The Art of Elements
By Justine Rogers (Justine@pepin.demon.co.uk)
Note
The is based of a half finished thing which I saw on B.J. Zanzibar's web page for changeling. I can't remember the name of the original author however my thanks go out to you.
* Kinship of stone
You may either camouflage yourself or something else against a background of natural stone or you may gain some of the durability of stone.The camouflage works by either lending the colour of the stone to the target or by making the target appear to be a stone, rock or boulder. The target is almost invisible unless you know that there should be somebody there, in which case each success on the cantrip gives the target a +1 to her difficulty of spotting you. The effect lasts for as long as the target remain motionless.
The protection effect gives you 1 level of armour with no dice loss for each sucess gained. The effect lasts until the next sunrise or sunset or until the target is struck.
Realms:
- Actor and Fae: Who may be camouflaged or protected.
- Prop and Nature: What may be hidden of camouflaged
- Scene: Where the camouflage or protection happens.
** Sense of Water
This cantrip allows you to feel the true sense behind someone or something, either getting the truth about their words and actions or learning the true nature of a place or thing.No real details are provided, just a general sense of the truth.
*** Wind's Messenger
This allows the fae to send messages to a target via the winds of the world or to listen to what is happening or has happened in a distant place.The amount of time it takes for a message to reach it's target is dependent on the direction of the winds and the distance of the target.
Realm:
- Fae or Actor: Who the message may be sent to or who may be listened to.
- Nature or Prop: What may be listened through.
- Scene: Where you can listen or send a message to.
**** Soul of fire
This cantrip allows the changeling to take on the form of fire for a short amount of time. In this form the fae cannot be hurt except by water, can travel at rather fast speeds and can throw fireballs at targets.The changeling can stay in fire form for one turn per success without cost and each turn after that costs 1 glamour. A chimerical fireball can be thrown at no cost doing 1 die of damage for each success with the cantrip and a real fireball costs 1 glamour. (A dexterity plus throwing or athletics roll difficulty 6 is needed to hit.)
Realms:
- Actor or Fae: Who may be turrned into fire. This will not work on unenchanted mortals.
- Nature or Prop: What may become fire.
- Scene: Where you may become fire.
***** Walk the Spirit world
This art allows the changeling to enter the High or Middle Umbra, or to return from the same. The gauntlet doesn't affect the passage of changelings using this cantrip to travel to the other side of it.Realm:
- Actor or Fae: Who can cross over
- Nature or Prop: What may be sent over, or what you must be holding to cross over.
- Scene: Moves the entire scene into the umbra.