We use the basic rules from CTD Second Edition for cantrips with a few tweaks.
QUICK REFERENCE CHART
1. Choose an Art
- Describe the effect you want to create
- Is it chimerical or wyrd?
- Who is the target?
- Do you have secondary Realms to aid you?
- Do you wish to use any modifier Realms?
- Art + Realm rating1
- Is the bunk appropriate to the Art?
- Is the bunk appropriate to your character?
- Either: 8+/-modifiers
- Minimum difficulty: 4
- Maximum difficulty: 9 (add threshold for higher difficulties)
- Modifier Realms give +1 to difficulty2
- All wyrd cantrips cost one Glamour
- Casting a cantrip without one or more Realms costs one Glamour
- Up to five points of Glamour can be spent to reduce the difficulty
- Add a point for each Modifier Realm2
1Use the Realm of the target.
2Modifier Realms are Scene and Time. Secondary Realms do not count as modifier Realms. In the above example, if the transformation were to take place in a week's time, the Time Realm would be used to add a time delay.
Bunks
Bunks are essential for casting cantrips. The bunk performed reduces the cantrip's difficulty by one for each level of the bunk. This means that the standard difficulty for a cantrip cast on a human with a level one bunk will be six.
A sample list of bunks is here
There's a longer list of bunks here.
Glamour Costs
For more information, visit our articles on Regaining Glamour, Epiphany and Dross.
ARTS
The Arts are spread across numerous supplements. For clarity, here's the list of each and where they appear:
Commoner Arts
Chicanery (Changeling the Dreaming 2E, pp 172-175) �The Power of Illusion�
Legerdemain (Changeling: the Dreaming 2E, pp 175-178) �The Power of the Mind�
Primal (Changeling: the Dreaming 2E, pp. 178-180) �The Power of Nature�
Soothsay (Changeling: the Dreaming 2E, pp. 180-183) �The Power of Fate�
Wayfare (Changeling: the Dreaming 2E, pp 186-188) �The Power of Travel�
Noble Arts
Chronos (Nobles � The Shining Host, pp 78-80) �The Power of Time�
Dreamcraft (Nobles � the Shining Host, pp 75-78) �The Power of the Dreaming�
Naming (Player's Guide pp171-174) �The Power of Names�
Sovereign (ChaCommon Artsngeling: the Dreaming 2E, pp. 183-186) �The Power of Leadership�
Kith-specific Arts
Infusion (Kithbook: Nockers, pp 56-58) �The Power of Creation�
Talecraft (Kithbook: Eshu, pp 89-91)�The Power of Storytelling�
Rare Arts
Aphrodisia (WoD Sourcebook Blood-Dimmed Tides pp.76-77) �The Art of Desire�
Autumn Way (Denizens of the Dreaming pp. 73-74) �The Art of Interacting with the Autumn World�
Kryos (WoD: Blood-Dimmed Tides pp. 77-80) �The Power of Winter�
Metamorphosis (Fool's Luck, pp. 76-77) �The Power of Transformation�
Pyretics (Player's Guide, pp. 169-170 ) �The Power of Summer�
Skycraft (Blood-Dimmed Tides, pp. 80-82 ) �The Power of Storms�
Spirit Link (Player�s Guide, pp 174-177) �The Power of Spirit Interaction�
Dark and Forbidden Arts
Contempt (Shadow Court pp.80-82) �The Power of Subversion�
Delusion (Shadow Court pp.82-85) �The Power Art of Lies�
Discord (Denizens of the Dreaming pp. 74-75) �The Power of Violence�
Oneiromancy (Denizens of the Dreaming pp. 76-77) �The Power of Dreams�
Slivers
Aquis (Inanimae pp.82-83)
Petros (Inanimae pp.78-79)
Pyros (Inanimae pp.85-86)
Stratus (Inanimae pp.83-84)
Verdage (Inanimae pp.80-81)
Agendas
Burnout (The Autumn People pp. 80-81)
Stultify (The Autumn People pp. 81-82)
Webcraft (Player's Guide pg. 187)
Minor Arts
The Minor Arts are:
Daedalon
Dream-Craft
Infusion
Skycraft
Tale Craft
These cost half the usual points cost to buy or increase (round up).
Alternate Arts
There are also plenty of fan Arts published online. You can use these with ST approval, such as Daedalon (considered a Minor Art). Please furnish me with page numbers and references for alternate powers and any other traits that aren't in the core book.
Other alternate Arts with Storyteller approval include Sirocco, the Eshu Art.
Changes to Arts
We have a section on Changes to Arts that brings them into line with M20/V20 rules and clarifies their use with each Realm.
Counterweaving
Occult can be substituted for Gremayre in counterweaving. The Gremyare Secondary Ability, however, reduces the difficulty of the roll by one. Likewise, Awareness is used for determining the Realm or Art used (if needed), but at -1 difficulty with the Kenning Secondary Ability.
For more on countering spells, see Resisting Magic(k).
Mages, Glamour and Enchantment
See Glamour versus Quintessence and Enchantment.
Treasures
We have a list of Treasures.
Dragon's Ire
Dragon's Ire adds dice to all combat actions for the remainder of a scene. This costs one point of Glamour and requires a successful Glamour roll (difficulty equal to the character's Banality). Each success adds one dice to all combat actions, but this is capped by Remembrance or Occult, whichever is higher.
More information, including modifiers to the Dragon's Ire roll, can be found under the Combat section.
Oaths
For details, see Oaths and Compacts.
Regaining Glamour
See the section on Regaining Glamour.
External links
There are some detailed rules, for those of you without the Second Edition rulebook, here.
A simple list of published Arts and Realms can be found here
A detailed list of Arts and Realms (and a handy guide to character creation in general) can be found here.
A guide to making chimerae and chimerical items (including Treasures).
Confirmed Rules Additions/Clarifications from the Books
1. Sidhe that have undergone the Changeling Way (like those of House Scathach) do reincarnate.
2. New sidhe are arriving on Earth because some are still being exiled. They have slowed down some though.
3. Sidhe are affected by the Realm of Fae 2, 'Lofty Noble', whether or not they hold a noble title.
4. A changeling who has undergone the Forgetting, or been Undone, or that has retreated into their mortal seeming is still affected by the Fae Realm, rather than Actor.
5. Commoners given a noble title are not automatically members of the house that ennobled them. Joining the house requires that the house accepts them (which can involve rigorous tests) and that they swear fealty to the house.
6. Commoners that swear an oath of fealty to a noble house take on that house's Boon and Flaw. It should be mentioned that this is in direct contradiction to what is stated on page 44 of The Shining Host, the Changeling Mind's Eye Theater book.
7. If a changeling ever changes houses for any reason, the Flaw of their original house stays with them, in addition to the new Flaw. The original Boon is lost.
8. The examples of Treasures given on page 150 often mention erroneous levels of Arts (like 'Chicanery 4/Veiled Eyes' for example, when Veiled Eyes is Chicanery 2). These were the levels of these cantrips in First Edition, and this description was apparently written before the changes to the cantrips were made and was never corrected. The Second Edition levels are of course correct.
9. Fear Rede: The Chimera rolls a die. The target rolls their Willpower dice at diff 6. This is subtracted from the number (1-10) the Chimera rolled on the die. The result, possibly 0, is the number of rounds the target is subjected to the effects of the rede.
10. Redcap Swallowing Whole: It is a combat maneuver, and like all normal combat attacks it can be dodged or even parried. You need 3 net successes, those being successes above and beyond what the defender rolled, for the maneuver to work. (Kithbook Redcap, p 32)
11. Fly Fingers: This works only in the sluagh�s Fae seeming so the character either has to be unobserved by mortals or wyrded for it to work.
12. Granite Skin: This is armour, meaning that while it stacks with other armour, the dexterity penalties for stacking armour will also occur.