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Cantrips

Cantrips, more simple known as “faerie magic”, are how changelings manipulate Glamour to create magical effects, both in the dreaming and in the mortal world. A changeling sparks he own internal Glamour and thereby create a link with the Dreaming - a link strong enough that she can draw upon and form the raw stuff of the Dreaming to suit her desires. In a sense, cantrips are physical manifestations of Glamour.

Arts

Arts are the defined means by which a changeling can mold and shape Glamour to produce certain effects. Each of the Arts is organised into five ranking powers of ascending potency. The powers given are what is known to most changelings of Earth; ancient fae may have abilities far beyond the scope and ken of their younger brethren.

The Arts described here only begin to scratch the surface of those available to changelings; they are, however, the most commonly encountered. Being creatures of Glamour and whimsy, many changelings have discovered other methods of using the Arts described here (often for radical and unorthodox results). Whether a character can use an Art in a manner other than the ways described here is at the whim of the ST - though it never hurts to give it a try.

Mortals often later forget the effects of Arts cast upon them (“Coincidence” or “There must be a logical explanation”.) Any time a mortal is affected by or witnesses a Wyrd cantrip, consult the Mists chart at the bottom of this page to determine exactly what she remembers.

Click on the links below for details of the specific Arts...
 

Chicanery

Legerdemain

Primal

Soothsay

Sovereign

Wayfare

 
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Mists Chart:

The chart below may be consulted whenever a changeling or enchanted being is “killed” by chimerical damage, or whenever an unenchanted mortal (or supernatural) witnesses a chimerical effect or chimerical creature. This chart is also used to determine what happens to mundane beings that have been enchanted and are subsequently returned to the mortal world.

Banality:
Duration of Coma:
Memory:
0
One minute
Total Recall: Everything is remembered with crystal clarity.
1
One hour
Startling Clarity: The entirety of the encounter is remembered as if it were yesterday.
2
Six hours
Hazy Memory: Nearly everything is remebered, though some of the details may be hazy.
3
Twelve hours
Disoriented: The individual is highly confused and possibly shaken, but is able to recall most of his experiences, though many of the details are vague.
4
One day
Uncertainty: The person has a vague memory of what occured, but is plagued by doubts as to the validity of the experience.
5
Three days
Haze: A hazy recollection of the experience is possible, but the individual doubts her own memories. She dismisses the experience as a momentary delusion, unless she has physical proof.
6
One week
Flashbacks: The person may experience occasional vivid flashbacks of his experiences, but they otherwise seem like a distant dream.
7
Two weeks
Dreamlike Quality: The individual recalls only vague, dreamlike images, and doubts that the experience ever occured.
8
One month
Distant Dream: Something must provoke the memory and even then the experiences are recalled as nothing more than a faded dream.
9
Four months
Complete Denial: The character has only faint scraps of dreamlike recollection and completely denies that the experience ever occured.
10
One year
Complete Blank: The person remembers absolutely nothing of his experiences with the fae.

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