New Art: Accord


"Air I am, Fire I am, Water, Earth, and Spirit I am."
-- elemental chant

Accord allows the caster to draw the essence of an element into their target, harmonizing their own body and soul with that element. This always will have a chimerical "side effect" such as the wind blowing through the targets hair in a closed room, a hint of flickering flames in their eyes or slow deliberate "earthy" movements.

This Art was initially inspired by Pomegranates Full and Fine by Don Bassingthwaite and the use the main character, Tango, has of an Art that allows her to increase her strength.

Note: Fire (Flicker Fire) and Water (Soak That!) cannot be in effect on the same target at the same time. Earth (Earth Bond) and Air (It's Just the Wind) cannot be in effect on the same target at the same time.

Attribute: Intelligence

Earth Bond (Strength; Earth)

Earth Bond allows the target greater strength in exchange for a slow down in speed.

Dexterity cannot be reduced beyond a minimum of 1. Extra damage dice from this cantrip count as lethal damage regardless of what the rest of the damage is.

Duration: Earth Bond lasts 1 round or 5 minutes per success depending on whether it is in combat or not.

Successes --

  1. +1 Strength
  2. +2 Strength; -1 Dexterity
  3. +3 Strength; -1 Dexterity
  4. +4 Strength; -2 Dexterity
  5. +5 Strength; -2 Dexterity
  6. +5 Strength; +1 damage die; -3 Dexterity
  7. +5 Strength; +2 damage dice; -3 Dexterity
  8. +5 Strength; +3 damage dice; -4 Dexterity
  9. +5 Strength; +4 damage dice; -4 Dexterity
  10. +5 Strength; +5 damage dice; -5 Dexterity

Type: Wyrd

It's Just the Wind (Manipulation/Appearance; Air)

Either Manipulation or Appearance must be selected at the beginning of the cantrip. Appearance that is Wyrd cannot exceed 5. Any successes raising Appearance over 5 are Chimerical (unless the target has Called upon the Wyrd).

Duration: It's Just the Wind lasts 10 minutes per success.

Successes (target that has either attribute)

Successes (target that does not have either attribute)

Type: Chimerical or Wyrd

Soak That! (Stamina; Water)

Allows soaking of lethal and aggravated damage with the characters normal Stamina rating. Also provides bonuses to soak bashing damage and to other Stamina rolls based on Success.

Duration: One scene.

Successes --

  1. Target can soak lethal and aggravated damage with their Stamina rating
  2. +1 Stamina
  3. +1 Stamina; +1 soak die
  4. +2 Stamina; +1 soak die
  5. +2 Stamina; +2 soak dice
  6. +3 Stamina; +2 soak dice
  7. +3 Stamina; +3 soak dice
  8. +4 Stamina; +3 soak dice
  9. +4 Stamina; +4 soak dice
  10. +5 Stamina; +4 soak dice

Type: Wyrd

Flicker Fire (Dexterity/Wits; Fire)

The target has the ability to flow like fire (thus allowing even inanimate objects a form of Dodge).

Duration: One hour per success or one scene, whichever is longer.

Successes --
Mobile object or living creature --

  1. +1 Dexterity
  2. +1 Dexterity; +1 Wits
  3. +2 Dexterity; +1 Wits
  4. +2 Dexterity; +2 Wits
  5. +3 Dexterity; +2 Wits
  6. +3 Dexterity; +3 Wits
  7. +4 Dexterity; +3 Wits
  8. +4 Dexterity; +4 Wits
  9. +5 Dexterity; +4 Wits
  10. +5 Dexterity; +5 Wits

Inanimate, non-moving object -- Each success offers the object a die of Dodge for anything seeking to do it harm (based on intent and determined by the Dreaming)

Type: Wyrd

Aura of Life (Perception/Charisma; Spirit)

Either Perception or Charisma must be selected at the beginning of the cantrip.

Chimerical Effects:

Duration: 10 minutes per success.

Successes (Perception) --

  1. Alertness counts as Awareness (can see Auras)
  2. +1 Perception
  3. Same as above plus can sense spirits within 100 feet
  4. +2 Perception
  5. Same as above with Spirit Sight (can see into Middle Umbra)
  6. +3 Perception
  7. Same as above plus can identify supernatural type if encountered before (vampire, shifter, mage, wraith, etc.) automatically
  8. +4 Perception
  9. Same as above plus can identify Nature, Demeanor, Legacies, Auspice, etc.
  10. +5 Perception

Successes (Charisma) --

  1. Target is assumed to have one dot minimum in any Talents, Knowledges, or Skills when rolling with Charisma
  2. +1 Charisma
  3. Same as above plus Appearance is considered one dot higher in social situations
  4. +2 Charisma
  5. Same as above plus target is assumed to have two dots minimum in any Talents, Knowledges, or Skills when rolling with Charisma
  6. +3 Charisma
  7. Same as above plus Awe ... Gain the benefits a sidhe does while impassioned (Changeling: the Dreaming pg. 101 "Awe and Beauty")
  8. +4 Charisma
  9. Same as above plus target is assumed to have three dots minimum in any Talents, Knowledges, or Skills when rolling with Charisma
  10. +5 Charisma

Type: Chimerical