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By Isabella

This is a set of very, very loose guidelines based off Goblin Contracts and Pledges, to aid GMs and players in making more esoteric bargains with reality. This is not an ironclad rule set, and elements can be added and thrown out as needed. It is meant to cover aspects of changeling society not currently covered under the rules, such as the swearing of bargains to protect the Freehold, Goblin Vows, or powerful Autumn ritual magic. A variety of reasons. Changelings cant do what theyre supposed to be able to do Mentions of long term pledges that protect the Freehold are very common in the Changeling books, but normal pledges dont really cover this. Autumn sorcerers are lauded as the masters of freehold magic, but have the mostly the same Contract options as any other changeling. Likewise, there are a number of effects that are exceptionally common in faerie tales, but that are too powerful or narrowly focused for Contracts to cover. These effects are currently left up to Storyteller fiat. Hobgoblins have all the fun - No, really. The most obvious trait to point to is the goblin tendency to deal in abstractions and make fell bargains beyond the point of pledges. It seems like ripe ground for plot and adventures to hunt down immaterial things for the Autumn court, but there are no rules for a changeling to be able to do this. Even a Wyrd 10 changeling, on the cusp of turning True Fae, has to go buy a market stall if they want to match the capabilities of a Wyrd 3 hobgoblin. Goblin Vow prices need some work - I feel like most the issues above already have a potential solution, in the merit Goblin Vow from Rites of Spring. This would allow changelings to bargain with a great old oak, or the London fog, and allow a changeling to make more esoteric bargains. The problem with Goblin Vow is I feel the price range is simply too narrow. Mother Susan is stated to have given up her only child to found the Spring Court; a changeling could follow in her footsteps to make such an epic sacrifice, but they could get the same effect by flying to Hong Kong and delivering a box, or by swearing off fish, avoiding Uzbekistan, and promising to fetch someone a soda. You also dont get a lot for your firstborn child - a modest boon for a duration of a week, at best. Everyone else gets ritual magic - Bandwagon! The basis of of the vow is the same basis as all Changeling vows - something is promised, and something is received in return. The changeling requires some right to make pledges with an aspect of reality, usually represented by the Goblin Vow Merit. The aspects tend to be very specific in nature. The changeling may have the right to bargain with ivy, wolves, or unrequited love, but cannot claim the right to bargain with plants, canines, or emotions. The aspect must be present in some fashion for the changeling to make a bargain with it. If a changeling wants to make a pledge with sunlight and is trapped in a dark cement room, the changeling is out of luck. The changeling must determine the cost of the boon from the list below, and then offer an appropriate sacrifice to receive the effect. The aspect may demand to set its own price for certain services, though the changeling will know this immediately. If one renders nothing at the time of the bargain, the aspect sets its own price. There is no cheating the Wyrd - any attempt to defer the price results in the Wyrd simply taking it, or removing its blessing and then some. No sacrifice can grant powers outside of an aspects purview. An aspect of fire can start fires or protect from fires, but cannot put a man to sleep or hide a changeling from sight. Each Ritual has a suggested dot rating, which represents the Wyrd required for the changeling to make that bargain. Autumn Courtiers, in line with their sorcerous leanings, are counted as having a higher Wyrd (+1 at Mantle 1, +2 at Mantle 3, +3 at Mantle 5) for the purposes of Wyrd-Binding. A lower Wyrd changeling can still make the bargain, but must render an additional sacrifice to make up the difference. The rating of the sacrifice must be equal to the missing Wyrd dots + 2. For example, if a Wyrd 5 changeling wishes to make a Wyrd 7 bargain, they must offer an additional payment, as well as the regular price. The rituals stated below are simply examples of what can be done with the system, though they also cover faerietale tropes that are missing from the current gameline. The Storyteller and players are encouraged to tweak, alter, and pick and choose to make the rituals more appropriate for specific changelings. The endless variety of aspects allows for an endless variety of effects, and the narrow nature of aspects means no one changeling can perform every one of these rituals. It adds a touch of uniqueness to each changeling, as well as a need to seek out dedicated sorcerers for various tasks. Every ritual has the following entries in its block: Title: The dot rating next to the title determines the Wyrd rating required for a changeling to make that bargain. This rating usually matches the price. Price: The dot rating of the price. The price for each ritual is already worked in and listed under Drawback - the price rating is simply stated so that Storytellers can remove the Drawback and replace it with a different one of appropriate level. Effect: What the ritual does.

Drawback: Nothing is free, and this is what the changeling pays to be able to perform the Effect. Purview Variants: As stated above, no aspect can grant powers outside its purview. Some rituals are obviously inappropriate for certain aspects, but may be able to grant a similar ritual with slightly different effects. How are these different from Contracts, especially Goblin Contracts? First, they are much narrower in scope: a Contract of Fang and Talons can apply to all canines, while a Goblin Vow is limited to wolves or jackals. Secondly, the changeling must make the bargain every time, which can make them difficult to perform in fast-paced situations such as combat. Thirdly, the bargains tend to be more expensive then the simple glamour costs associated with Contracts. A changeling might imitate a contract to sense an element, if they were content to sacrifice an animal or take a penalty every time they cast the spell. The dot ratings below are loose guidelines for what effects can be gained, for what price. The Storyteller is the final arbiter of what rating is appropriate. Generally, damage should be restricted to Bashing damage at , Lethal at , and Aggravated at . The effects listed under each rating tend to be the most elementary and basic versions, and more potent versions of these effects should be reflected by increasing the cost. Effecting multiple targets or increasing the duration of an effect increases the price. The sacrifices listed under ALL scale up, and thus can be applied to any bargain. Penalties inflicted by sacrifices tend to last as long as the rituals duration, or a few days longer. Penalties that seem less severe or long term (such as a guaranteed dramatic failure or losing a dot in a skill) are for bargains of a shorter duration, while more extreme prices are for effects that last longer. Minor: Gain mystical knowledge about and understanding of phenomena within the abstracts purview. Elementary manipulation of phenomena within the abstracts purview, enough to activate them and/or impart directions. Provide the changeling with information about his surroundings. Provide a bonus to one action. Apply a minor effect to one target. Uncommon: Exert elementary command and control over phenomena within the purview of the abstract. Conceal, camouflage or hide phenomena within the abstracts purview from scrutiny. Ask the abstract to protect the changeling. Perform advanced-level applications of the 1stdot practices (Provide the changeling with more detailed information or produce more substantial physical effects. Allow the user to gain information about objects, people, or locations well out of the range of her senses). Important: Alter the capabilities or functions of phenomena within the abstracts purview. Injure or degrade a target within the confines of the abstract. Fortify, bolster or improve phenomena within the abstracts purview. Ask the

abstract to protect another. Perform advanced-level applications of the 1st and 2nd-dot practices. Major: Transform phenomena within the abstracts purview into related phenomena or shapes, or replace their capabilities or functions with different ones. Significantly injure a target, degrade its capabilities or negatively transform it within the confines of the abstract. Perform more advanced-level applications of the 1st, 2nd and 3rd-dot practices (Affect more people). Epic: Create phenomena within the abstracts purview from nothing. Destroy or mutilate a target within the abstracts purview. Advanced-level applications of the 1st, 2nd, 3rd and 4th-dot practices. + Legendary: Create phenomena that change according to conditions. Grant supernatural abilities to a target. Permanently bind an aspect of the abstract. Remove a quality such as magic, destiny, or mortality. Advanced-level applications of the 1st, 2nd, 3rd, 4th, and 5th-dot practices. ALL: A harmful spell also affects the sorcerer (in unlocking a door, they ensure that their own doors will become unlocked at an inopportune time, in inflicting a penalty to speech, they lose the ability to speak themselves when it is inconvenient); The effect may be identical or merely similar (for instance the target is made vulnerable to one kind of damage, and the sorcerer is made vulnerable to another, thematically linked kind of damage), A boon may behave unpredictably (a defensive spell may trigger for the mailman as well as for the assassin invading ones home); A target realizes at the end of the spell that they have been deceived or spied upon, and by whom, with increasing knowledge (an inkling or suspicion for 1-dot spell, certainty and a hint at where to find the sorcerer for a 3-dot spell, certainty and precise knowledge of the sorcerers location for a 5-dot spell), Penalties (-1 to -5 penalty to a category of rolls (physical, perception, social, etc) relevant to the effect and based on the level of the spell, or milder penalties for longer) Minor: Strange handcrafted music box, a copy of Peter Pan in which a child sketched his nightmares, a tortilla on which there is an image of the Virgin Mary, Common goblin fruits and oddments, Most Hedgespun ( to ), Token (), a mildly important secret, an animal sacrifice, inability to lie while spell is in effect, a mild temporary derangement Uncommon: A witchs finger, a spider that has been scared to death, a vampires fang, a fading ember that will not go out unless spat upon, a beloved pet, Rare goblin fruits, Unusual Hedgespun (), Token (), a roll reduced to a chance die, keeping an item or secret hidden Important: Grandfathers pocket watch, a rare Rosicrucian manuscript, a Token given to the Lost by her Mentor, an unbaptized child, a friendship, Particularly skilled humans (such as doctors), terribly beautiful humans or animals, humans touched by the supernatural (such as psychics, ghouls, and wolf-bloods), strong Hedge Beasts, a dramatic failure, inability to speak while spell is in effect, a severe temporary derangement, a regular and risky service

Major: A Gutenberg Bible, a chair from the Amber Room, a werewolf pelt, the lost log from a sunken slaver vessel, a connection with an organization, a friend, permanently losing a dot in a prized Skill, a virgin sacrifice, A seventh son of a seventh son, a changeling, a firstborn infant, a powerful and intelligent Hedge Beast, ones fetch (or the merit obtained from killing it), an important roll becomes a guaranteed dramatic failure, an extreme temporary derangement, performing a major boon (building a skyscraper) Epic: Hitlers molar, Lewis Carrolls fountain pen, a sword forged in Arcadia, the key to a Gentrys keep, a blood relative, Token (), permanently losing Kith blessing, permanently losing multiple dots in a Skill, all memories of an important person, Non-fae supernatural creatures (such as mages or werewolves), particularly potent or unusual changelings, a great tragedy befalls the changeling or his loved ones, inability to open ones eyes while spell is in effect, defeating one of the Gentry, performing an incredible boon (building a national monument), the memory that guided the changeling home from Arcadia + Legendary: The Lance of Longinus, Excalibur, Odysseuss Bow, the Holy Grail, a pearl from a dragons forehead, a soulmate, the changelings entire past, killing a True Fae, ones True Name, ones Seeming blessing, a live dragon, unicorn or similar difficult to locate and capture creature, eternal service to a cause

Price: Effect: The caster binds a message into a minor aspect of reality, and gives it a target to deliver the message to. The aspect makes its way over to target as quickly as possible, though it is limited by its nature: wind has trouble entering a subway tunnel, and a cat has trouble entering an office building. Once it reaches its target, the messenger delivers its message and is free to leave or dissipate. In practice, the ritual is less convenient than a mundane cellphone, but there are certain times when a cellphone isnt possible. Drawback: The messenger delivers its message immediately, no matter what the circumstances. It doesnt matter if theres a loud train that drowns out the message, or the recipient is in front of a huge crowd of mortals - the messenger does not discern and does not delay. Purview Variants: Sending the message on the wind, a message bound to autumn leaves that speaks when stepped upon, a message only heard by someone feeling sorrow, an animal messenger

so. This varies in difficulty depending on the abstract in question and the current circumstances. An emotion can be given by the person experiencing it, while a sunset may require the changeling to be the only one viewing it, or to painstakingly ask every other person who can see it for permission. Because of this, a changeling is limited in how much of an abstract they can take. A changeling may steal a full moon from a village for a night, but cannot steal the entire moon, or he may catch the wind in the general vicinity, but cannot trap the entire West Wind (at least, not without an effort that is beyond legendary in scope). Once taken, the abstract is quite evidently gone from where it was originally: a widow may stop feeling her sorrow, clouds may roll over a full moon, a night may fly by faster than normal. Using the abstract for anything requires more effort on the changelings part: one may try to bind a perfect summers day to his house, but this requires another bargain. Drawback: The abstract demands a vessel capable of containing it. The changeling must provide an object equal to the price of the abstract being caught within it. A cats footstep might be caught with a minor sacrifice, while a hurricane might take an epic or even legendary object to bind it. If the object is broken or otherwise opened, the abstract escapes and dissipates, wasting the effort. Purview Variants: A painter binds his fervent emotions into his paintings and seals them away, a crystal heart holds a childs innocence, the caster catches the North Wind in a silver net, the caster asks a cat to steal a grieving womans wail

Price: Effect: Many changelings feel a kinship with animals, but the usefulness of this alliance can be limited. Even the most cunning of beasts rarely matches human intellect, and many more have simple and limited minds. This ritual imparts a basic human intellect onto an animal. The changeling can impart this blessing on one larger animal, a dozen smaller creatures (such as rats), or a small swarm of insects. The animal(s) gains an Intelligence of 2 until the sun next rises or sets. This does not impart any manner of special knowledge onto the animal, nor does it change the animals physical capabilities, though the animals newfound intelligence may allow it to perform actions it normally would not. Certain animals, such as birds or mammals, may be able to attempt speech. Drawback: The intelligence granted is taken from the caster. For the next 24 hours the caster takes a -1 penalty to all mental skills, doesnt re-roll 10s when using a dice pool involving Intelligence and, in addition, any 1s that come up on the roll subtract from successes. Purview Variants: Granting an animated broomstick intellect, feeding rats hedge beast blood, protecting stray dogs in exchange for servitude, a mechanics workshop that breaks if anyone else tries to use it

Price: Varies Effect: Where do the abstractions sold at the Goblin Markets come from? Certainly, some are sold by their original owners, but who could sell the West Wind, or a cats footsteps? This ritual allows the changeling to trap an abstract that falls under the purview. The changeling cannot take anything without owning it or having permission to do


Price: Effect: Even in the modern era of search engines, there are some who still place their faith in riddles. One of the many vows that changelings make to defend their Freehold, Riddlelocks tend to be too erratic for everyday use, but still show up when the advantages outweigh the drawbacks. The changeling designates an area no larger than a mansion to be under the effect of the ritual. He must either serve as the guardian or provide one in his place. So long as the spell is in effect, he must ask a riddle of anyone attempting to enter the area. If the intruder cannot answer the riddle, they take a penalty equal to the ritualists Wyrd on all actions until they flee the area. Each intruder may only guess once. Attacking anyone within the protected area, leaving without answering, or attempting to bypass the caster (either by stealth or force) is tantamount to failing the riddle. The intruder may leave and return, but the penalty returns any time they set foot within the protected area, as long as the Riddlelock is in place. Drawback: The riddle is demanding and proud. It does not differentiate between people the changeling wants to come in and people he wants to keep out. The guardian must stay in the area when the Riddlelock is in effect, and must ask the riddle of anyone trying to enter. If the guardian leaves for more than a few minutes, or is killed, the Riddlelock ends. Telling anyone the answer to the riddle is grossest betrayal, and doing so both ends the Riddlelock and inflicts a penalty equal to the casters Wyrd upon himself until 24 hours have passed. Purview Variants: People must be feeling the proper emotion to enter, persons cannot enter without performing a certain ritual, a person cannot enter unless they are wearing a mask

Price: Varies Effect: The changeling chooses a target to be the recipient of a boon. This boon may be skills, merits, or even supernatural merits at the Storytellers discretion. In order to impart this boon, the caster must already have possession of it, or be able to pay the experience cost for it. When the vow is made, the caster loses the skill, exp, or merit. The caster cannot choose to partially give the boon - if the caster grants a skill, she loses all dots in the skill. The recipient of the boon does not gain the boon immediately. Instead, it is gained once a set milestone in life has been reached. The milestone varies by purview, but is always a major one: puberty, the age of 18, marriage, a first child. For this reason, older people are not often chosen as recipients of the faerie godmothers blessing. When the recipient reaches the milestone, they receive the grated boon. This boon replaces any lower instances of the skill or merit they might have. For example, if the caster sacrificed a skill at 4, and the recipient already had that skill at 2, the recipient would gain the new skill rating of 4. If the recipient has a higher merit or skill level then the boon granted, the boon does not overwrite the skill. It is meant to be a blessing, after all. Drawback: The recipient of the boon receives a Minor Frailty until she reaches the milestone set for her. This frailty acts just as it would for a changeling, and often directly hinders the recipient from reaching the milestone. Purview Variants: A legendary bargain that can grant a supernatural template to a target

Price: Varies Effect: This allows the changeling to form an Entitlement. The price of the ritual varies, but is always related to the power of the Entitlement Privileges. The stronger a sacrifice is, the more powerful the associated Entitlement Benefit is. The founding changeling may offer multiple sacrifices to gain multiple benefits. More than one changeling may participate, sharing the costs and mitigating the drawbacks. All participating changelings must meet the requirements for the Entitlement being created. At the end of the ritual, they all swear the Oath of their order. Drawback: Heavy lies the crown. The weight of the Noble Order is borne by the changelings who created it, and if their vow breaks, so does the Entitlement. If the founding changeling ever breaks his vow or changes Entitlements, the Noble Order immediately dissolves. This can only be prevented if another member of the Entitlement spends a Willpower Dot to assume the burden of leadership. If more than one changeling participated in founding the ritual, the Entitlement does not fail unless all of them break their oaths, but there is a price to pay for the betrayal - every remaining loyal founder takes a cumulative -1 penalty to all actions for every founder who has broke their oath, so long as the oath-

Price: Effect: This ritual can only be used on a target that is dying. The changeling begs the aspect to bind the targets fleeing lifeforce into itself. In doing so, the target is frozen in that moment: they will not age, suffocate, or starve, and the conversion of lethal damage into aggravated damage is halted. The target is stable and remains stable even if damaged again, though the target otherwise takes damage and can be killed normally. Drawback: The purview must be convinced to release the targets life force. While the target can be healed, they will not awaken until some condition set by the purview is met. In addition, the changeling must sacrifice a bit of her lifeforce to keep the target alive. The changeling takes 2A damage that does not heal until the condition is satisfied and the target awakens. Purview Variants: The target is bound among rose thorns, the target is turned into a flock of songbirds, the target cannot be awakened until someone who loves them kisses them

breaker lives. For this reason, it is not wise to found a Title frivolously. Once ten additional changelings have sworn their oaths to the Order, the magic is cemented, but so are the chains: the founding changelings can never leave the Entitlements or take any action that would break their oaths.

Price: Effect: The changeling hides a person or creature in a secure place, and binds the secret away from sight. So long as the caster is the only person who knows the secret (disregarding the person being hidden), and so long as the target remains within the place, the target cannot be found. Mundane searching will somehow pass right over the target. Scrying or Contracts will turn up nothing, though more potent prophecies or abilities may instead reveal the caster, making this ritual dangerous to use. Drawback: The burden of the secret is heavy. The caster must spend one point of willpower for every point of size the target has. This willpower cannot be regained so long as the ritual is in effect. If the caster is forced to lose willpower and has none, such as being struck with an attack that drains willpower, the ritual ends. The caster may choose to voluntarily end the ritual at any time, and may then regain willpower as normal. If anyone but the caster and target discover the secret, the ritual is violently broken, and everyone familiar with the target immediately gains insight on where she is. For this reason, the ritual does not take effect if another person is watching when it is cast. Animals and cameras do not count against the secret, but they are capable of telling other people if asked, which does end the ritual. The ritual is likewise broken if the target leaves the secure place to which she has been bound. Purview Variants: A secret bound in a book that remains hidden until read, a room that cannot be found when the moon is new, an Epic or Legendary castle that only appears on the summer solstice.

Price: + Legendary Effect: The caster binds his True Name - and thus part of his soul - into some small, inanimate object. The object used for this ritual cannot be larger than Size 3. In doing so, the caster becomes immortal. He does not age, and cannot die from any diseases, though he can still be affected by symp-

toms. The caster takes damage as normal, but when his last health box is filled with aggravated damage, he falls into a deathlike state. For all intents, effects, and purposes, the caster is dead. However, he regains 1A every fifteen minutes, until the last wound box has been cleared, at which point he awakens. If the body is completely destroyed, it reforms in a safe location at the same rate. Inflicting damage while the caster is regenerating can slow the process, but cannot stop it. The caster may choose to wake up at any point after the first health box is healed, but must then heal the remaining damage normally. Drawback: It is a grievous thing to sacrifice ones True Name. The caster immediately rolls for a Clarity 1 sin as if he had lost his mortal identity. Furthermore, by losing his True Name, the caster can no longer make pledges. He can be bound into a pledge by another, but cannot initiate a pledge by himself, and all pledges currently bound to his Wyrd fade away. Anyone who holds the bound object gains the power to swear pledges in the casters name, even if the caster was not a changeling. The caster is bound to these pledges as if he had sworn them himself, and instinctively knows the terms of the pledge he is under. If the caster violates the pledge, his True Name is undone, and he dies instantly. Breaking the bound object does not kill the caster, but he is rendered mortal and can be killed as normal. The caster does not regain the ability to make pledges. In the extremely rare case that the caster has a fetch, the drawback is two-fold: not only can the caster never make pledges, but he relinquishes his right to his name unto the Fetch. He loses any and all resistance to the fetchs Echoes, his Defense drops to 0 against attacks from the fetch, and he receives a dice pool penalty equal to his Wyrd when in the presence of the fetch. The fetch instinctively knows the changeling is weakened - though the fetch cannot kill the changeling, it is quite capable of ruining his life and wrecking his plans. It is theoretically possible for a fetch to enact this ritual, but the effects of this are unknown. The name is what holds the fetch together - removing it might simply cause the fetch to die and fall into pieces, or it might have some other unwholesome effect. Purview Variants: The caster binds their name into the heart of an oak, the caster binds their name to an animal, the caster can only be harmed during a certain hour of the day

By Oswald_and_Butterbug
So, this is sort of my bizarre brain-child from Blood Sorcery I had originally intended to make a changeling sorcery, but then I realized that Ive been moving away from the very freeform styles of spellcasting there involved. So instead, I decided to take the things I had in mind for effects and simply turn them into a mass of goblin contracts. These contracts are powerful (the idea was to be able to make more of a Baba Yaga type character possible), but one may notice that a couple of them actually have dot ratings of 6+, which would require the usual limitations on having a high Wyrd rating. Others just have fairly significant drawbacks. natural. The target may be mildly concerned, but unless they are Ensorcelled, they too consider it unimportant. Unfortunately, Shakespeares faeries were never the most perceptive of sorts, cursing the wrong people and succumbing to love potions, and so the user of this contract suffers a 2 penalty to all Wits rolls for the duration of the effect. If they use it on more than one person, then they receive further penalties, which stack. Exceptional Success: Aside from inflicting higher penalties, if the sorcerer rolls five or more successes then the Ensorcelled will perceive the target as having not just the likeness, but the very head of an animal. The unensorcelled still see nothing wrong, and even an unensorcelled target will take it in stride and soon forget about it. Suggested Modifiers Modifier Situation +1 to +3 The proposed transformation is symbolically appropriate (a glutton into a pig, a warrior into a wolf) -1 to -3 The proposed transformation is noticeably symbolically in-appropriate (a glutton into a stork, a warrior into a rabbit)

For understandable reasons, Shakespeare is often the favorite author of the Lost, and A Midsummer Nights Dream is his most popular work. Thus, whatever original name this ancient enchantment had in years gone by, (and it is a very old enchantment), modern Changelings invariably call it Bottoms Predicament. With this spell, a changeling sorcerer is able to give the target the head of an ass (or a frog, or a goat, or a leopard, or what-have-you), or at least some of the features thereof. This transformation is only visible to the Fair Folk (and to the target), but even the unensorcelled notice the target taking on some unattractive habits. Cost: 3 Glamour Dice Pool: Animal Ken + Wyrd Targets Composure Action: Instant Catch: The target is asleep. Dramatic Failure: The curse rebounds on the caster, giving them the head of an animal, and a -3 penalty to all social roll. Failure: The curse fails to take effect. Success: The target takes on some of the features of an animal, chosen by the sorcerer. A man cursed to become more like a swine loses his sense of personal hygiene and becomes needlessly greedy and gluttonous, while a man cursed to become wolfish turns ruthless and cruel (note that this is based on a folkloric perception of the animal, not on the animal itself). No matter what the animal, however, the traits are always unpleasant to those around them. The target suffers a penalty equal to (Successes) on all social rolls until the sun next crosses the horizon (until the next dawn or dusk, that is). To the Ensorcelled, the targets head also seems to take on some of the features of the animal (the more successes rolled, the greater the likeness). Those cursed to become like pigs become jowly, their eyes sunken into their flesh, while those cursed to be like toads find their skin turning warty and their eyes bulging out. The unensorcelled may notice some mild changes but will never think them anything odd or super-

Getting lost is an integral part of many faerie tales. Little Red Riding Hood strays from the path, Hansel and Gretels trail of bread crumbs are lost, Baba Yagas captive needs directions to get home. With this curse, the changeling can ensure that the target gets lost, and worse, that anyone with them gets led astray as well. If the targets are lucky, thats all that happens to them otherwise To use this contract, the target must either be within visual range of the changeling, or the changeling must have a personal belonging of the target. They may decide to simply let the target get lost, or else may have the targets feet lead them to a location of the changelings choosing. Cost: 3 Glamour + 1 Willpower Dice Pool: Survival + Wyrd vs. Composure + Supernatural Tolerance (the roll occurs when the target sets out on a journey, not when the glamour and willpower cost is first paid). Action: Instant Catch: The target is travelling through woods or caves or some other area where there are no signs or roads or other markers. Dramatic Failure: Failure: Success: The roll occurs when the target next sets out on a journey if they travel nowhere within the next 24 hours, the curse expires. If the target is travelling with a group (who share a point of origin and a destination, not simply that the target is taking a bus), then they gain a +1 bonus to their contested roll per additional person with them.

If the target is simply enchanted to get lost, then for the duration of their journey, all travel times are multiplied by (Successes+1). If it normally takes the target a half hour to drive across the city, and the changeling gets 4 successes, then suddenly the target takes two and a half hours to get where they are going. If the target is tracking anything, then their Survival rolls are further penalized by (Successes), in addition to the travel time increase. Alternatively, the target finds themselves arriving at an area of the changelings choice. The target is not compelled to do anything when they arrive, but they do arrive. The chosen location must also be within a reasonable distance of the target a target driving in New York may be led to a warehouse in Queens but not to a church in Omaha. The drawback is that meddling with time and space in such a way is dangerous; within the next month, an important message will fail to reach the target in time. This may be a plea for help, a lawyers subpoena, or simply an electrical bill, but its loss will noticeably and negatively impact the changelings life. Exceptional Success: The curse lasts for the next two journeys the target makes either making two journeys slow, or foiling the first attempt of the target to leave the chosen location. Suggested Modifiers Modifier Situation +4 The target has been specifically warned to stay to a path or to follow directions. +2 The target is travelling to some place they have never been before. -2 The target is travelling to a local landmark (City hall, the local public library). -4 The target is travelling to a well-known, national landmark (the Eiffel Tower, Big Ben).

In the late 18th and through the 19th centuries, phantasmagoria was a kind of theater, where a performer would use a magic lantern to project various terrifying images upon a wall, depicting ghosts or demons or skeletons cavorting. The cleverest of performers projected the images onto smoke, and used multiple small, moving projectors to create a semblance of movement, three-dimensionality, and ghastly liveliness to the spectacle. One early 19th century Belgian inventor, tienne-Gaspard Robertson Robert, staged his phantasmagoria in the abandoned crypt of a Capuchin Monastery, and was once stopped by the police before he could bring back the spirit of Louis XVI. Of course, Robertsons phantasmagoria were only technological tricks (probably). With this power, however, a changeling can take shadow-puppets and give them a semblance of life and mobility, turning them into three-dimensional illusions that can affect all of the senses, and obey the changelings whim. To use this power, the changeling must first have some suitable shadows at hand (meaning that this power cannot be cast in absolute light or darkness, where there are no shad-

ows). The shadows need to have at least a vague resemblance to the desired illusion, so most changelings that use Phantasmagoria either carry paper cutouts and flashlights, or else grow skilled at making shadow-puppets with their hands. Cost: 3 Glamour (+1 Willpower, optional) Dice Pool: Subterfuge + Wyrd Action: Instant Catch: The changeling uses the shadow puppets created by a magic lantern projector, which must remain running so long as the illusions are active. Dramatic Failure: The changeling loses themselves in shadows and illusions, momentarily losing their grip on reality. This is a Clarity 6 Breaking point. Failure: The shadows remain stubbornly shadows, and not illusions. Success: The shadow-puppets transform into threedimensional illusions, encompassing one or more senses. Anything at all is possible, from simply creating a painting on a wall that had not been there before, to simulating a fullscale SWAT team assault. A changeling can create a rotting corpse, a bed of roses, the Lord Mayor of London, a firebreathing dragon, himself, his Keeper, a bathing nude, a sword, whatever his imagination can encompass. Each use of this power creates a single discrete illusion no larger than (Successes x Wyrd) in cubic yards. This is either a single object or person, or a small group that stays very close together (such as the aforementioned SWAT team). Each illusion must have a single, coherent subject. Thus one could not summon both a bed of roses and a SWAT team with a single casting of this power, though one could summon a SWAT team with their armored van, for instance. Illusions may encompass up to all 5 senses, but they are intangible and unable to affect the real world. Anyone interacting with an illusion may roll Wits + Investigation(+any supernatural sensory tricks such as Auspex) to realize its unreality (opposed by the illusions Successes). Illusions cannot physically harm anyone, though they can be distracting, inflicting up to (Successes) penalty on sensory rolls (an illusory orchestra can make it difficult to hear). Illusions can be made to move. If the caster is present, he may direct the illusions with but a thought. He can also leave programming instructing a river to continue to flow, or an illusory guard dog to patrol a corridor. Illusions have no ability to respond to stimuli. Illusions last for the remainder of the scene. If the changeling spends one point of willpower, however, the illusions last until the next dawn or dusk. The drawback of dealing with such illusions, however, is that the changeling divorces themselves from reality and the idea of what is true and what is not. They automatically dramatically fail the next perception check they are called upon to make. Exceptional Success: Extra successes are their own reward, creating illusions that are difficult to tell for what they are.

Suggested Modifiers Modifier Situation -1 to -4 For each sense past the first that the illusion encompasses. +3 The illusion is static and unmoving. +2 The illusion is used to frighten.

From Snow White with her poisoned apple and Sleeping Beauty (or Briar Rose) with her poisoned spindle, poisoned presents appear repeatedly in folklore and fairy tales. Of course, theyve a long and proud pedigree before then, poison and witchcraft intertwined in story and myth. Medea poisoned her rival for Jasons love with a poisonous gown, and when the Bible pronounces Thou Shalt Not Suffer a Witch to Live, one alternative translation for Witch is Poisoner. They tend to be wicked types, these poisoners, cruel and vindictive. Theyre never poisoned by their own venoms, for poison knows its own. In the oldest myths (such as that of Medea), poisonous gifts lead to a direct and very nasty death, but the more modern version simply puts the victim into a death-like sleep, one from which they may never awaken. For obvious reasons, using this contract tends to lead to degeneration rolls, and knowledge of it is prohibited in most right-thinking freeholds. That said, theres always some foul Hedge-witch or cat-faced Hob willing to teach it, for a price. Cost: 3 Glamour Dice Pool: Medicine + Wyrd Action: Instant Catch: The poisoned object is a gift to the victim, offered and freely accepted. Dramatic Failure: The changeling botches the roll, poisoning themselves (still at a Toxicity equal to their Wyrd). Failure: The object is not poisoned. Success: This is a straightforward contract. With a touch, the changeling poisons a single object of no more than Size 3 (such as an apple, a comb, a spindle, a dress). The poison has a Toxicity equal to the changelings Wyrd. The object remains poisoned for 24 hours, and has symptoms similar to that of a heart attack. When the object is used (an apple is eaten, a spindle touched, a dress put on, etc), some part of it lodges deep inside the victims body (a splinter in a finger, a slice of poisoned apple in their throat). This triggers the poison, prompting the target to roll Resolve + Stamina, minus the poisons Toxicity. If they fail, they fall into a deep, enchanted sleep, a death-like coma for the next (Successes) Days - during which time they require no food, water, will not die from exposure (though they will if physically attacked), and are essentially in stasis. They may also be awakened if the poisoned object is somehow removed from their body (which usually requires an Intelligence + Occult and a Dexterity + Medicine roll in opposition to the contracts successes). A few strange limitations apply to the poisons effectiveness. First, the caster is never affected by their own poison (as a product of their own wicked natures, they are immune

to it). At the same time, the poison can never be forced on a target. A sword can be poisoned and given as a gift, and the recipient will then accidentally cut themselves and so poison themselves; but the sword cannot be poisoned and then used to stab someone. The poisoned apple must be willingly bitten, it cannot be force-fed. This contract is a tool of murder, not a weapon. The recipient of a poisoned gift may notice that something is off with a subconscious Wits + Occult roll, though the poisoner can soothe their fears (if they are present) with a Manipulation + Subterfuge roll. If the recipient succeeds on their roll, then they notice that something is off about the object and will not want to use it, though they are unlikely to make the leap to poison. Finally, the drawback of this goblin contract links into the link between poisoners and hags and crones. For one week after poisoning the object, the changeling suffers a -4 penalty to any rolls to seduce, beguile, entertain, or otherwise use their physical beauty (negating any Striking Looks bonus in the process). Additional uses of the contract extend the duration. Exceptional Success: The Toxicity of the poisoned gift is equal to the changelings Wyrd+2, and if the target fails their resistance roll, they are enchanted into sleep for (Successes) Weeks. Suggested Modifiers Modifier Situation -2 The object is very modern (invented within the last century) a cellphone, a can of soda. +2 The object is old and mythologically potent (at least five hundred years old in style) an apple, a gown.

Unlike its little brother spell, Circes Curse is no laughing matter. It draws its name from the ancient story of Odysseus, who landed upon the island of Circe, a daughter of Helios (or perhaps Hekate). She turned his men into swine, and Odysseus escaped only with divine help. There are other stories like it, such as the famous tale of the Frog Prince, or the lesser known story of the White Cat. Of course, in these less supernatural times, the thought of a faerie sorcerer keeping someone transformed for months or years is absurd, and changelings (mostly) dont believe it. Still, better safe than sorry. In order to use this contract, the changeling must be within (Wyrd) yards of the target, and must either look them directly in the eye, or must say their name loudly this does not have to be their True Name. Cost: 4 Glamour + 1 Willpower Dice Pool: Manipulation + Wyrd vs. Resolve + Supernatural Tolerance Action: Instant Catch: The target has transgressed in a spectacularly sacrilegious manner against the caster. Robbery or murder is insufficient, unless combined with something such as the abuse of an oath of hospitality, parricide, cannibalism, or

some similar defilement (look at Morality 1 sins and Ancient Greek tragedies for a good idea of the kinds of things that trigger this catch). Dramatic Failure: The curse goes awry, partially transforming the spellcaster into an animal, changing hands into paws, twisting backs and deforming tongues, inflicting a -3 penalty to all physical and social rolls for the rest of the scene. Failure: The curse fails. Success: For the rest of the scene, the target is turned into an animal. They may be transformed into any animal from a mouse up to a horse. Unless transformed into something like a monkey or a parrot, the target loses their ability to speak and loses its opposable thumbs (and thus any ability to easily use tools or weapons). Aside from a change in Size (and the accompanying bonuses to stealth), they retain all of their attributes, skills, and traits. A man turned into a frog becomes an exceptionally sturdy frog. They also retain all supernatural abilities. That said, their lack of thumbs or speech may render many powers and skills impossible to use. A cat may not fire a pistol, for instance, at least with any hope of hitting something, and communication barriers prevent Vainglory 5: Words of Memories Never Lived from being used for much. Fortunately, their curse comes with a certain level of inviolability. The Wyrd considers Circes Curse punishment enough. First, if anyone harms the target before the end of the scene (inflicting 1 or more lethal damage), then the curse is broken. And if the caster harms the target before the end of the scene, then the curse rebounds back to them, transforming them into some manner of animal instead (though with the same inviolability). For this reason the transformation cannot be such as would automatically kill the target (turning someone into a fish on dry land, say). Exceptional Success: At the end of the duration, the spellcaster may pay the cost of Circes Curse to extend it for an additional scene. The caster may extend it indefinitely, providing they are willing to pay the glamour and willpower. Of course, if the catch applies, then the curse may be extended indefinitely... leading to legends such as those of Circe herself. Suggested Modifiers Modifier Situation +1 to +3 The proposed transformation is symbolically appropriate (a glutton into a pig, a warrior into a wolf) -1 to -3 The proposed transformation is noticeably symbolically in-appropriate (a glutton into a stork, a warrior into a rabbit) +3 The changeling sorcerer uses the targets True Name in their spell.

When dealing with the Fair Folk, things are rarely as they appear. The Wicked Witch lives in a cottage of gingerbread, a house of cake and confectionary designed to lure wayward children to her. Or perhaps the Evil Sorceress dwells in some

foreboding tower at the edge of the cliff, around which lighting plays without end. In modern tales, this is the little shop of antiques or curiosities, here one day, gone the next, lost as thought it had never been. While the Lost are able to create their own little hideaways in the Hedge, fantastical playgrounds lost in a Never-Never Land, they are still static things. With this power, the Lost are able to craft an illusion and imbue it with a certain dream-like reality, transforming a humble home into a magical gingerbread cottage, capable of enchanting people near or into a horrific crypt that frightens them away. The illusion is created instantly, but before the changeling may create it, they must anoint the perimeter of the building or area with their own blood. Cost: 4 Glamour Dice Pool: Expression + Wyrd Action: Instant (but requires preparation) Catch: The transformed building is one which the changeling built with their own hands, alone. If dealing with something such as a field or pond, then the changeling must have created it as well, clearing the field or filling up the pond. Dramatic Failure: The Wyrd rejects the proposed illusion. The changeling is unable to create the Gingerbread Cottage until after the next full moon (meaning that the aggravated damage they took is rendered pointless). Failure: The contract fails to activate. The contract can be tried again without having to re-anoint the area, however. Success: The contract works, shrouding a single building or discrete area (a farm, a pond) in dreamstuff and illusion. A house may be turned into a mansion, a run-down tower transformed into a modern office building, an empty field into a graveyard. The illusion encompasses all the senses, and is not limited by reality or physics. If the changeling wishes to make a house of out pastry or to make his home levitate a yard above the earth, then so it shall appear to be. At the same time, this is purely an illusion. It cannot create rooms or make a building structurally safe, though it may appear to do so. The illusion will try to reconcile inconsistencies as best it can if a bungalow is made into a tower, then the stairwell to the top floor will be impossible to find. Someone eating a gingerbread house will imagine the taste and feel of it, but in truth they are eating only air. So on and so forth. The illusions created by the Gingerbread Cottage tend to be more impressionistic than precisely realistic. They always seem larger than life, more impressive or more enticing or more endearing than mundane reality. A Gingerbread Cottage graveyard is utterly terrifying, a Gingerbread Cottage antique store is irresistibly fascinating. Each Gingerbread Cottage illusion has a key theme, and social rolls that utilize that theme gain a bonus of (Successes), so an intimidation effect in the illusory graveyard or haunted house would receive a bonus, as would a seduction roll in an illusory harem though this can never be turned against the caster. Anyone interacting with an illusion may roll Wits + Investigation(+any supernatural sensory tricks such as Auspex) to

realize its unreality (opposed by the illusions Successes). Anyone confronted with the logical inconsistency of a place (such as realizing that they cannot walk underneath a flying tower because the walls are still there, invisibly) gains a +5 bonus to their roll. This contract lasts until the next full moon. The drawback is that such an illusion must be written out first in blood. The changeling needs to anoint the perimeter of the Gingerbread Cottage with blood, taking one point of Aggravated damage for each point of Size that the building or area possesses (as per Hollow Size on page 95 of Changeling: The Lost; use this even if the building or area is not a Hollow and is not in the Hedge). They may take more damage than this in order to improve their roll. Exceptional Success: Extra successes are their own reward, creating illusions that are difficult to tell for what they are and which create stronger emotional impressions. Suggested Modifiers Modifier Situation -1 to -5 For each dot of Size that the building or area possesses -3 The illusion is particularly unlikely, such as a cottage turned into an office building. -5 The illusion is outright impossible or fantastic, such as a gingerbread cottage or a floating castle. +3 The illusion is fairly subtle, such as changing one kind of store into another, or turning a decrepit building into a modern one. +3 For each additional point of aggravated damage the caster takes above the minimum required.

Speak of the Devil, and he will come. Names are power among the Lost, and names are a greater power among the True Fae. Why do people never call the True Fae by their names? Why are they always the Fair Folk, the Good Neighbors, the Gentry, the Keeper? Some of it is for fear, assuredly, But not just fear of giving offense. Theres also fear that if the True Fae hear their names, from as far away as Arcadia, then they will come and find out just who is talking about them. The Gentry are the most famous practitioners of this magic, but they are not the only ones. With this contract, a powerful changeling can enchant their name as well, letting them know when people are talking about them. When using this contract, the changeling has to specify a specific name that is used for them not necessarily their True Name, but one by which they are known. The contract lasts for one lunar month. Cost: 3 Glamour Dice Pool: Politics + Wyrd Action: Extended (10 successes; each roll represents ten minutes of incantation) Catch: The character is using their True Name. Dramatic Failure: Something goes disastrously wrong, and the changelings name echoes across the world. In Arcadia, their Keeper hears its echo, and knows precisely where the

changeling is at the time of the failed incantation. The Lost had best make themselves scarce, and quickly. Failure: Nothing happens. Success: The contract lasts for one month, and has a radius equal to (Wyrd) in miles, and covers both the mortal world and the Hedge. Whenever anyone in the area says the changelings name (the one chosen by the caster of this contract), the changeling is made aware of it. It must be that specific name, though it can be just a portion of it if the full name is Thomas Wright, then Wright would qualify. The effect is only triggered if the people are talking about the changeling, further. Even if there are a thousand people named Thomas in the city, the contract only picks up when Thomas Wright the Changeling is being spoken about. The first time any character says the changelings name in a scene, the changeling is merely made aware that someone has said their name. The second time any character says the changelings name in a scene, the changeling knows their rough direction (to the nearest cardinal or semi-cardinal direction) and rough distance (to the nearest quarter-mile), as well as whether the speaker is on earth or in the Hedge. The third time any character says the changelings name in a scene, the changeling know their precise direction and distance. The drawback to binding one name to the wind is both potent and subtle. By becoming more like the True Fae, able to hear their names on the wind, the character grows more susceptible to thinking like the True Fae, and suffers a -1 to all Clarity Degeneration rolls for the duration of the contract. Exceptional Success: The third time any character says the changelings name in a scene, the changeling is also given a rough idea of who is saying the name, a middle-aged Caucasian policeman or a toad-faced hob or a Swimmerskin that looks like an otter. Suggested Modifiers Modifier Situation -3 The name is incredibly common: John Smith or Michael Thompson The name is normal but not incredibly common in the area: Sean Gillespie or Miss Bell +2 The name is very uncommon or noticeably foreign (in areas without large foreign communities): Horace Murthwaite or Sergei Valentinovich Zaitsev +4 The name is some kind of faerie-tale name or title: Mary OBrine or The Jack of Crows


One repeated motif in faerie tales and myths is that the questing hero does a favor for someone mild and unassuming a rabbit caught in a snare is freed, an old woman is given the heros meal and in return he receives some potent boon or blessing. With this contract, the changeling can bestow such a magical trinket onto another person, an unas-

suming object that nevertheless contains a sliver of their own power though by so doing they are themselves lessened. Cost: 3 Glamour + the activation cost of the chosen clause Dice Pool: Crafts + Wyrd Action: Extended (The selected Clauses level x2 successes; each roll represents one minute of fiddling with the object) Catch: The chosen recipient of the gift is not yet an adult (under 18 in most Western countries, though the definition may alter based on the culture unmarried is another common definition), and does not know about the supernatural world. Dramatic Failure: Failure: Nothing happens. Success: The changeling takes an object of no larger than Size 3 (a comb, a broom, a piece of bread) and imbues a single Contract clause into it, and then gives the object to the recipient, who must be another changeling, a mortal, or some other kind of faerie-entity (hobgoblin, fetch, etc). Thereafter, the next time the recipient uses the object (combs their hair, eats the bread), they are able to activate the contract even if they themselves are a mortal. They can set all parameters of the contract as if they were using it normally, but they use the changelings dice pool for the activation roll and the cost of the contract is already paid. The object may not be given away to anyone else only the chosen recipient can use it. Further, if the object is stolen or otherwise illicitly taken, then it does work... but the stored contracts activation results in a Dramatic Failure. This gift last indefinitely, until the stored clause is used or until the changeling who gave it spends 1WP to revoke it. However, so long as the gift exists, and for a further 24 hours afterwards, the changeling is unable to use the stored clause they gave it away and it will take some time to find its way home. Exceptional Success: When the stored clause is used, it gains a +4 to the activation roll. Suggested Modifiers Modifier Situation -2 The object in which the clause is stored is particularly ornate or valuable a golden ring, an iPhone +2 The object in which the clause is stored is particularly homely or worthless a broken comb, an old pair of sneakers +5 The recipient has just done an act of kindness even though it came at their own expense in some way; this does not apply if the act was carried out specifically so as to benefit from this contract.

The Faerie Godmothers blessing, the Djinni in the Lamp faerie tales and myths are rife with examples of people

being granted wishes. With this contract, a truly powerful Lost can indeed grant a wish, for a price. Cost: 6 Glamour + 2 Willpower Dice Pool: Empathy + Wyrd Action: Extended (5 x Number of Merit Dots moved successes necessary; each roll represents 10 minutes of preparatory incantation). Catch: The target only offers up a sacrifice, not caring what they receive in return. Dramatic Failure: The Wyrd balks at being so ordered, inflicting a flaw upon both the target and the caster that lasts for one month. The flaws are thematically appropriate to the requested merit, so someone wishing for Status or Fame will end up with the Notoriety Flaw, for instance. Failure: The Wyrd does not agree to the exchange. Success: This powerful Goblin Contract allows the caster to grant a targets wish. The wish may be for anything at all, though it is usually represented by dots in a merit; it may be beauty (Striking Looks merit), money (Resources), love (Friend), power (Status), fame (Fame), health (Iron Stamina, Natural Immunity), wisdom (Common Sense), intellect (Encyclopedic Knowledge), skill-at-arms (Fighting Styles) and so forth. No individual merit can exceed 5, though the target can gain more than one merit from separate castings of the spell. The target makes the wish and changeling carries out their spell (singing a little ditty or invoking spirits, however they go about it), and over the course of the next (Merit Dots) weeks, the Wyrd arranges matters so that the target gains what he desires, ideally through coincidental means (a sudden inheritance), though the Wyrd can be less subtle if it has to be. The drawback, is that over the same period of time, some manner of disaster will befall the wisher, destroying something they valued as it grants their wish. Mechanically, the target loses dots in a merit, equal to the dots he had gained +1 (due to the entropy inherent in manipulating fate in such a way). Thus, if a target previously had Striking Looks 4, and gained Resources 3, then a sudden accident will occur to rob them of their looks. Some wish-givers tell the wisher about this drawback most dont bother to. If there is no single suitable merit, then the Wyrd will take more. The Wyrd must take away a higher XP value of merits than it grants. If it cannot do so, it inflicts negative merits (similar to the Poisoning the Boon sanction), rendering a target impoverished or hideous or worse, and often inflicting a Flaw (such as Notoriety or Crippled) in addition. The wish-giver can determine what merits the Wyrd takes in exchange (though they have no supernatural way of knowing what merits the target has), but they dont have to. Exceptional Success: The exchange proceeds over the course of the next (Merit Dots) days instead of weeks.

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