Find the Silver Path | The Merry Dance | Anchor | Dream-Riding | Dream-Weaving
is fundamental to any changeling who both wishes to explore the
Dreaming. This Art allows the fae both understanding and power over the
Dreaming. Although the sidhe are particularly puissant in this area,
many commoners wield it with considerable facility.
· Find the Silver Path
(Dreams and Nightmares, pp. 126-127)
Trods are stable, but the Dreaming constantly fluctuates.
Between the Firchlis and the often dense growth in the Mythic Realms,
to keep sight of a trod is sometimes a harder task than it first seems.
Additionally, many chimera use illusory Silver Paths to lure the
careless away from trods and into the Dreaming, where the protection of
the Silver Path has no power to repel chimera. This cantrip is very
useful for telling false trods from the real thing and is sometimes
helpful for locating a Silver Path when one has gone astray.
While Find the Silver Path is beneficial, the cantrip can't accurately
indicate what lies ahead on a trod. The Firchlis prevents anyone from
seeing farther than a changeling can see naturally.
The illusions created by chimera are often remarkably complex. If
confronted by illusions, fae using this cantrip must make a Perception
+ Alertness roll, against a difficulty equal to the illusion-crafter's
Glamour, in order to determine where the true trod is.
System: In most cases, the Realm Fae 5 (Dweomer of Glamour) is
used in attempts to find the Silver Path, though creative changelings
certainly find uses for the other Realms as well.
The number of successes indicates the range of the cantrip, regardless of the Realm being employed.
1 success -- Can detect target within a few yards.
2 successes -- Can detect target within 100 feet.
3 successes -- Can detect target within 100 yards.
4 successes -- Can detect target within 1,000 feet.
5 successes -- Can detect target within a mile.
·· The Merry Dance
(Dreams and Nightmares, pp. 127-128)
The Firchlis is a powerful force within the Mythic Realms. The
Dreaming is constantly changing, and the Firchlis is a key source of
that change. Skilled fae can, with concentration and preparation,
influence the changes that the Firchlis brings. This cantrip is always
a risky proposition, as a botched roll is almost certain to bring
System: The Realm Fae 5 (Dweomer of Glamour) is almost always used when casting this cantrip.
The number of successes indicates the range and duration of this cantrip, regardless of the Realm being employed.
1 success -- Can influence the Firchlis in your immediate area, within
a few feet, for one turn. Only very minor alterations are possible.
(Can lessen or increase the intensity of one aspect of the newly
2 successes -- Can influence the Firchlis within line of sight, for one
turn. (Can lessen or increase the intensity of two aspects of the newly
3 successes -- Can influence the Firchlis within one mile, for one
scene. (Can lessen or increase the intensity of three aspects of the
newly altered surroundings.)
4 successes -- Can alter the type of Dream Realm that appears when the
Firchlis is done with the changes it brings. (Can modify the moods of
the arriving chimera or dictate the weather that arrives with the
5 successes -- Can radically change the arriving Dream Realm until the
next Firchlis passes through. (Can cause a Nightmare Realm, Dream
Realm, desired landscape or certain type of chimera to appear. Note,
however, that the chimera are still independent creatures, and any
negotiations with them must be handled in the usual fashion.)
(Dreams and Nightmare , pg. 128)
With this cantrip, a changeling can "solidify" the Dreaming to a
certain degree, which allows her to establish a permanent fortress
within the Mythic Realm. The number of successes indicates how stable
the location is, as well as how strongly the location is tied to the
local trod. As the changeling must anchor the newly created fortress to
the Shining Path, a certain element of protection against chimera and
the Thallain is granted. The "fortress" may be of any shape the
changeling wants, provided he can skillfully sculpt the Dreamstuff.
System: Although most items anchored in the Dreaming are made of
chimerical materials, the nature of the item determines the Realm
needed. Thus, if a signpost were to be anchored, Prop might be used.
The number of successes indicates the size of the fortress, the
strength of the fortress, and its proximity to the trod to which the
fortress is anchored.
1 success -- Closet-sized barrier area giving only the barest
protection (+1 difficulty for attacking forces); must be in contact
with the trod.
2 successes -- Apartment-sized barrier allowing a +2 difficulty for attacking forces; must be within a dozen feet of the trod.
3 successes -- Cottage-sized barrier, allowing a +2 difficulty for attacking forces; must be within a dozen yards of the trod.
4 successes -- Mansion-sized barrier, allowing +3 difficulty for attacking forces; must be within 100 feet of the trod.
5 success -- Castle-sized barrier, allowing +3 difficulty for attacking forces; must be within 300 feet of the trod.
(Dreams and Nightmares, pg. 128)
This cantrip allows a changeling to interact with a mortal dream
while the Kithain is in the Dreaming. It is not always a wise thing to
do, as the Kithain's actions can cause bizarre alterations to the dream
itself. While interaction is possible, actual control of the dream is
not. Using this cantrip in the waking world offers changelings the
chance to "ride" a mortals's dreams into the Dreaming. However, such
actions almost never leave the character anywhere near a trod, and
nearly always leave her at the mercy of the local chimera. The
character has no control over where the Dream-Ride takes her within the
System: The appropriate level of the Actor Realm must be always used when casting this cantrip.
The number of successes indicates the level of influence.
1 success -- Can change target in subtle ways, such as increasing emotions or softening textures, etc.
2 successes -- Can hold active conversations with the chimera in the dream and participate on a verbal level.
3 successes -- Can touch and interact with the dream, which allows for manipulation.
4 successes -- Can remove aspects of the dream or alter them in radical ways.
5 successes -- Can reshape the dream, at the risk of whatever consequences such action creates.
····· Dream Weaving
(Dreams and Nightmares, pg. 128)
Dream Weaving is a powerful cantrip that allows the fae literally
to create a chimerical structure or entity from Dreamstuff. The cantrip
allows the changeling to create a chimerical home, a forest or even a
chimera to suit her needs. Despite the power of this cantrip, few use
it save in dire circumstances, as it's far too easy for a chimera to
break free of its creator's will and establish its own existence within
the Dreaming. Each use of the Dream Weaving cantrip costs 2 Permanent
Glamour, but the Glamour is easily replaced, as Dream Weaving works
only within the Mythic Realms.
System: The nature of the object to be created determines the
Realm needed: To create a tree, the Nature Realm would be appropriate,
while the creation of a suit of clothes would require Prop.
The number of successes indicates the strength and durability of the creation.
1 success -- Strength of a ten-year-old mortal: A rickety old shack
2 successes -- Strength of an adult mortal; a well-built trailer home
3 successes -- Strength of a small horse; a well-built home
4 successes -- Strength of a Clydesdale; a good vault
5 successes -- Strength of a team of Clydesdales; Fort Knox