Contracts
Contents
General Contracts
These Contracts are available to any Changeling to learn.
Dream
Entering and shaping the dreams of others.
- Pathfinder (•): Grants the ability to divine the nature of the local Hedge, finding Hollows, trods, paths, goblin fruit and the like. Intelligence + Wyrd
- Forging the Dream (••): Allows the crafting of every detail of a dream a subject experiences. Wits + Wyrd
- Phantasmal Bastion (•••): Allows the creation of arms and armor in the dreamscape. No Roll
- Cobblethought (••••): Allows the extraction of an image or item from a target's recent dreams, which then appear in the waking world. Intelligence + Wyrd
- Dreamsteps (•••••): May enter the dreams of one person physically, travel to the dreams of another and emerge in the waking world in that area. Intelligence + Wyrd
Hearth
Traditional fae blessings of fortune.
- Fickle Fate (•): Minor curse inflicting a -2 penalty to target's next roll. No Roll
- Favored Fate (••): Blessing that grants a +4 bonus to target's next roll. No Roll
- Beneficent Fate (•••): Blessing that grants Success at target's next roll. No Roll
- Fortuna's Cornucopia (••••): Blessing that grants 8-Again Quality on target's next roll. No Roll
- Triumphal Fate (••••): Blessing that grants Exceptional Success on target's next roll. No Roll
Mirror
Altering one's appearance.
- Riddle Kith (•): Alters the mien to appear as a member of another kith. Manipulation + Wyrd
- Skinmask (••): Alters a portion of both Mask and mien to appear as that of another person. Stamina + Wyrd
- Transfigure the Flesh (•••): Alters the Size of the wielder. Stamina + Wyrd
- Oddbody (••••): Alters a bodily feature into something inhuman, gaining a benefit of some kind. Strength + Wyrd
- Chrysalis (••••): Alters the body into the form of something else entirely, transforming into an inanimate object. Strength + Wyrd
Smoke
Powers of stealth and passing unseen.
- The Wrong Foot (•): Change the nature of marks left by passage through an area. No Roll
- Nevertread (••): Eliminates all traces of passage through an area. Intelligence + Wyrd
- Shadowpatch (•••): Darkness congeals around the wielder, hiding him. Wits + Wyrd
- Murkblur (••••): Smoky caul manifests before the eyes of a target, blinding him. Intelligence + Wyrd vs. Resolve + Wyrd
- Light-Shy (••••): Renders the wielder invisible. Intelligence + Wyrd
Seeming Contracts
These Contracts are available to Changelings of the appropriate Seemings; other Changelings may learn them with a teacher.
Artifice
The Wizened talent for supernatural craftsmanship.
- Brief Glamour of Repair (•): May perform a temporary repair on an object, even without tools or materials. Craft + Wyrd
- Touch of the Workman's Wrath (••): May damage or disable an object with a touch. Larceny + Wyrd
- Blessing of Perfection (•••): Bless an item to improve its function. Wits + Wyrd
- Unmaker's Destructive Gaze (••••): May disable an object by staring at it. Presence + Wyrd
- Tatterdemalion's Workshop (••••): May create useful items out of unlikely materials and tools. Craft + Wyrd
Darkness
The Darkling affinity for cunning nocturnal witcheries.
- Creeping Dread (•): Causes target to become less resistant to fear or intimidation. Manipulation + Wyrd - Resolve
- Night's Subtle Distractions (••): Avoid notice by increasing distractions. Stealth + Wyrd
- Balm of Unwakeable Slumber (•••): Causes all sleeping targets to become nearly unwakeable. Manipulation + Wyrd vs. Resolve + Wyrd
- Boon of the Scuttling Spider (••••): Grants the ability to climb along nearly any surface. Atheltics + Wyrd
- Touch of the Paralyzing Shudder (••••): Causes target to shudder and twitch with terror, reducing physical capabilities. Presence + Wyrd vs. Resolve + Wyrd
Elements
The Elemental powers for commanding the elements to which they are bound. Contracts must be purchased separately for each type of element, though purchasing versions of Contracts already known costs half normal cost.
- Cloak of the Elements (•): Grants protection against element, including immunity to weather associated with that element. No Roll
- Armor of the Element's Fury (••): Creates defensive armor from element, damaging those who touch him. Dexterity + Wyrd
- Control Elements (•••): Grant power to control and move element. Manipulation + Wyrd
- Calling the Element (••••): Summon element from known location where element exists. Wits + Wyrd
- Become the Primal Foundation (••••): Become a living manifestation of element. Manipulation + Wyrd
Fang and Talon
The Beast ability to emulate, speak with and command animals. Contracts must be purchased separately for each type of animal, though purchasing versions of Contracts already known costs half normal cost.
- Tongues of Birds and Words of Wolves (•): Grants the ability to speak with animal type. Animal Ken + Wyrd
- Beast's Keen Senses (••): Gain the special senses associated with animal type. Animal Ken + Wyrd
- Pipes of the Beastcaller (•••): Gain the ability to summon animal type. Animal Ken + Wyrd
- Tread of the Swift Hooves (••••): Gain the ability to use exceptional transportation method of animal type. Dexterity + Wyrd
- Cloak of the Bear's Massive Form (••••): Gain the ability to turn into animal type. Manipulation + Wyrd
Stone
The Ogre blessings of might and brute force.
- Might of the Terrible Brute (•): Gain increased Strength. Strength + Wyrd
- Ogre's Rending Grasp (••): Reduces Durability of inanimate objects being rent or destroyed. Strength + Wyrd
- Display Grandiose Might (•••): May increase Strength for non-combat purposes. Athletics + Wyrd
- Gluttonous Feast of Health (••••): May heal damage through consumption of lots of food and drink. Stamina + Wyld
- Red Rage of Terrible Revenge (••••): Enter a strength-increasing berserker frenzy. Resolve + Wyld
Vainglory
The Fairest mastery of supernatural beauty and splendor.
- Mask of Superiority (•): Convinces a target that wielder is his social superior. Intimidation + Wyrd - Resolve
- Songs of Distant Arcadia (••): Power which enchances performances. Expression + Wyrd
- Splendor of the Envoy's Protection (•••): Dazzles mortals into not attacking wielder. Presence + Wyrd
- Mantle of Terrible Beauty (••••): Terrifying beauty fills viewers with awe and fear. Intimidate + Wyrd vs. Composure + Wyrd
- Words of Memories Never Lived (••••): Performance which warps the memories and recollections of audience. Expression + Wyrd vs. Composure + Wyrd
Spring Court Contracts
These Contracts are available only to Changelings with Mantle or Court Goodwill in the Spring Court.
Fleeting Spring
The Emerald Court powers over desire.
- Cupid's Eye (•): Reveals the desires and passions of the target. Wits + Wyrd + Composure + Wyrd
- Growth of the Ivy (••): Requires Mantle 1 or Court Goodwill 3 Grants the ability to alter the nature of desires or the targets thereof. Manipulation + Persuasion + Mantle (Spring) - Resolve
- Wyrd-Faced Stranger (•••): Requires Mantle 2 or Court Goodwill 4 Grants the ability to appear as whomever the subject most desires to see at the moment. Presence + Subterfuge + Mantle (Spring) vs. Composure + Wyld
- Pandora's Gift (••••): Requires Mantle 3 or Court Goodwill 5 Creates an object desired by another. Wits + Craft + Mantle (Spring)
- Waking the Inner Faerie (••••): Requires Mantle 4 Causes the target to pursue his greatest desires, regardless of other considerations. Inteligence + Expression + Mantle (Spring) vs. Composure + Wyrd
Eternal Spring
The Spring Court's Contract of growth and rejuvenation.
- Gift of Warm Breath (•): Grants healthy energy to a target, alleviating hunger and fatigue. Resolve + Survival + Mantle (Spring)
- New Lover's Kiss (••): Requires Mantle 1 or Court Goodwill 3 Grants the ability to cause rain to fall from the sky. Intelligence + Survival + Mantle (Spring)
- Warmth of the Blood (•••): Requires Mantle 2 or Court Goodwill 4 Grants the ability to heal injuries and soothe pain. Wits + Medicine + Mantle (Spring)
- Yesterday's Birth (••••): Requires Mantle 3 or Court Goodwill 5 Endows a creature or living object with a season's worth of growth and nurturing in an instant. Medicine + Wyrd
- Mother of All Deaths (••••): Requires Mantle 4 Causes nearby area to become very healthy and rise up in defense. Presence + Empathy + Mantle (Spring)
Summer Court Contracts
These Contracts are available only to Changelings with Mantle or Court Goodwill in the Summer Court.
Fleeting Summer
The Crimson Court's powers to manipulate wrath
- Baleful Sense (•): Gain the ability to sense the greatest wrath nearby. Wits + Wyrd
- Goblin's Malignance (••): Requires Mantle 1 or Court Goodwill 3 Causes subject of target's wrath to shift to another subject. Manipulation + Persuasion + Mantle (Summer) vs. Composure + Wyrd
- Friendless Tongue (•••): Requires Mantle 2 or Court Goodwill 4 Incites a target into unreasonable rage through innocent conversation. Manipulation + Subterfuge + Mantle (Summer) vs. Composure + Wyld
- Sundown Eyes (••••): Requires Mantle 3 or Court Goodwill 5 Causes rage to drain from nearby targets, calming them. Presence + Socialize + Mantle (Summer) - Composure
- The Flames of Summer (••••): Requires Mantle 4 Causes wielder's anger to blossom into a full berserker fury, lending focus and strength. Stamina + Animal Ken + Mantle (Summer)
Eternal Summer
The Summer Court's Contract of heat and vigor.
- Son of the Hearth (•): May be comfortable in all temperatures, and may even heat a chamber. Survival + Wyrd
- Ulf's Heart (••): Requires Mantle 1 or Court Goodwill 3 Creates illumination equal to noonday sunlight. Strength + Occult + Mantle (Summer)
- Noonday Grasp (•••): Requires Mantle 2 or Court Goodwill 4 Borrows some of the Sun's strength for own use. Stamina + Brawl + Mantle (Summer)
- Solstice Revelation (••••): Requires Mantle 3 or Court Goodwill 5 Channels sunlight in order to reveal deception and illusion. Presence + Occult + Mantle (Summer)
- The Lord's Dread Gaze (••••): Requires Mantle 4 Sears enemies with sunlight. Dexterity + Athletics + Mantle (Summer) - Defense
Autumn Court Contracts
These Contracts are available only to Changelings with Mantle or Court Goodwill in the Autumn Court.
Fleeting Autumn
The Ashen Court's powers to induce and ward against fear.
- X (•): X. X
- X (••): X. X
- X (•••): X. X
- X (••••): X. X
- X (••••): X. X
Eternal Autumn
The Autumn Court's blessings of harvest and curses of withering.
- X (•): X. X
- X (••): X. X
- X (•••): X. X
- X (••••): X. X
- X (••••): X. X
Winter Court Contracts
These Contracts are available only to Changelings with Mantle or Court Goodwill in the Winter Court.
Fleeting Winter
The Onyx Court's powers to invoke and control sorrow.
- X (•): X. X
- X (••): X. X
- X (•••): X. X
- X (••••): X. X
- X (••••): X. X
Eternal Winter
The Winter Court's Contract of snow and ice.
- X (•): X. X
- X (••): X. X
- X (•••): X. X
- X (••••): X. X
- X (••••): X. X
Goblin Contracts
These Contracts are dangerous, black-market illict powers which enact a price for every boon. They are usually purchased at Goblin Markets.
- X (•): X. X
- X (••): X. X
- X (•••): X. X
- X (••••): X. X
- X (••••): X. X