Cantrips, more simply 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 her own internal Glamour and thereby creates 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. What follows here is a description of the Arts, which define the actual powers and effects of changeling magic, and the Realms, which delineate who or what a changeling can affect with her magic when she casts a cantrip.
The Cantrips Edit
Arts are the defined means by which a changeling can mold and shape Glamour to produce certain effects. Each of the Arts is organized 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. Following the description of each power is the systems and rules usage, including applications and the effect of casting the same cantrip multiple times upon a subject.
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 Storyteller — though it never hurts to try. Mortals often later forget the effects of Arts cast upon them ("Coincidence," or "There must be a rational explanation."). Any time a mortal is affected by or witnesses a Wyrd cantrip, consult the Mists chart to determine exactly what she remembers.
The basic cantrip casting rules make the most use of the Realms of Actor and Fae. Generally speaking, the target of many cantrips is most often a person, whether a mortal, supernatural or another fae. In many cases, the Scene Realm can be used in conjunction with Fae or Actor to affect multiple targets. Realms such as Nature, Prop and Time have their own particular uses in cantrips as well. For example, Jimble (a pooka of fair nature if little wisdom) goes into a bar and walks right into a pack of Unseelie redcaps he played a prank on just the other week. Realizing that his life is in danger, Jimble ducks out of the bar and casts a Fugue cantrip on the redcaps to make them forget that he was ever there. Jimble needs to use Fae 2 to affect one of the redcaps and then Scene 1 to make all the redcaps in the room forget that they had seen him.
- The Art
- Each Art opens with a general description of the Art's basic function as well as a little bit about what its cantrips are capable of. This section may also discuss how the Art is used and perceived in changeling society.
- Immediately following this description is the Attribute which is used when casting a cantrip from this Art.
- Following the description of the Art are its different levels and what cantrips can be cast at each of these levels. The opening section provides an overview of the types of effects that are possible with that Art.
- This section offers the actual rules for casting the cantrip. This includes how the Realms interact with the cantrip, how the number of successes earned affects the cantrip, and how (or if) the cantrip can be resisted.
- This indicates whether the cantrip is chimerical or Wyrd. Chimerical cantrips are those that either only affect enchanted beings or which have subtle effects that could be purely coincidental. Anything that has a realworld effect (such as teleporting from one place to another) is considered a Wyrd cantrip. If a changeling calls upon the Wyrd, all cantrips that the character casts automatically become Wyrd.