ARTS

Aphrodisia: One of the Arts of the merfolk, Aphrodisia is able to create desire for someone or something. Some satyrs have been taught the secrets of this Art, and any Kithain may learn it if they have a willing teacher. Aphrodisia is detailed in World of Darkness: Blood-Dimmed Tides.

*Fancy. This cantrip makes a subject noticeable in a positive way. It's useful to make a good first impression, or to help people make the choices you want them to make.

**Yearn. Creates a sudden burst of desire for something or someone, as long as the subject is familiar with the intended object of their desire.

***Covet. A more powerful version of "Yearn", the desire is stronger and lasts for a day's time.

****Crave. The desire at this level is no longer rational, and the subject will do anything short of jeopardizing themself or their closest friends to be near the object of their affection.

*****Need. At this level, the victim will willingly sacrfice themselves or anyone else to be near their intended object of desire.

The Autumn Way: This Art enables a Denizen to more easily interact with the world of humans. Mostly known by the "Evanescent" Denizens (those who have been in the Autumn World prior to the Summer of 1999), it is now much sought after knowledge for many of the Dark-kin. The Autumn Way is detailed in Denizens of the Dreaming.

*Insufflation (Complex Possession). Allows the Denizen to possess a human body. Longer lasting then Simple Possession (which any Denizen can do for free) and thus involving less accumulation of Banality.

**Manifestation. Creates a physical body for the Denizen, giving them a mortal and fae mien, like the Kithain, for the duration of the cantrip. They may use any of their Arts, chimerical items and Treasures in this form and may Enchant humans or call upon the Wyrd.

***Zeitgeist. This cantrip gives a Denizen temporary knowledge of the local language, customs and culture of the place where they are.

****Dagda's Boon (Walk the Silver Path). This enables Denizens who were affected by the Silver Ban to walk the Silver Path freely, without permission from any Kithain.

*****Reality's Horror. This enables the Denizen to cast parts of the Dreaming directly into the mind of a target without needing to enchant them. This can be used to just frighten a target, or cause them chimerical damage.

Chicanery: This is the art of deception and mental trickery. Changelings are renowned for their abilities as illusionists and pranksters, and much of this reputation is derived from the use of this Art. Chicanery is usually looked upon as a "commoner's Art", but some nobles have been known to use it. The levels of Chicanery are as follows:

*Fuddle. This cantrip allows a changeling to confuse a target's perceptions, making them perhaps mistake one person for another, or night for day.

**Veiled Eyes. This cantrip makes a subject more difficult to see. It doesn't actually render them invisible, it just makes it so they are less likely to be noticed.

***Fugue. This cantrip removes memories from a target. What sort of memories and for how long depends on how well it was cast.

****Haunted Heart. Enables the changeling to induce or strengthen emotions based on real or false memories of the target.

*****Captive Heart. Makes the target think they are something else, and makes them susceptible to the caster's suggestions. What they think they are is up to the caster, anything from a mouse to a riding mower is possible.

Chronos: The Art of time manipulation, this Art is almost exclusively used by the sidhe, who learned it due to their unique relationship with time. The few commoners that somehow steal the secrets of this Art find it more difficult to use. Chronos is detailed in Nobles: The Shining Host.

*Wyrd. This cantrip confuses a target's time perception, often making them very disoriented.

**Backwards Glance. Enables the changeling to see into the past of subject.

***Dream Time. May cause a subject to age faster, or may stop the aging process on the subject for a time. May also speed a subject up, or slow them down.

****Permanence. Causes another cantrip to last longer, but doesn't work on all cantrips. Any that have a defined duration may have this duration extended through the use of Permanence.

*****Reversal of Fortune. May actually turn back time. This cantrip is costly to the caster, and only extends a few minutes into the past, but is powerful nonetheless.

Contempt: One of the forbidden "Dark Arts" of the Shadow Court, Contempt is used to stir trouble, discontent, and revolutions. It is also used to counteract Sovereign. Contempt is detailed in The Shadow Court.

*Mockery. Mockery is used to overcome the Protocol cantrip (Sovereign *), and might encourage targets to misbehave, or otherwise demonstrate inappropriate behavior.

**Disobedience. Those affected by this cantrip will tend to disregard authority, and disobey orders for while it affects them. It is also used to counter the Dictum cantrip (Sovereign **).

***Insolence. Used to inspire riots in large groups, Insolence is the Unseelie answer to Grandeur. The outcome of this cantrip is usually violent. Insolence directly opposes Grandeur (Sovereign ***).

****Devil's Advocate. The caster uses this cantrip in conjunction with a speech, enabling them to convince the audience of whatever it was that was being said. It may also be used to postpone the affects of a Geas (Sovereign*****), perhaps giving time for the caster of the Geas to be convinced to reconsider.

*****Condemnation. This is the ritual of the Shadow Court which is used to bring new members in, and to declare new titles of authority within the court. It also obscures Shadow Court proceedings, making it more difficult for onlookers to understand what is happening. Only the highest ranked officials, called "Instigators", are permitted to learn this cantrip.

Delusion: The second of the "Dark Arts", Delusion bears some resemblance to Chicanery at first glance. Shadow Court members have learned to use the Mists as a weapon, and bend it to their will with this Art, enabling them to hide many of their atrocities. Delusion is detailed in The Shadow Court.

*Innocence. This cantrip enables the caster to hide secrets from other magical abilities, such as mindreading or divination, that might be able to extract the truth about activities the caster would like to remain unknown. Innocence can be used to lie to a Gwydion sidhe, without them being able to see through it.

**Facade. With a Bunk that involves disguising the subject, Facade makes that disguise believable. It takes time and effort to cast, but it also lasts for a pretty long time. Facades fade with time though, and eventually the disguise will degenerate to the point of uselessness. The exact same Facade may never be cast more than once.

***The Mists of Memory. Similar to Fugue (Chicanery ***), this allows the caster to obscure memories. Unlike Fugue, this cantrip buries those memories deep enough that they will never surface again without assistance. This cantrip can never overcome the loyalty of a troll, the chivalry of a sidhe, an oath, a geas, or true love.

****The Depths of Will. This diabolical cantrip will have the subject perform a task set by the caster, and then forget about performing it. The casting must involve an explanation, true or not, about why the activity is important.

*****The Darkest Heart. This cantrip sends a subject on a year long quest, the conclusion of which will cause them to bury the memory of something which they regret so that they will be troubled by it no more. The conclusion of this quest is one of the few ways to reduce permanent Banality.

Discord: This combat Art is mostly known by the naraka, but other Dark-kin may know it as well. It is thought by some to be taught to Denizens in their dreams by the Dragon, Ouroborous, who is also said to have given the fae the power of Dragon's Ire. Discord is detailed in Denizens of the Dreaming.

*House of Mirrors. This cantrip causes the target to see distracting images that throws off their concentration in combat. These images may be multiple images of the caster or other threatening half-seen things.\

**Hermes' Fleetness. Allows the target to dodge attacks easier.

***Armilustra. Allows a weapon or other target to do aggravated damage.

****Whirling Dervish. Makes it easier to hit the target with an attack.

*****Life and Limb. Allows additional damage to be done to the target, and may remove limbs (or integral parts if the target does not have limbs).

Dream-Craft: This Art is one that is used to traverse and, in some ways manipulate, the Dreaming. The Dreaming is a very strange and chaotic place, and those with this Art are prized as guides there. This Art can not, for the most part, be used outside of the Dreaming, but those who have mastered it are nearly gods there. Dream-Craft is detailed in Nobles: the Shining Host, but was reprinted and revised in Dreams and Nightmares.

*Find the Silver Path. This cantrip is used to find the Silver Path in the Dreaming. The Dreaming is a chaotic and dangerous place, and one of the few places of relative stability outside of freeholds are the trods, or Silver Paths. It can be dangerous to leave it for even a moment, and if you do, you may never find it again. This also enables you to tell the real thing from imitations.

**The Merry Dance. Every so often, a force whips through the Dreaming, changing the landscape as it goes in wild and chaotic ways. This force is called the "Firchliss". This cantrip enables the caster to influence what changes the Firchliss will bring. Needless to say, trying to modify a power like the Firchliss is a dangerous task to undertake.

***Anchor. This cantrip enables the caster to set a dwelling or object of some sort in the Dreaming, anchoring it to a trod, and keeping it stable from the chaotic changes of the Firchliss.

****Dream-Riding. This allows the changeling to interact with and alter a mortal's dreams while the caster is in the Dreaming. It may alternatively be used to ride a mortal's dreams from the mundane world into the Dreaming, though there's no way to control where they'll end up.

*****Dream Weaving. This powerful cantrip enables the caster to literally create a permanent structure or entity in the Dreaming. Such a feat requires much of the caster in the way of Glamour, though this can be replenished while in the Dreaming. Such creations are not necessarily bound to their creator, and may run off to establish their own existence in the Dreaming.

Infusion: This Art is known almost exclusively by nockers, though a few others (notably goblins, boggarts, boggans and members of House Dougal) have been known to learn it. It allows modification to be made to chimerical items, and at the higher levels, can create powerful and permanent chimerical servants, and even gift them with independent thought. Infusion is detailed in Kithbook: Nockers.

*Harden. This cantrip can turn incidental chimera into "dreamed" chimera, making the material stable enough to be crafted or forged.

**Toughen. This allows the caster to toughen any chimerical material (including a changeling's fae mien), making it more resistant to damage and Banality.

***FUBAR Generation. FUBARs as nockers call them, are chimerical energy creatures (also called "Will o' the Wisps") used by nockers to power chimerical engines. This cantrip generates a FUBAR and allows the nocker to try and trap it within a metal hoop. It is unknown whether this cantrip actually creates the FUBAR or somehow summons it.

****Animantis. This cantrip is used to generate a golem, a personal chimerical servant/machine. The nocker needs to perform many tasks to actually create the golem, this cantrip only animates it, once it is created.

*****Gilgul. This enables the caster to breathe sentient life into their golem. This cantrip is restricted in its use, and a nocker wishing to use it legally must obtain permission from the Grand Bes Din (a leader among the nocker population).

Kryos: Another merfolk Art, Kryos is used to generate ice and cold. Many trolls wish to learn the secrets of this Art, and any Kithain may learn it if they find an instructor willing to teach them. Kryos is detailed in World of Darkness: Blood-Dimmed Tides.

*Cold Shock. Causes a subject to become suddenly bitterly cold. It can be quite disorienting and uncomfortable.

**Gelid Rime. Covers a target in a thin crust of ice, usually more useful in creating sudden ice slides, or slowing someone down than in actually restraining them.

***Frost Facsimile. This cantrip enables the caster to duplicate virtually any item with ice. The duplicate will be ice though, and have the properties of ice rather than what they are modeled after.

****Crystal Prison. This cantrip encases a victim in a block of ice. If their head is covered, they may suffocate.

*****Coldheart. This cantrip can freeze someone from the inside out. It can be used to place someone in a state of suspended animation.

Legerdemain: The Art of illusion and telekinesis, this is another "commoner Art" but some nobles do use it.

*Gimmix. This allows the caster to manipulate things telekinetically. A hand gesture that mimics the motion is a required part of the casting.

**Ensnare. Used to trip up and trap targets, this cantrip can also be used to cause a large object (up to 300 lbs) to move about quickly.

***Effigy. This creates an illusionary duplicate of something the caster can see or touch at the time. An Effigy doesn't have any of the abilities of the original (ie. an Effigy of a person won't have any of their knowledge or skills, an Effigy of a television doesn't operate), but the caster may supply it with certain "special effects" to make the illusion more convincing.

****Mooch. This favorite cantrip of thieves allows the caster to steal something from someone else, just by having it disappear and reappear in the caster's possession. The thing stolen must be something the caster can see, or has seen in the past minute.

*****Phantom Shadows. This cantrip creates temporary chimera that will (if it is an animate chimera) know intrinsically what its creator's wishes are, and carry them out. Some chimera created by this Art become released from their casters, and are then free-willed creatures, seeking out the Glamour to sustain their existence.

Metamorphosis: This Art deals with shapeshifting and disguise, it was widely used by commoners during the Interregnum to aid in fitting in among the mortals, but nobles are known to learn it as well. Metamorphosis is detailed in The Fool's Luck: The Way of the Commoner.

*Hidden Form. Causes the subject to be camouflaged and harder to see. Differs from Veiled Eyes (Chicanery **) mainly in that this cantrip is physical camouflage rather than mental trickery.

**Impersonate. Allows the subject to look like someone else, or another kith. May affect the entire physical form or only the fae mien. It is difficult, but possible, to make the subject appear as a specific individual.

***Go Ask Alice. This cantrip enables the size of the subject to be changed, either to make them larger or smaller. It is often used in conjunction with other levels of this Art to enable size changes.

****Merlin's Lessons. This cantrip is used to change a subject into an animal. It can, but does not always, give the natural advantages of the animal form in question (ie. allowing birds to fly, and fish to breathe water).

*****Mythic Transformation. Allows the subject to be changed into a mythical beast of some sort. The transformation may include all traditional powers and frailties of the creature, but this costs the caster a permanent Glamour point. Anyone so transformed runs the risk of being shunted into the Dreaming if confronted with Banality, like a chimerical creature that comes under mortal scrutiny.

Naming: This Art deals with rune-magic and true names. It is usually only possessed by powerful nobles and seers. It is said that the Crystal Circle guild teaches this Art to its members, and any character should be considered a "sorcerer" (5 dots of one Art, and at least 4 dots of one other) before learning it. This Art is powerless against someone that knows the caster's true name. Naming is detailed in Changeling Player's Guide.

*Seek 'n' Spell. This cantrip allows the caster to decipher the meaning in any written text, regardless of the language or code it's written in, and even if the meaning is magically obscured (though the obscuring spell would oppose the Seek 'n' Spell cantrip).

**Rune. This cantrip involves inscribing a rune to enhance other cantrips or actions. The rune is drawn on or inscribed on whatever the caster wishes to enchant in this manner.

***Runic Circle. This creates protection against magical powers of all sorts. It is most effective against faerie magic, secondarily against the Sphere magick of mages, and is weakest against the powers of vampires, werewolves, and the like.

****Saining. This cantrip is used to discover a target's true name. It is used in the Saining ceremony (hence its name), but has more sinister uses. Chimerical weapons or objects that are named in this manner become more powerful (see Dreams and Nightmares).

*****Reweaving. This allows the caster to rearrange the runes in a target's true name (the true name must be known prior to casting this cantrip) changing it to something else. Usually, when used on sentient beings, it only changes their personality (though its changes are, for all intents and purposes, permanent). When used on inanimate objects it literally transforms them into something else entirely.

Oneiromancy: Believed to have been created by the fomorians, this is the power to affect and create dreams. Oneiromancy is detailed in Denizens of the Dreaming.

*Oneirodynia. This cantrip sends dreams to the target. The caster does not control the dream but can define what sort of dream it is and may plant something in the dream.

**Oneirocritia. Allows the caster to "read" a target's dreams. Parts of the dreams can even be recorded and stored in a crystal.

***Oneirataxia. This cantrip causes a target's dreams to follow them during their waking hours. These dreams occur as chimera that only the target can perceive.

****Syncope. Allows the caster to enter a target's dreams, and interact with them. The caster controls the dream, and may use it to steal Glamour or Stamina from the target.

*****Expiation. This cantrip burns away the target's physical body, turning them into a chimera for an amount of time ranging from a day to permanently. Those who knew the target tend to forget them, and even close friends and family members may not recall them depending on how successful the cantrip is.

Primal: This Art deals with the physical world, and is said to have been taught to the Kithain by the Inanimae. Indeed, the different levels of Primal do seem to draw from some similar effects found in the magic used by the Inanimae.

*Willow Whisper. This enables the caster to speak to and ask questions of anything they have the Realm for. The object spoken to may have very different thought patterns from human, and the answers may be vague.

**Eldritch Prime. This enables the caster to create elements (earth, air, fire, water, and plant matter) that they have the Realm for. Depending on the nature of the element, it may be used for attack or defense (with the Realm of the target as well).

***Oakenshield. This cantrip makes the subject more durable, by adding Health Levels. This extra defense lasts until it is used, or until another Oakenshield is cast over it.

****Heather Balm/Holly Strike. This cantrip either heals or harms, depending on which variety the caster wishes to invoke.

*****Elder Form. This cantrip changes the subject into something else (specified by the Realm) temporarily. The duration may be shortened by exposure to Banality.

Pyretics: The Art of fire. This Art can generate flame or light for a variety of purposes. Pyretics is detailed in Changeling Player's Guide.

*Will o' the Wisp. This cantrip creates a ball of light that leads to the subject of the cantrip, wherever they may be.

**Willow Light. This cantrip creates illumination. Whatever the subject is will glow brightly.

***Prometheus' Fist. This cantrip engulfs the subject in flame, allowing it to cause damage to anything it comes in contact with. It is commonly used to enhance the effectiveness of a weapon temporarily. The caster and the subject are immune to the flame's damage.

****Boil and Burn. This cantrip allows the caster to engulf a subject in flames again, like Prometheus' Fist, but this time the flames do damage and consume the subject. Fire created with this cantrip will spread, just like a normal fire.

*****Star Body. Similar to Prometheus' Fist but longer lasting. This cantrip is often cast on an item or chimerical guardian, to make it more powerful. This fire will not spread unless the recipient wishes it to. This cantrip may last for up to a week.

Skycraft: This merfolk Art deals with weather control. Merfolk may naturally only use it on the surface, not underwater. Other Kithain may learn Skycraft if they have a willing teacher. Skycraft is detailed in World of Darkness: Blood-Dimmed Tides.

*Thunderclap. This cantrip allows the caster to create a sudden burst of thunder and flash of lightning. It is most often used to intimidate, though there are some other uses.

**Compass Winds. The caster creates a strong wind and directs it at a certain target.

***Dark Sky. The caster may darken the sky with stormclouds, and create a fog to obscure a given target.

****Stormcraft. The changeling is able to summon and control a storm. Many such storms actually grow out of a caster's control.

*****Call Lightning. The caster calls lightning from the sky, channels it through their body and directs it at a target causing terrible damage.

 

Soothsay: The Art of fortelling and prophecy, Soothsay is much used by both commoners and nobles. Some say this Art simply predicts what will come, some say it alters the future itself.

*Omen. The caster receives clues as to the nature of the subject, and their plans.

**Fair is Foul and Foul is Fair. This cantrip is used to endow a subject with luck, either good or bad. It can be used to help or hinder a subject's actions, or cause them to find or lose something.

***Tattletale. A scrying cantrip, this is a favorite power of spies. This cantrip enables the caster to watch a subject from any distance.

****Augury. This cantrip allows the caster to see the future. Basically, the caster describes the future event, and the cantrip is used to determine if it comes about. This cantrip can amount to wish fulfillment, but as always, the wisher should be careful what they ask for.

*****Fate Fire. This cantrip determines the fate of the subject, good or bad, and brings it about. This cantrip enforces "karmic justice", bringing about good fates for the deserving, and ill for the less scrupulous. This fate is almost always "poetically just" in nature, whatever the results.

Sovereign: The Art of rulership, this Art is found most in the hands of nobles, though some others have unlocked its secrets as well. This Art has no effect on a subject who has a higher title than the caster, and works most effectively on those of lower station, making it less useful for commoners in any event.

*Protocol. This cantrip enforces the rules of etiquette of the changeling court upon its subject or subjects. It is often cast over audiences before a noble court, in order to ensure that there will be no interruptions on the part of the childlings and Unseelie present. This cantrip is directly opposed by Mockery (Contempt *).

**Dictum. This cantrip allows the caster to make a request of the subject, and then expect that request to be carried out, so long as it is not directly harmful to the subject. This cantrip is directly opposed by Disobedience (Contempt **)

***Grandeur. This cantrip causes the subject(s) to cower before them as they would before a god. It is used to impress people into speechlesness, and to intimidate. It isn't very good for holding court, as nobody under the influence of the cantrip can do much other than stare in awe. The sidhe use this power sparingly, as those influenced by Grandeur often fall in love with the caster. This cantrip is directly opposed by Insolence (Contempt ***)

****Weaver Ward. This cantrip seals things shut magically. It can be used to make a box unopenable (except by those who know how to circumvent the ward), imprison someone in a room, or even seal somebody's mouth shut. This cantrip is directly opposed by Portal Passage (Wayfare ***).

*****Geas. This is used to place a geas or ban on the subject. It can be used to send them on a quest, or to forbid them to do a certain thing. A geas can last forever, even into other incarnations. This cantrip may be stalled by Devil's Advocate (Contempt ****), but is not countered without leave of its caster.

Spirit Link: An Art known to the Nunnehi, very few Kithain know of it much less learn it. This Art deals with contacting and, to some extent, controlling spirits. Spirit Link is detailed in Changeling Player's Guide.

*World Sight. This cantrip enables the Nunnehi to see into the Upper, Lower and Middle worlds. It also allows the caster to see, not just a person or object, but the spirit accompanying that person or object, revealing its true nature.

**Ancestor Speech. This cantrip allows the Nunnehi to contact one of their ancestor's spirits for advice and historical information.

***Vision Quest. This cantrip allows the Nunnehi a glimpse into the future, or to divine the solution to a problem. It requires a ritual, and may take some time. The answers sought often have to be ineterpreted from the omens and symbols encountered in the vision.

****Placate. This cantrip is used to come to an agreement with a restless spirit that troubles the living. They will not stop haunting for nothing, they must be appeased somehow, but this cantrip binds them to accept the payment and the terms.

*****Ghost Dance. This cantrip gives the Nunnehi some control over spirits and supernatural creatures, allowing them to be summoned or banished at will. While this cantrip does give the caster control over what they summon, it may fail dramatically, having the caster battle what they had wished to control.

Talecraft: This storytelling Art is mostly known to the eshu, who have the greatest use for it, but some levels are sometimes taught to deserving others. Since the bunks are usually things that don't seem out of place in a storytelling performance, this Art is sometimes cast during such a performance. Talecraft is detailed in Kithbook: Eshu.

*Agemo's Blessing. This cantrip enables a performer to determine the "mood" of their audience. This can be used during a failing performance to try to pinpoint what part of the performance the audience dislikes.

**Flickering Firelight. This cantrip enables the caster to create minor lights and sounds to enhance their storytelling endeavor.

***Murmur in the Crowd. Though considered cheating, and rarely used by most eshu, sometimes nudging the mood of an audience is pragmatic and necessary. This cantrip enables the caster to subtly alter the audience's mood to become more receptive to their performance.

****Sticks and Stones. The eshu is able to create a shield to protect themselves from harm out of incidental chimera generated by their story. The shield fails if the story ends.

*****Moment of Truth. Similar to Phantom Shadows, the eshu creates substantial illusions out of their story. Most are dismissed when the story is completed, but the caster can keep them around in the same manner as Phantom Shadows.

Wayfare: This is the Art of travel and movement. It is widely known and used by commoners and nobles alike. It is especially favored by messengers, warriors, and eshu.

*Hopscotch. This cantrip allows the subject to leap great heights or distances. If it is cast upon something that does not normally leap under its own power, the cantrip hurls it into the air.

**Quicksilver. This cantrip allows the subject to move at super speed, giving them additional actions, and allowing them to travel greater distances in less time.

***Portal Passage. This cantrip creates a portal in whatever surface the caster has a Realm for that enables passage to the other side of that surface. This cantrip directly opposes Weaver Ward (Sovereign ****).

****Wind Runner. This cantrip allows the subject to fly temporarily. Regardless of who cast the cantrip, the flight is controlled by the recipient.

*****Flicker Flash. This cantrip moves the subject to any other place the caster knows, holds a piece of, or can see.

 

 

REALMS

 

Actor: This Realm is used to affect mortals, and includes other supernaturals who are not changelings, and sentient animals. Boggans, boggarts, clurichauns, kokua, piskies, pu'gwis, and surems all share an Affinity with this Realm.
*True Friend. This is used to affect someone the caster knows well and who is not hostile towards the caster.
**Personal Contact. This is used to affect someone the caster has seen more than once and spoken to, they also cannot be hostile toward the caster.
***Familiar Face. This is used to affect someone the caster has seen more than once, and who is not hostile to them.
****Complete Stranger. This may be used to affect someone the caster has never met before so long as they bear the caster no ill will.
*****Dire Enemy. This is used to affect someone who is at odds with the caster, including friends that may be currently hostile towards the caster.

Fae: This Realm is used to affect changelings, chimera, and things of Glamour. Ali'i, inuas, nanehi, ogres, satyrs, and trolls all share an Affinity with this Realm.
*Hearty Commoner. This is used to affect non-titled Kithain.
**Lofty Noble. This is used to affect any Kithain with a title.
***Manifold Chimera. This is used to affect anything chimerical, living and non-living.
****Elusive Gallain. This is used to affect any changelings that are not Kithain, and as a catch-all for all creatures that possess Glamour or are of the Dreaming but fall into no other category.
*****Dweomer of Glamour. This is used to affect cantrips, treasures, enchantments, dross, freeholds, trods and other things which possess Glamour or some other form of magic, but fall into no other category.

Nature: This Realm is used to affect things of the natural world which have not been changed by the hand of man, and are not magical or enchanted. Beasties, ghille dhu, kahunas, kachinas, numuzo'ho, pooka, redcaps, rock giants, selkies, sidhe of House Scathach, tunghat, water babies, and yunwi amai'yine'hi all share an Affinity with this Realm (by far the most common Affinity).
*Raw Material. Includes anything that is both organic and non-living, but has not been shaped into a tool (ie. a stick falls under Nature *, but a stick that has been fashioned into a cane or walking stick is Prop **). Almost all food falls under this Realm.
**Verdant Forest. This is used to affect living plant matter.
***Feral Animal. This is used to affect living, non-sentient animals.
****Natural Phenomena. Includes natural occurences: sunlight, weather, volcanic eruptions, earthquakes, etc.
*****Base Element. Includes the Greek elements of earth, air, fire and water, as well as all true elements.

Prop: This includes all things created and crafted: clothing, tools, vehicles, etc. Canotili, goblins, hana, nockers, sluagh, spriggans, thought-crafters and yunwi tsundsi all share an Affinity with this Realm.
*Ornate Garb. This affects anything that is worn (clothing, jewelry, tattoos, etc.).
**Crafted Tool. An item with no moveable parts (swords, shields, hammers, etc.).
***Mechanical Device. An item with moveable parts, but not requiring fuel to operate (wind-up watch, gun, lawn chair, etc.).
****Complex Machine. Includes things that require fuel or elecricity, but with an easily understandable mechanism (car, toaster, refrigerator, etc.).
*****Arcane Artifact. Any crafted item not listed above with complex components (TV, computer, stereo, etc.).

Scene: This Realm is used to affect an area, and is often used in conjunction with other Realms to affect more than one subject (though the Realms for all subjects to be affected are also required). Bogies, eshu, and may-may-gway-shi all share an Affinity with this Realm.
*Chamber. Up to 25 square feet.
**Cottage. Up to 200 square feet.
***House. Up to 750 square feet.
****Park. Up to 2,000 square feet.
*****Kingdom. Up to 50,000 square feet.

Time: This Realm is used only as a modifying Realm, to set a delay on the cantrip. This allows the cantrip to be cast, but have it take effect at a later time. No kiths are known to have an Affinity with this Realm.
* 1 turn
** 1 hour
*** 1 day
**** 1 week
***** 1 month