The ST has final say over what the cantrip can create. The realm determines the maximum size of the object.
Successes - The number of successes rolled dictates how "perfect" the object is. A palace built with only on success will be cold, drafty and badly in need of repair. A knight created with five successes may become a legend ( as long as he doesn't leave the dreaming. )