By Brendan Dalton (beemanfunk@hotmail.com)
System: The Realm determines the target being entranced by the cantrip. Most likely Actor or Fae would be used, however Nature can be used to charm animals. If the Scene Realm is used, then an object must be used to create a focal point. In this case, Prop or Nature would be used, however a person or changeling could be the focal point, unfortunately the targeted being is also subjected to the effects of the cantrip. The number of successes indicates how long the target is mesmerized. Spending an extra point of Glamour, causes the target to be entrance for twice the amount of time listed below.
Successes | Duration |
1 | One turn |
2 | five turns |
3 | 10 minutes |
4 | 1 hour or one scene |
5 | 6 hours |
Type: Chimerical
System: The person or object being blended determines the realm. Using a Scene with Nature or Prop to blend multiple objects can get tricky since you are trying to blend a forest or a city into itself. The number of successes determines how well a person can move about from area to area while blended.
Type: Chimerical/Wyrd (if used on a Mundane)
System: The person or object that is being scanned determines the realm. People, Prodigals and Fae always have Auras, objects that have been used, however, leave an impression of the beings aura and might be faint if the object was not used with strong emotion or has not been touched for awhile. Scene realm may be used to determine the emotion of a room or area, like if a brawl started, or a murder took place here, dreamers being mused or ravaged, etc. The number of successes determines how well the character sees the aura. A player can roll an Intelligence + Empathy roll to determine the meaning of the colors.
1 | Can distinguish between if target is fae or not. |
2 | Can distinguish main color. |
3 | Can recognize the color patterns. |
4 | Can detect subtle shifts. |
5 | Can identify mixture of colors and pattern. |
This is a chart for certain aura colors and patterns Kithain might see. For the full aura chart and colors, consult Vampire: The Masquerade.
Condition | Aura Color |
Kithain | Rainbow highlights in aura. |
Dauntain | Vertical Gray Stripes in Aura. |
Oathbreaker | Rainbow highlights in aura are broken up. |
Chimera | Complete Rainbow Aura. |
Sidhe | Brighter Rainbow highlights. |
Ravaged(recent) | Gray speckles in Aura. |
Mused(recent) | Rainbow speckles in Aura. |
Autumn Person | Vertical Autumn Shades Stripes in Aura. |
Autumn Fae | Vertical Autumn Shades Stripes that flicker in Aura. |
Ravager(recent) | Darker shades of rainbow highlights in aura. |
Muser(recent) | Lighter Shades of rainbow higlights in aura. |
Enchanted | Faint rainbow Highlights. |
Dreamer | Slightly brighter Aura. |
Type: Chimerical
System: The being or the object in question determines the realm of the cantrip. If the fae changes hers or someone elses aura, he would use Fae or Actor. This does not change the person's aura completely; the target will still have the same general emotions (however, she may have a little more confidence in herself). If a person is under the influence of Tailoring and someone tires to use Pigment View, the number of successes on the tailoring cantrip roll can add to the difficulty of an Intelligence + Empathy Roll when determining the meaning of the colors. If an object is the target, Prop would more likely be used than not. The prop must be worn (or possibly wielded) for it to take effect. Scene along with Prop or even Nature can be used to make a room or a natural spot look nice and appeal to guests. The cantrip lasts for a day, and the number of successes determine how interesting, or wonderful the target stands out.
1 | People will notice you wherever you walk and will want to talk to you. |
2 | Those who normally find you annoying or depressing either respect you, or get along with you. |
3 | Dire enemies will tolerate you, respect you, or even like you. |
4 | You possess the supernatural ability similar to Grandeur. |
5 | It's hard to be alone. Your aura equals the nobility of sidhe, (quite like their birthright Awe and Beauty, although it does not protect you from this birthright completely, it does however allow you to have a +1 to all social rolls, and a -1 on a Willpower roll against an angry sidhe to attack.) |
Type: Chimerical
System: The object of the color determines the realm being used and a secondary realm must be used on the target that you wish to use the effect on it. The Scene realm can be used to affect multiple targets, but the die effects must be divided on each target. The number of successes determines the number of dice taking effect. If you take a red object and use it for fire, the number of successes determines how much damage can be done. Here are the effects of colors that can be used in this art.
Color/Type | Effect |
Red/Wyrd | Fire: One level of normal damage per success. |
Blue/Wyrd | Ice wind: Add +1 to all physical rolls per success; three successes will indicate immobilization for one turn + additional successes after three. Water: Creates a blast of water, the number of successes determines how strong the blast is, 1 success would be able to put out a campfire, 5 successes could create a small tidal wave. |
Yellow/Wyrd | Causes blinding light. The number of successes determines how many turns the target is blinded. One turn for one success. Normal light can be made to light up a room or area with Scene. The Number of successes determine how well the area is brightened. |
Green/Wyrd | Causes green vines to wrap the target making it immobile for 1 turn per success. |
Brown/Wyrd | Causes a spray of slippery mud (+1 difficulty per success to all dexterity rolls for those standing in it). |
Gray/Wyrd | Create a rock, the size of which is determined by how many successes you get. 1 success create a rock the size of the character's hand, three success makes one the size of a bowling ball, 5 successes create a man size boulder. The rock can be created in the air and hurled at the target. |
Silver/Wyrd | Creates a clone of target. The clone created is similar to Phantom Shadow except that you get to use half of the points listed (rounded up). |
Orange/Chimerical | Heals similar to Heather Balm. 1 health level for every two successes. |
Magenta/Chimerical | Can be used to cause a derangement (see Vampire) that lasts for one hour (or scene) per success. |
Black/Wyrd | Can Create a hole similar to Portal Passage |
Note: Overusing a particular objects color tends to make it dull and Banal. If a character is using the same object for one color repeatedly, he or she may run the risk of gaining temporary Banality, at the Storyteller's discretion.
Type: Various (See Chart)