Обещанное Искусство, связанное с созданием Сокровищ. Кроме того, имеет смысл обратить внимание на сайдбар).
<3> Daedalon
<n> Daedalon is a “magic tool-box” of cantrips used by fae crafters of various kiths. On its own, this Art can only create Crafted items, and only from Dreamed chimera. To create Forged items still requires Infusion, and the best crafters combine the two disciplines to create truly spectacular and enduring works of art and invention. A fae trying to use this Art to affect Incidental chimera increases the difficulty by +2. An aspiring artisan from any kith may learn Daedalon if he can find a willing teacher. Developed by ancient crafters to create talismans from inanimate materials, certain cantrips within this Art may also affect living materials, but is at its best when used for its intended purpose. In all instances, the caster must have Fae 3 (Manifold Chimera) as the Primary Realm when casting this cantrip on chimerical materials. The difficulty to affect Forged magical items or chimera — as opposed to mere chimerical craft work — is increased by +2. However, the artisan(s) who created the Forged object is not subject to this additional difficulty. Nockers originally developed, and are still the primary practitioners of, this crafty Art. Nocker teachers exact an oath from their non-nocker students never to teach it themselves lest the Mists erase the Art from their minds. (The actual force behind this oath is up to the Storyteller.)
Attribute: Intelligence
<b>•Diagnostic
<n>This cantrip allows the artisan a limited form of clairvoyance, permitting him to look deep within an object without opening or changing it. When using this cantrip, the caster closes his eyes, falls into a trance, and projects his mind into the target. While doing so, he is physically defenseless. He may shift his perspective any way that he wishes as he tries to find a flaw in the target or check that everything is working properly. The artisan can see whether a wall is weakening, a pipe is blocked or if a large component is damaged. While “inside,” he may attempt to make changes (usually remotely with other cantrips). This cantrip does not substitute for Knowledges that the character does not have. If a character has no dots in Computer, it would take some time for him to discover that the disk drive has been partially erased (if at all). If he does not know Biology, he would not necessarily understand that the patient’s foot is twitching because of nerve damage.
System: The target of the cantrip determines the Realm used. While it is most frequently used in tandem with Prop, a diagnostician with the appropriate levels of Fae, Actor or Nature and a background skill in medicine or biology could use it as an adjunct for surgery. The number of successes equals how many turns the character’s consciousness may remain inside the target. Use of the Scene Realm allows the caster to use this cantrip on more than one target at a time, or to determine what lies in the next room. While in the trance-state, the caster can bring all his senses to bear upon the target. Particularly complex problems — especially magic-related problems — may require a Perception or Intelligence + Ability roll. Using this cantrip may even allow its caster to discover, and temporarily compensate for, the flaw inherent to an invention because of the nocker’s Frailty (subject to Storyteller discretion). By successfully determining the layout and problems inherent to his subject, the caster is at –1 difficulty on any subsequent attempts to fix or improve the item.
Type: Chimerical
<b>••Bind (or Split)
<n>This cantrip fuses objects as though glued, or separates attached objects. One should note that this joining is only a simple surface effect, as strong as a good welding joint in the best of situations.
System: The objects being joined or separated determine the Realms required. The difficulty increases by +2 difficulty for joining very unlike objects, even unlike materials of the same Realm (like plant and animal, or metal and flesh) or for splitting very dense solid objects (like granite). The base difficulty for affecting cold iron is always 13 (Banality rating 9 + 4). The Binding portion of this cantrip is more-or-less permanent, but physical force can counter its effects. By Calling Upon the Wyrd, the caster can Bind or Split Autumn World objects.
This cantrip cannot directly cause damage to people or animals a la Holly Strike, but can affect voile, hair, fingernails, etc. Incongruously, however, a caster with the appropriate Realms may use Bind as a minor version of Heather Balm, but must have the appropriate medical knowledge. Bind can only heal simple physical damage (setting broken bones, suturing torn flesh, etc.), but is ill-suited for performing anything more complex. Bind heals one Health Level for every two successes (rounded up). Used in conjunction with Diagnostic, this could heal simple internal injuries.
The cantrip can also be used as a minor entangle, to stick someone to the wall or floor to prevent him from running away, or it could make armor or clothing fall apart. A target may roll Strength + Brawl (difficulty 7) to counter-act being stuck to a wall (target’s successes versus caster’s), but he would leave shreds of his clothing behind. The number of successes determines the severity of the break or the strength of the binding.
Any attempt to affect a fae’s personal voile has a difficulty of the target’s Banality +4 as usual since it is such an integral part of her. If voile should shear away, it could instantly be re-created by the faerie’s will without penalty, excluding the embarrassment, shame, and outrage of being exposed. The Storyteller may require additional successes to affect breaks with particularly large amounts of surface area. In such cases, the Storyteller will need to make up the required number of successes on the spot. Truly legendary magic items are next to impossible to damage in this fashion because of the magical wards built or dreamed into them.
[BEGIN TABLE]
<3>Difficulty Modifiers for Bind/Split
<n>The standard difficulty for affecting an item with a cantrip is the caster’s or the target’s Banality + 4, but when using this spell, certain materials are easier or harder to affect than others. The following table gives difficulty modifiers for affecting particularly hard (or soft) materials.
<b>Material[Tab]Difficulty Modifier [Tab]Example
<n>Flimsy [Tab] –2 difficulty [Tab] Paper, shoddy clothing.
Soft/Non-resilient [Tab] -1 difficulty [Tab] Very soft plant, animal or mineral materials (vegetable matter, balsa wood, meat), wet clay, low-grade glass, most clothing.
Soft/Resilient [Tab] +0 difficulty [Tab] Soft plastic or wood, living flesh (see above), superlative cloth or leather work, good window glass.
Medium [Tab] +1 difficulty [Tab] Hard plastic or wood, high-impact glass, soft metals (gold, tin, etc.), bone.
Hard [Tab] +2 difficulty [Tab] Steel, diamond, dragon scale.
Supernaturally Hard [Tab] +4 difficulty [Tab] True Silver, Alchemical Adamant.
[END TABLE]
1 success — Hairline Fracture. Glamour manipulates small cracks in an object, either weakening or strengthening it. It may effect a weak, temporary hold between two objects. (A windshield cracks; the ax-head doesn’t slip today.)
2 successes — Clean Break. The cantrip causes or fixes a complete break across a single plane. (A car antenna is repaired; a branch snaps off the tree.)
3 successes — Large Chunk. The magic removes or joins a single three-dimensional piece on all necessary sides. (The caster may seal a doorway; a trapped person can now push a cinder block out of the wall, leaving an opening.)
4 successes — Multiple Shards. Many pieces form or join. (A mirror shatters or joins itself back together.)
5 successes — Fine Powder. The cantrip joins or makes minuscule pieces in great quantities. (The heap of sand forms a six-inch thick wall of glass in the doorframe.)
Type: Chimerical
<b>•••Meld (or Siphon)
<n>This highly useful spell has two major applications, at least one of which is frightening in its implications. The first confers the ability to join or sunder chimerical objects with those from the Autumn World. The second, used in conjunction with Fae 5 (Dweomer of Glamour), allows for the transfer and storage of Glamour.
System: All the details governing the joining of unlike materials for Bind/Split apply to each effect of this cantrip as well. Meld and Siphon may be used to distill and recombine the “essence” within a material in a fashion akin to chemistry or alchemy. Thus, allowing the caster to alloy different chimera or chimerical materials together to form more potent Dreamstuff for crafting. It does not turn Incidental chimera into Dreamed chimera, but the resulting mixture of chimerical materials retains the properties of the originals. If the majority of chimerical materials combined are Incidental (usually two out of three as per the Rule of Three), the alloy will be Incidental. If two out of three elements are Dreamed, the resulting amalgam will be Dreamed. <Good>
When three separate materials fuse, this combination will become subject to the nocker Rule of Three (see Chapter XX) and takes on an additional property. (Storyteller’s decision; the new property may not necessarily be useful.) Past experience and an Intelligence + Chimerical Alchemy roll (variable difficulty) allow characters to determine what the new properties of dream-alloys will be in combining various types and proportions of Dreamstuff. To perform this action, the character requires a number of successes equal to the number of chimera points that he wishes to emerge, but he must still have the required amount of material to get as many chimera points as he has rolled successes. When using this cantrip to invoke the Rule of Three, one “volume” each of three separate types of Dreamstuff are necessary to create one chimera point. (The above Volume rule references the Gathering and Crafting/Forging rules found on pages 119-122 of Dreams and Nightmares.)
An artisan without using this cantrip may still use chimerical materials together in order to create objects with chimera points, but objects that have undergone this process are more easily transmuted into Forged objects. (Using Melded dream-alloys reduces the difficulty by -1 for creating Forged chimera.) It is possible to use non-magical means to combine chimerical materials with Chimerical Alchemy — like smelting three different types of dream-metals together in a crucible to make a special alloy with unique properties — but using Meld is the best and easiest way.
This cantrip may also join or sunder chimerical objects with those from the Autumn World. In this fashion, a craftsperson could attach a chimerical cannon to his automobile or affix a chimerical cybernetic organ to a human or mundane animal. These uses presuppose the caster has the high level of knowledge necessary for such undertakings. When grafting alien objects to flesh, there is always the opportunity of rejection or infection. (Because this spell creates a miniature nexus between which the Autumn and Dreaming touch, Plague Nervosa or similar frightful diseases might infect the patient.) This use of the cantrip is automatically Wyrd. The caster must have access to all the Realms necessary to manipulate the materials. For example, affixing a magically constructed cybernetic eyepiece to a human would require Actor and Prop (and a high level of medical skill). When used in this manner, every two successes of this cantrip infuse or remove one Permanent Glamour of the chimera from its mundane counterpart. Most simple chimerical objects only have a Glamour rating of 1.
The caveat while using the cantrip in this manner is that Autumn physics must be taken into account. A wise artisan would not Meld a chimerical clock to a mundane facsimile of a clock carved as a single piece because physics requires freedom of motion in order to work. This even applies to chimerical components unless they have special magic upon them that allows them to work “out of phase” with their mundane surroundings. Because the gap between the Dreaming and Autumn World is ever contentious, the chimerical and mundane components must be somewhat synchronous and congruent, or else the moving parts of the object will not work as the crafter intended—if at all. Also, the effects of a Meld or Siphon used in this manner are not apparent until the required number of successes is met. The lines of power increase between the chimerical and mundane until they suddenly join or sunder themselves with a flash. For this reason, builders of large projects often cast this cantrip on individual components instead of trying to construct such complex things all at once.
By using both Meld and Siphon in tandem with Fae 5 (Dweomer of Glamour), the caster may move and store Glamour. By so doing, the caster may remove it from a living source or dross and place it into a Glamour Battery (essentially a portable freehold, as detailed in Kithbook: Nockers). When creating a nocker Glamour Battery, permanent Glamour is necessary and the faerie creates a freehold level per point of Permanent Glamour expended. (Oathbound comrades may share this burden.) The initial creation of a Glamour Battery with this cantrip also requires that the caster construct the Battery’s chimerical or talisman shell.
Glamour Batteries recharge themselves automatically every 24-hours in a freehold or the Near Dreaming. The charge cycle is every 12-hours in the Far Dreaming and every 6-hours in the Deep Dreaming. In addition to behaving as a portable freehold, a Glamour Battery may also function as an independent pool of Glamour attached to a chimerical magic item, powering any cantrips or other powers inherent to the item. This use gives the user two points of Glamour per level of battery per charge cycle. Using all the power in a Glamour Battery with a device for the day negates the possibility that this same Glamour Battery can be used as a portable freehold later that night while a changeling sleeps in the Autumn World.
Siphon may also be used with Fae 5 (Dweomer of Glamour) to steal Glamour from a living subject. In order to Siphon another being’s energy in this fashion contests the cantrip’s roll against its victim’s Willpower (difficulty 6). Legendary and sentient treasures also have the ability to resist. The caster gains one point of Glamour for each success he gains over his target's roll. Non-sentient chimera cannot resist this draining, but the base difficulty to Siphon their Glamour is equal to their Glamour rating. A caster may never drain more temporary Glamour than necessary to fill his own pool (or the pool of the thing into which the Glamour is flowing) at a time. Also, each additional jattempt on the same day to Siphon Glamour from the same target increases the difficulty by +1. Needless to say, this use of Siphon is considered more than dubious to many fae. One can, however, also use this effect to selectively remove Dark or Tainted Glamour from a target. Each success affects 1 point of temporary Glamour. The effects of this spell do not reach into the most fundamental plane of being. Hence, any use of Siphon with Fae 5 to undo the Changeling Way Ritual or Arts, while theoretically possible, is highly unlikely.
Type: Chimerical (if stealing or transferring Glamour) and Wyrd (if joining or separating thing/persons with a chimerical and a mundane aspect).