Post by Lorekeeper on Mar 25, 2007 14:03:53 GMT -8
Exclusive Arts
[NOTE: Again exclusive means you need to be taught by someone already familiar with these arts, be prepared to prove your claim if you choose any of these.]
Some of the Arts are not available to all Kithain. Many of the kiths, and some Gallain are known to keep their own secrets, secrets that are usually well guarded, but in some cases might occasionally be learned by outsiders.
Chronos and Naming are sometimes included in this sub school of fae arts
Infusion: This Art is known almost exclusively by Nockers, though a few others (notably goblins, boggarts, boggans and members of House Dougal) have been known to learn it. It allows modification to be made to chimerical items, and at the higher levels, can create powerful and permanent chimerical servants, and even gift them with independent thought. Infusion is detailed in Kithbook: Nockers.
*Harden. This cantrip can turn incidental chimera into "dreamed" chimera, making the material stable enough to be crafted or forged.
**Toughen. This allows the caster to toughen any chimerical material (including a changeling's fae mien), making it more resistant to damage and Banality.
***FUBAR Generation. FUBARs as nockers call them, are chimerical energy creatures (also called "Will o' the Wisps") used by nockers to power chimerical engines. This cantrip generates a FUBAR and allows the nocker to try and trap it within a metal hoop. It is unknown whether this cantrip actually creates the FUBAR or somehow summons it.
****Animantis. This cantrip is used to generate a golem, a personal chimerical servant/machine. The nocker needs to perform many tasks to actually create the golem, this cantrip only animates it, once it is created.
*****Gilgul. This enables the caster to breathe sentient life into their golem. This cantrip is restricted in its use, and a nocker wishing to use it legally must obtain permission from the Grand Bes Din (a leader among the nocker population).
Spirit Link: An Art known to the Nunnehi, very few Kithain know of it much less learn it. This Art deals with contacting and, to some extent, controlling spirits. Spirit Link is detailed in Changeling Player's Guide.
*World Sight. This cantrip enables the Nunnehi to see into the Upper, Lower and Middle worlds. It also allows the caster to see, not just a person or object, but the spirit accompanying that person or object, revealing its true nature.
**Ancestor Speech. This cantrip allows the Nunnehi to contact one of their ancestor's spirits for advice and historical information.
***Vision Quest. This cantrip allows the Nunnehi a glimpse into the future, or to divine the solution to a problem. It requires a ritual, and may take some time. The answers sought often have to be ineterpreted from the omens and symbols encountered in the vision.
****Placate. This cantrip is used to come to an agreement with a restless spirit that troubles the living. They will not stop haunting for nothing, they must be appeased somehow, but this cantrip binds them to accept the payment and the terms.
*****Ghost Dance. This cantrip gives the Nunnehi some control over spirits and supernatural creatures, allowing them to be summoned or banished at will. While this cantrip does give the caster control over what they summon, it may fail dramatically, having the caster battle what they had wished to control.
Talecraft: This storytelling Art is mostly known to the Eshu, who have the greatest use for it, but some levels are sometimes taught to deserving others. Since the bunks are usually things that don't seem out of place in a storytelling performance, this Art is sometimes cast during such a performance. Talecraft is detailed in Kithbook: Eshu.
*Agemo's Blessing. This cantrip enables a performer to determine the "mood" of their audience. This can be used during a failing performance to try to pinpoint what part of the performance the audience dislikes.
**Flickering Firelight. This cantrip enables the caster to create minor lights and sounds to enhance their storytelling endeavor.
***Murmur in the Crowd. Though considered cheating, and rarely used by most eshu, sometimes nudging the mood of an audience is pragmatic and necessary. This cantrip enables the caster to subtly alter the audience's mood to become more receptive to their performance.
****Sticks and Stones. The eshu is able to create a shield to protect themselves from harm out of incidental chimera generated by their story. The shield fails if the story ends.
*****Moment of Truth. Similar to Phantom Shadows, the eshu creates substantial illusions out of their story. Most are dismissed when the story is completed, but the caster can keep them around in the same manner as Phantom Shadows.
Kryos: Another Merfolk Art, Kryos is used to generate ice and cold. Many trolls wish to learn the secrets of this Art, and any Kithain may learn it if they find an instructor willing to teach them. Kryos is detailed in World of Darkness: Blood-Dimmed Tides.
*Cold Shock. Causes a subject to become suddenly bitterly cold. It can be quite disorienting and uncomfortable.
**Gelid Rime. Covers a target in a thin crust of ice, usually more useful in creating sudden ice slides, or slowing someone down than in actually restraining them.
***Frost Facsimile. This cantrip enables the caster to duplicate virtually any item with ice. The duplicate will be ice though, and have the properties of ice rather than what they are modeled after.
****Crystal Prison. This cantrip encases a victim in a block of ice. If their head is covered, they may suffocate.
*****Coldheart. This cantrip can freeze someone from the inside out. It can be used to place someone in a state of suspended animation.
[NOTE: Again exclusive means you need to be taught by someone already familiar with these arts, be prepared to prove your claim if you choose any of these.]
Some of the Arts are not available to all Kithain. Many of the kiths, and some Gallain are known to keep their own secrets, secrets that are usually well guarded, but in some cases might occasionally be learned by outsiders.
Chronos and Naming are sometimes included in this sub school of fae arts
Infusion: This Art is known almost exclusively by Nockers, though a few others (notably goblins, boggarts, boggans and members of House Dougal) have been known to learn it. It allows modification to be made to chimerical items, and at the higher levels, can create powerful and permanent chimerical servants, and even gift them with independent thought. Infusion is detailed in Kithbook: Nockers.
*Harden. This cantrip can turn incidental chimera into "dreamed" chimera, making the material stable enough to be crafted or forged.
**Toughen. This allows the caster to toughen any chimerical material (including a changeling's fae mien), making it more resistant to damage and Banality.
***FUBAR Generation. FUBARs as nockers call them, are chimerical energy creatures (also called "Will o' the Wisps") used by nockers to power chimerical engines. This cantrip generates a FUBAR and allows the nocker to try and trap it within a metal hoop. It is unknown whether this cantrip actually creates the FUBAR or somehow summons it.
****Animantis. This cantrip is used to generate a golem, a personal chimerical servant/machine. The nocker needs to perform many tasks to actually create the golem, this cantrip only animates it, once it is created.
*****Gilgul. This enables the caster to breathe sentient life into their golem. This cantrip is restricted in its use, and a nocker wishing to use it legally must obtain permission from the Grand Bes Din (a leader among the nocker population).
Spirit Link: An Art known to the Nunnehi, very few Kithain know of it much less learn it. This Art deals with contacting and, to some extent, controlling spirits. Spirit Link is detailed in Changeling Player's Guide.
*World Sight. This cantrip enables the Nunnehi to see into the Upper, Lower and Middle worlds. It also allows the caster to see, not just a person or object, but the spirit accompanying that person or object, revealing its true nature.
**Ancestor Speech. This cantrip allows the Nunnehi to contact one of their ancestor's spirits for advice and historical information.
***Vision Quest. This cantrip allows the Nunnehi a glimpse into the future, or to divine the solution to a problem. It requires a ritual, and may take some time. The answers sought often have to be ineterpreted from the omens and symbols encountered in the vision.
****Placate. This cantrip is used to come to an agreement with a restless spirit that troubles the living. They will not stop haunting for nothing, they must be appeased somehow, but this cantrip binds them to accept the payment and the terms.
*****Ghost Dance. This cantrip gives the Nunnehi some control over spirits and supernatural creatures, allowing them to be summoned or banished at will. While this cantrip does give the caster control over what they summon, it may fail dramatically, having the caster battle what they had wished to control.
Talecraft: This storytelling Art is mostly known to the Eshu, who have the greatest use for it, but some levels are sometimes taught to deserving others. Since the bunks are usually things that don't seem out of place in a storytelling performance, this Art is sometimes cast during such a performance. Talecraft is detailed in Kithbook: Eshu.
*Agemo's Blessing. This cantrip enables a performer to determine the "mood" of their audience. This can be used during a failing performance to try to pinpoint what part of the performance the audience dislikes.
**Flickering Firelight. This cantrip enables the caster to create minor lights and sounds to enhance their storytelling endeavor.
***Murmur in the Crowd. Though considered cheating, and rarely used by most eshu, sometimes nudging the mood of an audience is pragmatic and necessary. This cantrip enables the caster to subtly alter the audience's mood to become more receptive to their performance.
****Sticks and Stones. The eshu is able to create a shield to protect themselves from harm out of incidental chimera generated by their story. The shield fails if the story ends.
*****Moment of Truth. Similar to Phantom Shadows, the eshu creates substantial illusions out of their story. Most are dismissed when the story is completed, but the caster can keep them around in the same manner as Phantom Shadows.
Kryos: Another Merfolk Art, Kryos is used to generate ice and cold. Many trolls wish to learn the secrets of this Art, and any Kithain may learn it if they find an instructor willing to teach them. Kryos is detailed in World of Darkness: Blood-Dimmed Tides.
*Cold Shock. Causes a subject to become suddenly bitterly cold. It can be quite disorienting and uncomfortable.
**Gelid Rime. Covers a target in a thin crust of ice, usually more useful in creating sudden ice slides, or slowing someone down than in actually restraining them.
***Frost Facsimile. This cantrip enables the caster to duplicate virtually any item with ice. The duplicate will be ice though, and have the properties of ice rather than what they are modeled after.
****Crystal Prison. This cantrip encases a victim in a block of ice. If their head is covered, they may suffocate.
*****Coldheart. This cantrip can freeze someone from the inside out. It can be used to place someone in a state of suspended animation.