The Arts as written vary from incredibly narrow to incredibly loose. This makes balance a problem, but also makes some Arts next to useless and others essential. As a result, it seems that each level of an Art should have a unique power that can be summed up by one or two words that allow for breadth and, when combined with a Realm, depth.

It's my hope that each Art will have at least one application for each Realm.

Note: This is far from finished. Maybe come back in a few months...

Chicanery

Focus: Emotion, manipulation

Chicanery is the deceptive magical power of illusion and emotional manipulation. Those who practice it extensively are often considered somewhat untrustworthy by nobles. Chicanery is a common Art, and is available to members of all kiths, though it is somewhat rare among the noble Sidhe.

Cantrips
1. Mix/Confuse
2. Veil/Hide
3. Fugue/Forget
4. Evoke/Haunt
5. Believe/Realise

References: Changeling: The Dreaming Core Rulebook, page(s) 172-175

Legerdemain

Focus: telekenesis

Legerdemain allows a changeling to control his environment through telekinetic means, from remotely picking pockets to grabbing and hurling large objects around. This Art also allows for the creation of solid illusionary objects and creatures. Legerdemain is often considered the specialty of the Pooka, though members of all kiths may practice it without persecution.

 Cantrips
1. Switch/Flick
2. Ensnare/Unshackle
3. Mimic/Copy
4. Scatter/Transport
5. Summon/Conjure

References: Changeling: The Dreaming Core Rulebook, page(s) 175-178

Primal

Focus: essence, form

Primal allows a changeling to manipulate the forces of nature, from summoning the elements to communing with inanimate objects. It also gives power over the body, allowing a fae to harden his skin like tree bark, heal injuries, rip flesh apart and even shapeshift. Primal was first taught to the Kithain by the Inanimae, though the modern version of the Art is very different from Inanimae Slivers. The Art remains a common Art, associated with the simple and honest.

 Cantrips
1. Channel/Divert
2. Siphon/Transfer
3. Heal/Harm
4. Change/Adapt
5. Create/Obliviate

Soothsay

Domains: truth, fate

Soothsay represents the changeling's ability to see into the future. Depending on the realms used in conjunction, the changeling may be able to learn information about a person, place, or item. Though Soothsay is a common Art, those who practice it can sometimes enjoy a status greater than that of the average commoner, as it is an Art that comes naturally only to the most clever and contemplative of Kithain.

 Cantrips
1. View/Learn
2. Jinx/Charm
3. Know/Understand
4. Foresee/Divine
5. Curse/Bless

References: Changeling: The Dreaming Core Rulebook, page(s) 180-183

Wayfare

Domains: movement, travel

The Art of Wayfare deals with a changeling's ability to move through space. This involves bouncing and covering far distances, speeding forward on feet that move impossibly fast, and even teleporting from one place to another. The Eshu have a deep connection with this Art, though as it is a common Art, any can learn it. In some holds, the nobility has come to fear the power of Wayfare, and may act to make it somewhat harder to come by.

 Cantrips
1. Leap/Jump
2. Speed/Slow
3. Open/Penetrate
4. Fly/Fall
5. Teleport/Banish

References: Changeling: The Dreaming Core Rulebook, page(s) 186-188

Sovereign

Domains: rule, order

Sovereign is the Art of controlling commoners and noble majesty. It is one of the most political Arts commonly practiced by the Kithain, and exists largely to ensure the maintenance of their political structures. Commoner changelings find this Art exploitative, an unfair trick for keeping the high classes high, and the low classes low. For many years, Sovereign has been the Art that the Sidhe use to exercise their nobility; therefore, it is rare to see it in the hands of other kiths. The connection between nobles and Sovereign is built into the Art; it is almost useless in the hands of a commoner, but breathtakingly powerful in the hands of a King or Queen.

 Cantrips
1. Calm/Silence
2. Enforce/Undermine
3. Persuade/Goad
4. Protect/Guard
5. Bind/Ban

References: Changeling: The Dreaming Core Rulebook, page(s) 183-186

Naming

Domains: spirit, words

Naming is the Art of True Names and the power of words. It is one of the most insidious Arts known to the Kithain, as while its low levels are deceptively non-threatening, a master of Naming can easily cause irreparable damage. Overly frivolous uses of Naming are not taken lightly by the nobility, who swiftly bring justice to those who subvert its effects. Naming is one of the rarest Arts in changeling society, as its practice is restricted by the Crystal Circle. Long ago, the Art was developed by the Eshu, but limitations and bans have led its practice to be almost exclusive to the Sidhe - a slight that the Eshu are not kind to forgive.

 Cantrips
1. Read/Translate
2. Imbue/Invest
3. Ward/Shield
4. Reveal/Celebrate
5. Edit/Censor

References: Changeling: The Dreaming Player's Guide, page(s) 171-174

Tale Craft

Domains: narrative, myth

Tale Craft is the Eshu Art of telling wondrous stories, by means of providing special effects, reading the crowd, and manipulating their emotions. The Bunk for a Tale Craft cantrip is, with few exceptions, a story, whether spoken or sung. Tale Craft was developed by the Eshu for their own use, though they are willing to teach it to a number of kiths who share their passion for entertaining. Only one kith is forbidden from learning it; any Sidhe who learns Tale Craft must be punished, as will the one who taught it to him.

 Cantrips
1. Soothe/Satisfy
2. Record/Tell
3. Instil/Appeal
4. Enthral/Bewitch
5. Embody/Encompass

References: Kithbook: Eshu, page(s) 89-91