These changes to the Arts from Second Edition allow for expanded use of the Arts with each Realm, while acting as a Revised 'patch'.

Primal
Eldritch Prime can be combined with Fae 5 to create chimerical versions of the natural elements which will exist in the Near Dreaming for the duration of the cantrip (the cantrip can then be made wyrd to nevertheless cause real damage). Chimerical elements conjured in this way can become permanent parts of the Near Umbra (five successes or more).

Alternatively, use of lower levels of Fae or any level of Actor (appropriate to the target of the cantrip) will cause the target to hallucinate the elements instead, and be affected psychologically by the phenomenon for the remainder of the scene or until they 'free' themselves. Any illusory elements created by Eldritch Prime can be resisted with five successes on a Willpower roll (difficulty 8). Even those who can see chimerical reality will not see the hallucination unless they are targeted - it exists entirely in the minds of the targets and has no basis in chimerical reality. Unlike chimerical creations, they will not linger in the Near Dreaming.

If used with Prop, the Art causes the item to bend, warp or change size. Such changes are not performed with any finesse, and amount to expanding, twisting or stretching the item temporarily (one minute per success). The degree of success determines the degree of change:

one success - the item curves or stretches by 10%
two successes - the item buckles or stretches by 30%
three successes - the item bows or stretches by 50%
four successes - the item knots or doubles in size
five successes - the item becomes radically deformed or misshapen

Heather Balm heals one level of lethal or aggravated damage, or two levels of bashing damage, per success. The health levels healed can be either real or chimerical, or a combination of the two.

Holly Strike inflicts aggravated damage.

With Elder Form, the Realm dictates who or what can be transformed, but Secondary Realms will aid the transformation into other forms. A person turned into a log will still count as a person for the purposes of using Realms (so a mortal would be Actor and a changeling would be Fae). The Realm is determined by the subject's essence or 'soul'.

Chicanery
Fugue can be used to make a single computer, camera or other technological device 'forget' key information. In effect, this information is inaccessible, corrupted or deleted. Unlike sentient beings, however, the effects are permanent unless the caster intends for it to be a temporary 'blackout' of data. Combining this with Scene could affect multiple devices (say, an office full of computers), although to delete information permanently from the internet would involve deleting it from the servers that store said information.

When used with Prop or Nature, Haunted Heart either affects the chimerical 'soul' of that target (making chimerical reflections of items behave strangely - which is very effective when combined with Willow Whisper), or imbues it with an emotion that anyone who comes into contact with the target (works of art must be viewed, tangible objects must be touched, etc) will feel for a number of minutes equal to the number of successes rolled. If a person holds onto the haunted item or remains in contact with it, the effects last for a number of minutes after contact is broken.

Captive Heart can likewise be used with Prop or Nature. If used on an object, item or non-sentient being, its usual behaviour will be changed. A knife might refuse to cut, for instance, or a gun might refuse to fire. Alternatively, the outcome would affect any chimerae or spirits inhabiting the target.

When using Chicanery in conjunction with Scene, Prop or Nature to affect non-sentient creatures, objects and locations, the caster must divide successes between the effect and the length of time the Art remains imbued within the relevant target. So a Captive Heart roll with five successes might cause any human viewing a work of art within a day of the cantrip to be affected for three minutes, or within a month of the cantrip to be affected for one minute.

one success - one scene
two successes - one day
three successes - one week
four successes - one month
five successes - six months
six successes - ST's decision

If the item is broken or destroyed, the effect imbued within it is destroyed too. The Time Realm can be used to add a time delay to the cantrip.

Sovereign
Regardless of the RAW, Protocol can indeed be cast on a Prop. Any object thus targeted will remain silent or inert until the end of the scene. Thus, mobile phones will not go off, weapons will refuse to be drawn and computers won't boot up.

Dictum can likewise be used to hack computers, open vaults and switch on the telly. It cannot, however, be used to cause the target to harm itself or make itself permanently inoperable - so it couldn't be used to make a door fly off its hinges or to make an animal jump on the BBQ.

Grandeur used with Prop or Nature makes said target awe-inspiring. Ever heard about those people who've fallen in love with their cars or the Eiffel Tower? That was probably the result of this Art.

Yes, you can cast Weaver Ward on someone's mouth, but you need to achieve more (non-cumulative) successes than the target rolls on a resisted Willpower roll at difficulty 6 (and the target can spend Willpower to automatically overcome the obnoxious use of this cantrip).

When using Prop or Nature with Geas (or Ban), the cantrip affects anyone who comes into contact with the target until they let go. Thus, a geas placed on a sword compels its holder to complete the geas. A ban placed on the same sword would prevent the holder from undertaking certain actions.

A geas or ban can also be placed on a location using Scene - barring or compelling anyone in the vicinity. Whereas geasa and bans placed on an individual can only be resisted at the time of casting, a geas or ban placed on an item or location can be resisted instead at the point an individual first comes into contact with the target. The resistance check is a Willpower roll (difficulty 4 + the caster's successes).

When using Sovereign in conjunction with Scene, Prop or Nature, successes must be divided by effect and the length of time the Art remains imbued within the relevant target:

one success - one scene
two successes - one day
three successes - one week
four successes - one month
five successes - six months
six successes - ST's decision

If the item is broken or destroyed, the command within it is destroyed too. The Time Realm can be used to add a time delay to the cantrip.

Wayfare
Hopscotch can be used with any Realm to effect a 'jump'. If combined with Fae 5, for instance, a changeling could siphon Glamour from one being to another (the victim can resist this by rolling Willpower (difficulty 6)). In this case, Fae or Actor would serve as a secondary Realm if used.

Attempts to move Quintessence with Hopscotch and Fae 5 would be at +2 difficulty and can be resisted by either Willpower, as usual, or any countermagick the mage may attempt in defence (mage player's choice). Each net success equals a point of Quintessence transferred to someone else (and converted to Glamour if transferred to a changeling). The changeling can take as much Quintessence this way as the character has, minus his Arete rating (as Arete now takes on the role of the Avatar Background).

Buildings and complex structures with multiple parts cannot be made to jump with Hopscotch and Scene, because the successes would have to be divided between all the various parts of the building - which would be effectively impossible in most instances.

Quicksilver allows the user to move faster than should be possible, making them hard to hit and more lethal in combat. The cantrip is automatic, taking place on the same turn it is activated, but costs one Glamour point. Quicksilver has three key effects:

Quicksilver can be used with Prop to speed up a vehicle or machine, or any other item with moving parts. Drivers not also affected by Quicksilver will have to make Wits rolls to keep up with the transport's new speed (difficulty 8 + successes on the cantrip roll).

Nature can be used with Quicksilver to speed up an animal. Flowers might bloom fractionally faster, leaves might shift imperceptibly towards the light and fruit might ripen on a tree imbued with Quicksilver, but this would not usually be noticeable with the visible eye.

By imbuing an item with Quicksilver before throwing it, a changeling can double the distance thrown for each success rolled. Projectile weapons thrown in this fashion add an extra dice of damage for every success rolled on the cantrip and the damage is equivalent to that of firearms (i.e., usually lethal damage, even if the weapon would usually only cause bashing damage).

Casting Quicksilver may be done while performing any other action, so long as the cantrip only uses a level one Bunk.

Wind Runner has the same limitations as Hopscotch if cast on an object and may be resisted with a Willpower roll (difficulty 6).

With Flick Flash, the caster must know, see, scrye or possess a part/item of both her target and her destination. If she cannot fulfill this limitation, there is a chance the cantrip will go awry (three successes or more required, or the subject(s) will be sent off-course).

Dream-Craft
This Art, as written in Second Edition, is next to useless without Fae 5. This is a pity - especially as changelings should be able to manipulate dreams. As a result, Dream-Craft should be considered a Minor Art. Its cost is half that of a normal Art, but it can only be taken once Fae 5 has been learned. Finally, where Fae is used with another Realm to create a Dream-Craft cantrip, it may count as a secondary Realm for the purposes of calculating difficulty.

Skycraft
Like Dream-Craft, Skycraft is another Art which, as written, seems to step on the toes of a Realm - this time Nature. The Nature Realm is highly recommended to control your cantrips, but is not essential if you just want to create an effect and leave it to run its course. The natural phenomena described will be summoned, and you'd best be ready!

Alternatively, a changeling with or without Nature may instead opt to trick a target into believing they're experiencing the same effects but without actually creating the natural phenomenon itself. Rather, the changeling can draw on the power of illusion to make their target hallucinate (Actor or Fae should be used, as appropriate), but such cantrips have no lasting effect in the real world and can only be sensed by those directly targeted. Indeed, even those who can see chimerical reality will not see the hallucination unless they are targeted - it exists entirely in the minds of the targets and any 'damage' incurred will dissipate when the power ends. Using Fae 5 will create chimerical versions of these effects that will inflict chimerical damage instead.

Skycraft should also be considered a Minor Art.

Aphrodisia
A character with Sovereign can learn Aphrodisia at half the usual cost, and vice versa, although the secondary Art's rating cannot exceed that of the primary Art.

Chronos
Despire appearances, Chronos does not require the Time Realm (the Time Realm is merely a modifier Realm rather than a knowledge of Time itself). As such, it is not a Minor Art.

Contempt
Condemnation is a peculiarly narrow power as written. If used on Prop, Nature or Scene, it conceals the importance of the subject from anyone who might try to ascertain its purpose or general use. Those wishing to use magic to read or assess the subject must achieve more successes than the initial cantrip - only those successes over and above this threshold count towards the attempt. Non-magical Perception rolls on the subject are at +3 difficulty.

Infusion
Like Dream-Craft, Infusion is a Minor Art, and so is half the usual cost to buy or increase.

Metamorphosis
The Realm used indicates who or what can be transformed, but secondary Realms can lower the difficulty if they relate to the form the target is being transformed into. As with Elder Form, the true nature of the subject is what matters when determining which Realm to use.

Naming
Reweaving differs from Metamorphosis and Primal 5 in that it is a) permanent and b) only affects the nature/demeanour/personality of a sentient being.

Pyretics
Nature 1 counts as a secondary Realm for the purposes of calculating the difficulty. Pyretics can create balefire with Fae 5 to inflict chimerical aggravated damage (making this effect wyrd will cause real aggravated damage). It can also create illusory fires that exist only the mind(s) of its target(s) when paired with Actor or Fae 1-4 if the caster doesn't wish to permanently harm the target. Actor and Fae can, however, be used to immolate enemies as normal, but the caster cannot affect this fire afterwards without Nature 1.

Tale Craft
Agemo's Blessing can be used with Nature or Prop to enhance the effects of Willow Whisper (Primal 1). Each success adds one to the dice pool for the Willow Whisper roll.

Murmur in the Crowd can be used with Prop or Nature to invest a target with a sudden flicker of positive emotion. For example, a book might be imbued with the power to move the reader. A tree might invoke wonder and a sense of the sublime. When investing an item with emotion in this fashion, the effect will wear off after the emotion has been activated a number of times equal to the successes gained on the cantrip roll. The effects of any positive emotion on a person who touches the item so imbued last for one minute per success on the cantrip roll.

The Realm used for Sticks and Stones determines who or what is shielded by that Art.

Moment of Truth works identically to Phantom Shadows, except the bunk specifies that storytelling must be involved to enact the power. An eshu with Phantom Shadows already needn't pay for Moment of Truth provided they already have Tale Craft 1-4. Similarly, an eshu with Moment of Truth will automatically gain Phantom Shadows provided they also have Legerdemain 1-4.

OTHER ARTS

We like Radiance, but have revised it appropriately:

Radiance
An art focussed on the manipulation of emotions and morale, especially appropriate for war.

This art was originally written by Cavan, a Canadian changeling player, and published at The Right to Dream.

Base Attribute: Appearance

Level 1: Hold the stand: The Realms define the targets. Scene can be used, with successes being divided evenly (although multiple castings can be used to affect larger groups). Each success adds one automatic success to help resist fear or intimidation effects during combat or other stressful situations. Nonsentient chimerae and animals can also be affected with the relevant Realm (Fae 3 and Nature 3). Although members of house Fiona might not benefit directly from this art, they do love the idea of troops willing to actually follow them into battle.
Effect: Chimerical

Level 2: Elfin Might: The art defines who or what you wish to protect. Scene can be used, but successes must be divided evenly. With a single success the caster gives the subject an aura of awe. Anyone wishing to harm the subject must roll willpower against a difficulty of (4 + successes) or will be unable to do so. Sidhe who are protected in this way raise the difficulty of their would-be attackers' Willpower roll by a further +1. The power protects against ALL those who approach the ward. The effects last for one scene.
Effect: Wyrd

Level 3: Snap To (Wake the Slumbering): Snap To allows a wiley changeling to wake up a slumbering target at a moment's notice. Time is most useful when cast upon oneself, as it acts as an alarm clock. When cast upon an object with Prop, that object either springs into action (a gun with bullets fires a single shot per success, computers boot up, TVs switch on) or any spirit inhabiting the object is roused (including any wraiths slumbering in their fetters, any spirits bound to a wonder or fetish, and any Inanimae in their anchors). This will NOT stop possesions, as those bodies are still active.

Waking up those around you comes at a price, as sleep deprivation still lingers. When woken with a single success subjects suffer a -4 die penalty to all actions, decreasing by one for every turn after that as the bodies become more aware. With every additional success on the casting roll, this initial penalty is reduced by one (so the penalty is -3 with two successes or -2 with three successes). Those with the Merit: Light Sleeper halve the penalty. When trying to awake changelings from comas caused by chimerical death, mortals under the influence of the Mists, or vampires in torpor, the successes must add up to the Banality of the sleeper or (11 - Path rating/Humanity) for the vampire. Even more clever changelings have awakened viruses left in computers, or even inactive volcanoes.
Effect: Wyrd

Level 4: Glamour's Shield/Glamour's Sword: When invoked, this cantrip confers the aid or the wrath of the Dreaming itself. The Realm determines the target, although Scene can be used to widen the range of effect. This cantrip draws the firchlis overhead, allowing the caster to manipulate it to their own ends. One success would create minor ripples in the firchlis (for example, the target gets confused, falling back one place in the initiative order for one turn) while three successes would create more severe effects (swarms of chimerical insects or rodents attack the target or shield her from harm, causing three dice of damage or adding three dice to resist any attack) and five or more would have truly outrageous effects (the Mists descend upon the target or the Dreaming swallows them up). The player can state who or what they want to target, and whether the effect should be beneficial or detrimental, but the precise effects are determined by the Storyteller based on the results of the dice roll. The effects last for a single turn per success but may be longer lasting if five or more successes are rolled (ST's discretion). As a base suggestion, the bonus/penalty incurred should be equal to the number of successes rolled (one extra dice for soak, two places lower in the initiative rankings, three dice of damage, etc).
Effect: Chimerical

Level 5: Gather the Crop: The caster may create a temporary glade or freehold for one night. The site used can only be used in this manner once per week. Anyone with any magical sense (Kenning, Awareness, Auspex, etc) can tell that something is happening to the Glamour in the area. The first being to sleep in a glade gets all the Glamour, and a freehold can only support a number of sleepers equal to twice its rating in successes.

The Nature Realm is usually used to make a gladestone (or other suitable power point), although mementos and Glamour-rich artworks can also be used with the relevant Realm. Fae 5 counts as a secondary Realm, thus lowering the difficulty of the roll, except when creating a gladestone from a Banal target (in which case Fae 5 is used as the Target Realm to weave the Glamour around the object). The cantrip grants one point of Glamour per success to the first person to dream there (not the first person to fall asleep).

To make a freehold, the Scene Realm must be used as a Modifier Realm in conjunction with Fae 5 (for Banal locations) or the relevant level of Nature (for woodlands and natural locations) as the Target Realm. The number of successes indicates the relative rating of the temporary freehold. The freehold provides one Glamour point to every person sleeping in the area to a limit of twice its own rating.
Effect: Chimerical

FREEFORM ARTS

As a side project, I'm developing a looser system for Freeform Arts, which is very much a work-in-progress and only included here for reference purposes at this stage.