Hearthmolding

By Jade Hammons

Hearthmolding is the Art of bending glamour towards altering the chimerical form of the surrounding world. It is popular among the Boggans, and Nockers, and is mostly a commoner Art, but there are tales of grand Sidhe masters. It should be noted, that Nockers, with their inborn affinity for chimera creation, have an automatic success when using this chimera altering Art.

As per uses of dross, an extra die should always be rolled when hearthmolding. A '1' indicates some fickle glamour effect, a '10' indicates an advantageous glamour effect.

Attribute: Wits

* Weaver's Spindle: This cantrip allows the user to alter the chimerical appearance of very simple items made of soft, natural materials. It is most often used to alter items of clothing. All items used regularly by a Kithain have a chimerical identity that reflects the personality of the owner. This cantrip allows such items to be altered out of the owners 'personality', or alters the chimerical form of 'unowned' items. This cantrip does not allow for the adding of a chimerical form to an object without one.

Realms: The realm describes the item being changed or the owner of the item.
Actor - Describes the owner of subject of the cantrip.
Fae - Describes the owner of subject of the cantrip.
Nature - Describes the material of which the subject is made of.
Prop - Describes the object being whose chimera is being altered.
Scene - Describes the area you must be in to use the cantrip.

Successes: The number of successes may be used to overcome the desires of the owner for the object to not be changed. If the true owner of the item does not wish the object changed, they may pit their willpower (difficulty 7) versus the number of successes gained.

** Birth of Dreams: This cantrip allows chimerical attributes to be added to objects not already possessing them. Objects usually have natural chimerical forms if they are owned by fae, children or the imaginative. This is not always the case though; many fae never look at their belongings as anything more than simple belongings for example.

Realms: The realm determines what is affected.
Actor - Describes the owner of the object.
Fae - Describes the owner of the object.
Nature - Describes what the object is composed of.
Prop - Describes what the object is.
Scene - Describes the area that is being given a chimerical form or the area in which the item resides.

Successes: The more successes scored, the more variation the initial chimerical form may possess.

1 Success - The chimerical form is identical to the object's real form.
2 Sucesses - The chimerical form reflects the 'personality' of the object or place that it is attached to.
3 Sucesses - the chimerical form can reflect the personality of the object/place, the person creating it, the area where it was created, the prospective owner of the object/place, or something similar, such as te season etc...
4 Sucesses - the chimerical form can vary greatly from the real appearance of the object or place. The chimerical form can have no special abilities and can not change the function of the object.
5 Sucesses - A true masterwork. the chimerical form can initially vary greatly from the real appearance, and the next Hearth cantrip used on it will gain an extra success. The chimerical form will still have no special abilities and cannot change the function of the object.

*** Minor Enchantment: This cantrip allows the changeling to give an item already possessing a chimerical form a minor chimerical ability. The most common ability given is that of making the item a Pyx. In addition this allows for the change of chimerical forms attached to hard, and non-organic substances.

Realm: the realm determines what is affected.
Actor - Describes the owner of the subject of the cantrip.
Fae - Describes the owner of the subject of the cantrip.
Nature - Describes what the object is constructed of.
Prop - Describes the physical identity of the object.
Scene - Describes the area the object is in, or the object itself.

Successes: The number of successes gained determines how long the minor effect will last, how powerful the effect is, or may be used identically to Weaver's Spindle. The minimum amount of time an effect will last is until the next sunset/sunrise. Lowering the effect to a lower success increases the amount of time along this scale: sunset/sunrise, full day, week and a day, month and a day, year and a day. (ie. 3 successes can create a Pyx that last until the next sunset/sunrise, a minor effect that lasts for a full day, or a very minor effect that lasts for a week and a day)

1 success - A very minor effect, such as making the object/place feel slightly cooler or warmer, or causing it to glow weakly.
2 successes - A minor effect based on physical change, as above, or a very minor effect based on mental change. ('Gee, it makes me feel weird holding this hat.')
3 Successes - Creation of a temporary Pyx, a minor mental change or a moderate physical change. (A cloak that keeps you comfortable in temperatures down to freezing, or a feather that gives you some measure of self-confidence.)
4 successes - A moderate mental effect or a noticeable physical effect. (a belt that keeps you comfortable in temperatures down to freezing, or a coin that makes people want it.)
5 successes - A noticeable mental effect, or a very use phyical effect. (a coin that make people greedy, or clothes that are never binding and keep you comfortable in normal weather.)

Note: the changes are subject to the whims and vageries of the storyteller, (glamour isn't predictable) and minor effects should mirror the identity of the object/place and cannot do anything noticeably supernatural or fantastic. If an ability would cause the invocation of The Mists it is too powerful for his cantrip.

**** A Change of Substance.: This cantrip allows the user to change the reality of an object by changing its chimerical form. This allows the fae to change the function of a mundane item by changeing it's chimerical aspect. For example: A nocker interior decorator changes the chimera of your doors into a beaded curtain. Now the real doors are unfortunately a bit more flimsy but, when the owner is in her kith, she can just walk through them. Of course if she is witnessed by a 'mundane' this would invoke the Mists. Or if another nocker made the chimerical aspect of a suit of clothes into full suit of armor, the mundane aspect of the clothes could turn bullets. You should note though, that items that invoke the mists alot tend to have their glamour and chimerical aspects torn apart by banality. And as always the storyteller has the final say on the whims of glamour.

Realm: the realm determines what is effected.
Actor - Describes the owner of the subject of the cantrip.
Fae - Describes the owner of the subject of the cantrip.
Nature - Describes what the object is made of.
Prop - Describes the physical identity of the subject.
Scene - Describes the area the item is in, or the place being affected.

Successes: The amount of successes determine the banality resistance of the chimerical change affected.

1 success : 6
2 successes: 7
3 successes: 8
4 successes: 9
5 successes: 10

***** Grand Enchantment: This cantrip allows the user to alter chimera to create supernatural effects. For magical effects, the user must have an equivalent cantrip to 'embed' in it, or an assistant with that cantrip. Effects based upon the physical appearance of the chimera is handled by the number of successes.

Realm: the realm determines what is effected.
Actor - Describes the owner of the subject of the cantrip.
Fae - Describes the owner of the subject of the cantrip.
Nature - Describes what the object is made of.
Prop - Describes the physical identity of the subject.
Scene - Describes the area the item is in, or the place being affected.

Successes: The number of successes determines the length of time the cantrip lasts and the type of change that can be affected. The length of time of the enchanment is on the same scale as Minor Enchantment.

1 Success - Minor Physical effects: Noticably warmer or cooler, gives off good amounts of light.
2 Successes - Minor Mental effects: Mental or emotional effects that reflect the identity or the object/place, and have the ability to push this emotion/state of mind on people normally opposed to it (A sword that causes bloodlust)
3 Successes - Moderate Physical effects: Hot enough to burn, cold enough to freeze water, light like a high powered flashlight
4 Successes - moderate Mental effects: Mental or emotional effects that don't identity or the object/place, and have the ability to push this emotion/state of mind on people normally opposed to it (A hairpiece that causes bloodlust)
5 successes - Major physical effects: Flight without Wayfare because the trenchcoat has chimerical wings, burning gloves that cause extra damage in hand to hand combat, etc.

Note: the changes are subject to the whims and vagaries of the storyteller, (glamour isn't predictable) but major effects should mirror the identity of the object/place. Major effects that do not mirror the object/places identity should have a lower banality resistance. This cantrip can also be used to give items minor effect that don't reflect their identity without a loss of banality resistance. Emotional/Mental effects can be resisted with a Willpower roll (Difficulty 8).

Note: In all cases the Storyteller has final say on an objects banality resistance.

Hearth Bunks

* Up All Night: Drink 3 cups of coffee *

* Mark of Zorro: Mark your work with an Obvious and Identifiable personal trademark. *

* I've Got a Headache This Big: Slam your head into a solid object. **

** Michaelangelo's Lament: Lie Prone on your Back. *

** The Check is in the Mail: Mail some money to yourself. **

** Dependable Worker: Fill out an application truthfully at a fast food restaurant. **

*** A Little Elbow Grease: Rub something greasy on your elbow and leave it there. ***

*** Pygmalion and Galaeta: Treat the subject as though it were alive, or like an object if it already is alive. ***

*** Whittler's Mother: Whittle a wooden effigy of your subject. ****

**** Burning Creativity: Burn an wooden effigy of your subject. ****

**** Carpenter's Rule of Thumb: Hit your thumb with a hammer. ****

**** Champaign Christening: Give an impromptu speech dedicating your subject, Must be different for each use of glamour. *****

***** Put Yourself into your Work: Cut yourself and bleed on your subject. ****

***** An Artist Never Blames her Tools: Discard any tools used in the cantrip and Bunk components you are currently carrying. *****

***** Writer's Block: Spend a glamour or wait 24 hours for your cantrip to finish. *****