The sound of your singing/storytelling blocks scrying or those attempting to overhear from a distance. In game terms, your successes on the White Noise cantrip subtract from successes on scrying or eavesdropping on the target. Realm determines target. Since this has the added benefit of removing distractions, this can reduce performance roll difficulties when cast on yourself.


Draws target to you (target determined by realm). Successes split between number called and how favorable those called feel towards the caster.


You play/sing/storytell and the nature of the piece begins to affect the target's attitudes, emotions, and nature. Successes affect how strong the effect is and how long it lasts; realm determines target. For example, with nature and a sad song (and enough successes) one could make stones weep or trees shed their leaves. Sentient beings may have a Willpower roll to resist, difficulty caster's Charisma+Performance.


The performer is in control of his audience's physical movements for the duration of the performance- he can force them to dance to exhaustion, follow him, run off cliffs, or stand stock still until he has finished. Realm determines target, successes determine completeness of control (forcing target to directly suicidal actions would be at least 8-10 successes). Sentient beings may spend Willpower to get a roll to resist, difficulty caster's Cha+Performance.


Imbues a person or object with the characteristics of a story or ballad. This could turn a sword into Excalibur or a person into John Henry. Realm determines target, successes equal completeness of alteration. Sentient beings may spend a permanent Willpower to get a roll to resist, difficulty caster's Charisma+Performance.

Attribute: Charisma


Type: Wyrd/Chimerical

Note:
For this art, duration equals length of bunk. Glamour can be spent to reduce difficulty but not to forgo bunk.

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