Nature
Realms in Changeling magic, known as Arts, apply directly to who or what you can effect. Without knowing the proper realms a Changeling is unable to affect anything. Realms are a necessary part of casting a Cantrip.
Contents
Actor
Actor is the realm connected to all worldly beings, with a direct correlation to how well you know them. The less acquainted you are with a particular being, be it a werewolf, mortal, wraith, vampire, etc., the greater mastery of Actor is required. To affect someone you are opposed to, regardless of knowledge, requires complete mastery.
- True Friend - A well known confidant, a buddy.
- Personal Contact - You must know this person's name, have had conversations, etc.
- Familiar Face - You must recognize his/her face.
- Complete Stranger - You don't need to know anything, but they cannot be hostile toward you.
- Dire Enemy - You can be opposed to someone, hate them, or otherwise be in conflict.
Fae
Fae deals with other beings of the Dreaming. To affect other Changelings, the Noble Sidhe, Adhene, Chimera, or even controlling Changeling magic itself all fall under the realm of Fae.
- Hearty Commoner - Commoner Changelings only.
- Loft Noble - Anyone with the Title background.
- Manifold Chimera - Chimera & chimerical items of any sort.
- Elusive Gallain - All fae beings not covered above - Nunnehi, Inanimae, etc.
- Dweomer of Glamour - Anything composed of Glamour - Cantrips, treasures, etc.
Prop
Prop is the control and manipulation of all created objects. Clothing, weapons, buildings, and anything else "created" falls under Prop. The more complicated the device the more mastery of the Prop realm is required.
- Ornate Garb - Objects commonly worn, including tattoos.
- Crafted Tool - An item having no moving parts.
- Mechanical Device - Any item with moving parts but that does not require fuel.
- Complex Machine - An item with movable and sometimes electronic components that anyone can understand (toaster, car, etc).
- Arcane Artifact - Any item not covered, usually with complex components.
Nature
Nature is the control of plants, land, and beasts. Anything untouched by creation lends itself to be controlled by the Nature realm.
- Raw Material - Unliving, organic materials: wood, rope, paper, etc.
- Verdant Forest - Living, organic plant material.
- Feral Animal - Living, nonsentient animals.
- Natural Phenomena - Weather, volcanic eruptions, geothermal reactions, etc.
- Base Element - Natural elements in pure form, or earth, air, water, fire.
Scene
Scene is the control of space. The more you master the realm of Scene the larger area or the more targets (in conjunction with other realms) you can affect.
- Chamber - Up to 25 square feet.
- Cottage - Up to 200 square feet.
- House - Up to 750 square feet.
- Park - Up to 2000 square feet.
- Kingdom - Up to 50,000 square feet.
Time
Time is the control of when your cantrips will happen or how long they will last. Mastery of Time dictates the length your spells may last or how long you can set a "trigger" upon them.
- Turn - Up to one turn.
- 1 Hour - Up to 1 hour.
- 1 Day - Up to 1 day.
- 1 Week - Up to 1 week.
- 1 Month - Up to 1 month.
Since Changeling 20th anniversary, some Realms ratings were modified as follow.
=Actor
SymbolRealmActor.png
- True Friend - A well known confidant, a buddy.
- Personal Contact - You must know this person's name, have had conversations, etc.
- Familiar Face - You must recognize his/her face.
- Dire Enemy - You can be opposed to someone, hate them, or otherwise be in conflict.
- Complete Stranger - You don't need to know anything, but they cannot be hostile toward you.
Nature
- Base Element - Natural elements in pure form, or earth, air, water, fire.
- Raw Material - Unliving, organic materials: wood, rope, paper, etc.
- Verdant Forest - Living, organic plant material.
- Feral Animal - Living, nonsentient animals.
- Natural Phenomena - Weather, volcanic eruptions, geothermal reactions, etc.
Scene
- Chamber
- Cottage
- Lonely Lane
- The Glen
- The Castle
Time
- Three-Fold - The duration of the Cantrip is tripled.
- Suspended Sands - The cantrip’s effect is delayed, and will activate at a time of the player’s choosing (set when the cantrip is cast), up to a year and a day in the future.
- Fateful Trigger - Rather than being delayed by a set amount of time, the cantrip may be set to “hang” until a specified trigger occurs, set by the player. Examples include “the next time a Kithain walks through the door,” “the next time Bill the Sluagh walks through the door,” or “the next time the door is opened.” The character must use the appropriate Realm or Realms for the target of the trigger.
- Bright Echoes - After the cantrip ends, it automatically reactivates a second time. The second activation applies the cantrip’s effects as though it rolled only a single success, no matter how many successes the original cantrip generated. If the first use of the cantrip failed, so does its echo.
- Glorious Renewal - The Cantrip becomes seasonal and reactivates after being dormant. The specific circumstance for the Cantrip reactivating is dictated by the player, but must involve a significant marker (such as an equinox, eclipse, birthday, etc.) and there must be significantly more time between activations than the duration of the cantrip.
Inanimae Realms
The Inanimae use a set of elemental realms that are very similar to those practiced by the Kithain, but are divided differently. The only Realm not represented by the Inanimae system is Time. Wilder Inanimae and older may also practice Kithain Realms, instead.
Air: Vaguely analogous to Scene, Air is the element that surrounds the globe. It effects non-living environment and a cantrip that effects weather, air, temperature, or anything else within the area of the caster or target.
Earth: Vaguely equivalent to Prop, Earth affects non-living, non-supernatural objects, natural and crafted. Enchanted objects need another Realm.
Fire: Vaguely analogous to Nature and Actor, Fire is used to effect non-supernatural living creatures. It effects only the physical aspect of such creatures. This realm would also be used to affect mortal humans physically.
Water: Vaguely related to Nature and Actor, Water only effects the mental environment of non-supernatural living creatures. Confusing others needs this realm.
Spirit: Equivalent to Fae, vaguely, Spirit is used to effect any aspect of a supernatural being or thing, including other Fae. It effects environment as well as the physical and mental realms. It also effects enchanted mortals.