Thought
A new realm for Changeling
This is the realm of all things relating to memory or emotional state.
* Specific Thing
This is a memory about a specific thing. It is a single memory, and cannot be used to affect all memories of a person or thing.Ability: Crafts
** Specific Feeling
This is an emotion about a specific person or thing. For example, a feeling of happiness associated with a playground, or a dislike of brussel sprouts.Ability: Expression
*** Specific Time
All thoughts and feelings being felt at a specific time. The time period cannot be longer than an hour, and must be remembered by the target at the time of the cantrip.Ability: Mythlore
**** General Thing
All thoughts and feelings associated with a single object or person.Ability: Enigmas
***** General Feeling
A specific emotion. Examples include happiness, sadness, anger, lust or boredom.Ability: Empathy
Examples
Chicanery
Fuddle: Cause target to be confused about a memory or emotion.
Fugue: Very specific removal of memories and emotions.
Haunted Heart: Very specific creation of feelings associated with memories.
Veiled Eyes: People don't notice specific memories and emotions.
Captive Heart: Make someone believe they are something from memory.
Legerdemain
Gimmix: What you have to think on or feel to grasp something.
Ensnare: Thoughts or emotions that have to be felt to ensnare.
Effigy: Duplicate memories and emotions.
Mooch: Describes what must be thought of to move something.
Phantom Shadows: Create an illusion from memory.
Primal
Willow-Whisper: Describe what you must think on or feel.
Heather-Balm: What thoughts or memories must be felt for healing to occur.
Oakenshield: Describes what emotions must be felt.
Holly-Strike: What must be thought of to cause damage.
Elder-Form: Describes what emotion you are changing.
Soothsay
Fair Fortune: Describe what the subject must think of or feel.
Boil and Bubble: Describe what the subject must think of or feel.
Tattletail: Describe the mental state of what you perceive.
Augury: Describe what memory or emotion will be involved.
Fate Fire: Describe what memory or emotion Fate will work through.
Sovereign
Protocol: Describes the mood affected by the cantrip.
Dictum: Describes what the subject must think of or feel.
Grandeur: Describes what you must think of or feel to affect the subject.
Weaver Ward: Describe the thoughts or feelings of what is being protected.
Geasa: Describe the objective of the Geasa.
Wayfare
Hopscotch: Describe what you must think of to jump.
Quicksilver: Describe what you must think of to move quickly.
Portal Passage: Describe what you must think of to pass through the portal.
Wind Runner: What you must think of or feel to fly. (Think happy thoughts)
Flicker Flash: Describe what you must think of or feel to teleport.