Contract: The name of the individual Contract (which is sometimes called a clause to differentiate it from Contracts as a whole) and its rank. To gain access to the Contract, a character must purchase a number of dots in the element that governs it (such as Contracts of Dream or Contracts of Hearth) equal to its rank.
Cost: Most Contracts involve the expenditure of an amount of Glamour. More powerful Contracts require the use of Willpower, or in some rare and impressive cases, an entire dot of Willpower.
Dice Pool: The required roll to activate the Contract. This roll works like any other; one success is required to successfully use the Contract, and five or more successes yield an exceptional success. If the contract is a contested action and the resistance dice pool includes "Wyrd," other supernatural creatures can substitute their own supernatural power trait (such as Blood Potency).
Action: The type of action that the contract requires, such as Instant or Extended.
Catch: If a changeling uses a contract and fulfils the requirements of the catch, she does not have to spend Glamour to activate it (although a roll is still made as normal, and unless otherwise noted, other costs such as Willpower remain).
Description: The effect of the Contract upon a successful roll. Many Contracts have special effects on exceptional successes, which are not accounted for here for the most part.
Reference: The page number(s) in one of the Changeling: The Lost rulebooks that explains this Contract.
If a row in a table is red, it is a custom or homebrew Contract. Storytellers should only add them into their games with careful consideration.
Universal Contracts are always affinity Contracts for all changelings.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
The Honest Eye (•) | 1 Glamour | Wits + Wyrd vs. subject's Composure + Wyrd | Reflexive and Contested | The changeling has caught the subject cheating (at any game) in the past without the use of this Contract | Determine whether or not an opponent is cheating in any formalized competition involving a time limit and specific rules (including games, sports, and formal debates). Unfair advantages do not count as cheating unless they violate the rules. | Swords at Dawn 46-47 |
Knowing the Competition (••) | 1 Glamour | Intelligence + Wyrd | Instant | The changeling uses this clause during a rematch of the initial competition. | When (or after) playing a game to completion with the subject, gain a +4 to the next dice pool rolled against the subject, no matter what the pool is. The Contract cannot be used again until the changeling has played another game with the subject. | Swords at Dawn 47 |
The Living Game (•••) | 3 Glamour | Wyrd + Occult | Instant | The character uses a game appropriate to the situation at hand. For example, using chess in a competition between two groups of roughly similar size and strength (such as a football game), blackjack in a situation where several groups are combating a single enemy or poker in a situation where multiple groups have taken to fighting every changeling for himself | Gain a detailed account of an ongoing combat or competition through a phantasmal opponent. Information acquired is of a purely tactical nature. | Swords at Dawn 47-48 |
The Game Master's Table (••••) | 4 Glamour or 4 Glamour + 1 Willpower | Manipulation + Wyrd | Instant | The character takes time beforehand to prepare each game piece or card to be given out and used on the board, personalizing it to the character it will represent. This effort takes an hour of work for a standard chess set or deck of cards, requires access to the followers, and may necessitate one or more successful Crafts rolls depending on circumstances at the Storyteller's discretion. | By interacting with a game board and small tokens representing followers and subordinates, give purely tactical orders within (Wyrd) miles. This can be used in conjunction with The Living Game to respond to an enemy's actions. The power lasts for one scene, though with Willpower expenditure, it lasts until the next sunrise or sunset. Regardless, the tokens used transform into thematically appropriate detritus after the duration of the Contract. | Swords at Dawn 48 |
The Cheater's Gambit (•••••) | 4 Glamour + 1 Willpower | Manipulation + Wyrd versus enemy leader's Composure + Wyrd | Instant and Contested | The changeling has played this game with an individual who died within the past week. | Levy a -4 penalty on all the subject's followers' actions for the following turn. Unless an exceptional success is scored, the enemy leader realizes that her opponent affected fate and cheated. | Swords at Dawn 48-49 |
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Pathfinder (•) | 1 Glamour | Intelligence + Wyrd | Instant | The changeling must have plucked a Thorn from the local Hedge and shed a single drop of blood while doing so within the last day. | For each success, the changeling learns a single pertinent fact about the local Hedge, such as whether or not there exists a Hollow or Trod. Location is usually revelaed only on an exceptional success. | Changeling 124-125 |
Forging the Dream (••) | 1 Glamour | Wits + Wyrd | Instant | The changeling must stand or sit beside her subject, touching her own temple and that of the dreamer. | Upon a success, the changeling is able to manipulate the sleeper's dreams and dictate their content to any extent they wish, with the sole exception of depicting the dreamer's death. Each use of this Contract results in a single, vivid dream, which the sleeper remembers vividly upon waking. It is possible to use this Contract to evoke emotion and gather Glamour. | Changeling 125-126 |
Phantasmal Bastion (•••) | 1 Glamour | No roll required. | Instant | The changeling carries a token of favor, such as a garter belt or ring, given freely to her by a living enemy or one of his loved ones or family members. | During dream-combat (see Changeling 198-199), a character may invoke this Contract and choose a defensive or offensive augmentation. A defensive fortification adds her Wyrd to her Willpower as "phantom points" that are lost first during oneiromachy. An offensive fortification doubles the changeling's Wyrd when determining the effect of her attacks. The offensive and defensive bonuses can be combined but do not stack with themselves. | Changeling 126 and Changeling Errata |
Cobblethought (••••) | 1 Glamour | Intelligence + Wyrd | Instant | The changeling must possess at least a single fiber of her subject's bedclothes, whether a thread from her pillowcase or a full nightshirt. | This Contract allows the changeling to pull a single fully-functional item or image from his subject's dreams (even if they are awake and have only dreamed recently) and make it manifest in the waking world for a number of turns equal to the successes rolled. The availability of certain things is up to the Storyteller. This Contract cannot draw things composed of multiple complex parts or living, thinking entities (instead, their likeness manifests as a wearable "costume") from the dreamscape. Upon an exceptional success, the object remains permanently in reality and can be banished at any time. | Changeling 126-127 |
Dreamsteps (•••••) | 1 Glamour | Intelligence + Wyrd | Instant | The changeling must carry a physical object that he crafted himself on the journey, which he leaves behind in the dreams of both sleepers. Both sleepers will remember this object, and will feel an inexplicable link to the changeling if they meet him in their waking lives, as they subconsciously recall this item connected to him. | Use of this Contract allows a changeling to traverse physical distances by stepping into the dreams of a nearby sleeper. Specifically, he can move up to 10 miles per success, appearing in the proximity of another sleeper closest to his intended destination. Upon an exceptional success, the changeling is deposited exactly where he wishes to go. | Changeling 127 |
Uniquely, the Contracts of Hearth involve no rolls and have no catches. They always work as long as the changeling who uses them touches their target, and they always involve the expenditure of Glamour and/or Willpower. Additionally, they have Bans, which are conditions that allow fate to punish a changeling who attempts to abuse it.
Contract | Cost | Action | Ban | Description | Reference |
---|---|---|---|---|---|
Fickle Fate (•) | 1 Glamour | Instant | If the character tries to invoke Fickle Fate on the same subject more than once in an hour, the curse visits him instead. | The subject of Fickle Fate makes the roll for their next actively attempted instant action at a -2. | Changeling 128 |
Favored Fate (••) | 1 Glamour | Instant | When Favored Fate is used on the same type of action (such as shooting a gun or climbing a building) before the sun has risen or set since the last time, one action (that the Storyteller may determine for dramatic effect) automatically fails. | The next actively attempted instant action by the recipient of Favored Fate receives a +4. | Changeling 128 |
Beneficent Fate (•••) | 1 Glamour | Instant | If the same character tries to receive the blessing of Beneficent Fate more than once per day, their next actively attempted instant action is resolved with a chance die, no matter what. | The subject's next actively attempted instant action is not rolled for and achieves a single automatic success. | Changeling 128-129 |
Fortuna's Cornucopia (••••) | 1 Glamour | Instant | Trying to use this Contract more than once on the same target in a single day causes one action to result in a dramatic failure with no roll involved. | The target's next actively attempted instant action is resolved using the 8-again rule. | Changeling 129 |
Triumphal Fate (•••••) | 1 Glamour + 1 Willpower | Instant | If someone is set to receive the benefit of Triumphal Fate twice in the period of a year and a day, the action it is supposed to affect is doomed to dramatic failure. However, if a changeling uses this Ban to deliberately set up a failure, the changeling finds himself the victim of a failure much more dramatic than rules could describe. | The changeling who uses this Contract designates an extended action which is resolved in one increment of time and results in the minimum number of successes for an exceptional success. However, the product of Triumphal Fate has one tiny flaw. The flaw does not significantly mar the masterpiece, but instead is evidence that it was made with imperfect powers rather than true innovation of the creator. | Changeling 129 |
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Restoration of Dawn Beauty (•) | 1 Glamour | Wyrd + Craft | Instant | The changeling or some member of her family owned this object before the changeling was abducted. | Cause a touched object of up to Size 3 become as new. Decaying plants and animals can be made to appear freshly dead as well. This clause doesn't restore damage not caused by age and does not replace any missing parts other than those that have been worn away due to age or corrosion. | Rites of Spring 102-103 |
Frozen Moment (••) | 2 Glamour | Wits + Wyrd | Instant | The changeling performs this clause at sunrise or sunset. | Freeze a touched object of up to Size 3 in time and space for up to one scene. The object cannot move and is immune to damage. | Rites of Spring 103 |
Thief of Days (•••) | 2 Glamour | Wyrd + Investigation | Instant | The changeling knows the name of a former owner of the object, who's now dead. | Cause one level of damage (evidently caused by the passage of time) that ignores durability to an object per success rolled. The object must be of Size 10 or less, within Wyrd yards, nonliving, and not a token or fae object. | Rites of Spring 103 |
Flickering Hours (••••) | 2 Glamour + 1 Willpower | Wits + Wyrd | Instant | The character smashes a clock, watch or other timekeeping instrument as she activates the clause. | Change the rate at which time passes in the Hedge based on successes rolled. One success yields an x2 time differential, 2 successes yield an x3 time differential, and so on. Time can pass that much faster or that much slower. The time rate affects everyone who accompanies the changeling and ends as soon as anyone leaves the Hedge. | Rites of Spring 103-104 |
Leaping Toward Nightfall (•••••) | 4 Glamour + 1 Willpower | Investigation + Wyrd or Investigation + Wyrd vs. Composure + Wyrd | Instant or instant and contested | The changeling uses this ability when the object or person is touching or moving through a gateway into the Hedge. | Send a touched person (which requires a contested roll) or object of Size 10 or less through time. The target appears in an amount of time based on successes rolled (see Rites of Spring 105) in the same spot (or as close as possible). Once the target is sent, they cannot be retrieved or affected by anything. | Rites of Spring 104-105 |
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Riddle-Kith (•) | 1 Glamour | Manipulation + Wyrd | Instant | The changeling must have dined with a member of the selected kith within the past week. | Upon a success, the changeling takes on the appearance of a seeming and/or kith of her choice, though the exact aspects are determined by the Storyteller unless the character scores an exceptional success. This lasts until the next sunrise or sunset (whichever is first). | Changeling 129-130 |
Skinmask (••) | 1 Glamour | Stamina + Wyrd | Instant | The changeling appropriates an object belonging to the individual whose features she plans to reproduce. | Upon the success, the changeling may alter his Mask and mien to alter a single limb (or similar aspect) to that of another human for one scene. Upon an exceptional success, the specific physical aspect doesn't require a roll to mimic next time. | Changeling 130-131 |
Transfigure the Flesh (•••) | 1 Glamour | Stamina + Wyrd | Instant | The changeling must steal a garment of clothing either far too large or far too small for her to wear. This garment need not correspond to the change made. That is, a changeling doesn't need to specifically steal a small garment if she intends to shrink. | The character's size increases or decreases by up to half of the successes rolled (round up). Her health changes to match, unless she scores an exceptional success, in which case her health does not decrease if she shrinks. | Changeling 131 |
Oddbody (••••) | 1 Glamour | Strength + Wyrd | Instant | The changeling consumes the threads of a caterpillar's cocoon. | Through this Contract, a changeling can create a single unique bodily feature that mimics one of the following mechanics: the feature grants as a natural weapon (damage 1(L)), a natural armor bonus making it equivalent to chain mail, a +3 Speed bonus, a +4 Initiative bonus, or makes the character immune to wound penalties. The feature lasts one scene. On an exceptional success, the feature confers two of the above bonuses. | Changeling 131 |
Chrysalis (•••••) | 1 Glamour | Strength + Wyrd | Instant | The changeling must commission the creation of an object she wishes to mimic. | Invoking this Contract allows the character to become an inanimate object of roughly her size. The changeling using this Contract has the same properties and functionality of the object, as well as some limited mobility and the control of the object's functions. Chrysalis lasts for one scene; upon an exceptional success, it allows the changeling to change between objects as an instant action while the power lasts. | Changeling 131-132 |
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Lunatic's Knowling Glance (•) | 1 Glamour | Wits + Wyrd | Instant | The changeling is dressed as a medical professional and behaves as such a person. | Instantly know all the derangements of anyone visible and their details (such as what a person with a phobia is afraid of) for one scene. This grants +1 per success to helping them overcome the derangement or triggering a severe episode of the madness. | Rites of Spring 105-106 |
Maddening Eye (••) | 2 Glamour | Manipulation + Wyrd - Composure | Instant | The changeling is currently suffering from at least one derangement. | Targets who possess a mild derangement get its severe form, and targets with a severe derangement get another severe derangement. After the successful use on one target, the changeling's gaze is still maddening and can be used on other targets for the rest of the scene. | Rites of Spring 106 |
Touch of Bedlam (•••) | 2 Glamour | Presence + Wyrd vs. Composure + Wyrd | Instant and Contested | The subject has broken an oath to the changeling. | By touching a target, induce a severe derangement of the changeling's choice. | Rites of Spring 106-107 |
The Madness of Crowds (••••) | 3 Glamour + 1 Willpower | Wyrd + Expression | Instant | The changeling is playing music, reciting poetry, telling stories or otherwise performing for an audience that consists of most of the people around her. | Everyone within 50 yards suffers from the same mild derangement for a scene. The changeling can choose the specifics of the derangement, and if anyone already suffers from the derangement, they gain the severe version. | Rites of Spring 107 |
Lurking Insanity (•••••) | 3 Glamour + 1 Willpower | Wyrd + Subterfuge | Instant | The target has betrayed a close blood relative such as a child, parent, aunt or first cousin. | The target manifests a single form of insanity of the changeling's choice (including derangements) that lies dormant until triggered by a specific event within the next lunar month. Once the triggering event occurs, the insanity manifests for the next full scene. | Rites of Spring 107-108 |
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Vision of Strife (•) | 1 Glamour | Wyrd + Empathy | Instant | The target is currently speaking about her past. | Gain a brief vision of the most traumatic negative event in the target's life. | Rites of Spring 108 |
Glimpse of Fortune's Favor (••) | 1 or 2 Glamour | Wits + Wyrd | Instant or Reflexive | The changeling is playing a game of skill. | Roll twice for the next instant action and use the better result. Spend 2 points of Glamour to use reflexively. | Rites of Spring 109 |
Reading the Portents (•••) | 2 Glamour | Wits + Wyrd | Instant | The target is a child under the age of 18. | Gain an impression of the most significant event the target will experience in the next few months. This future is not set in stone and can be changed with varying degrees of difficulty. | Rites of Spring 109 |
Vision of Disaster (••••) | 4 Glamour + 1 Willpower | Wits + Wyrd | Reflexive | A trusted friend or ally suddenly betrays the changeling. | Gain a vivid vision of the next turn. In terms of the game, using this clause resets play to the end of the previous turn, with the changeling who used it knowing exactly what will happen if she does nothing different. | Rites of Spring 109-110 |
Tying the Knots of Fate (•••••) | 3 Glamour + 2 Willpower | Presence + Wyrd | Extended (target successes equals the target's Clarity, Morality, or equivalent Trait; 10 minutes per roll) | The character is using this clause to bless a mortal child less than 18 years old with some form of good fortune. | The changeling who uses this clause names a probable event that they would like the target to experience within the next month, and all rolls (by any character) that would result in that happening gain a bonus equal to successes rolled with this Contract. A changeling may invoke a number of impending fates at any given time equal to her Wyrd. | Rites of Spring 110-111 |
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
The Wrong Foot (•) | 1 Glamour | No roll required. | Instant | The changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing. | Evidence of the changeling's passing changes to resemble something else. For one scene once activated, the trail left by The Wrong Foot supersedes all other evidence of passing. The new trail is always the same. | Changeling 132 |
Nevertread (••) | 1 Glamour | Intelligence + Wyrd | Instant | The changeling must have spent at least an hour barefoot within the past day. | Erase all evidence of the changeling's passing, either making him impossible to track or imposing a -2 penalty (based on circumstance and degree of success). | Changeling 132-133 |
Shadowpatch (•••) | 1 Glamour | Wits + Wyrd | Instant | The changeling must have spent at least an hour away from natural light (away from windows, open doors, etc.) within the past day. | Become shrouded in shadows and gain a +3 (+5 on an exceptional success) to Stealth-based rolls. | Changeling 133 |
Murkblur (••••) | 1 Glamour | Intelligence + Wyrd vs. Resolve + Wyrd | Instant | The changeling swallows the eye of an animal or insect while invoking the Contract. | The subject (who must be someone in the changeling's line of sight) gains temporary blindness that lasts for one scene. | Changeling 133 |
Light-Shy (•••••) | 1 Glamour + 1 Willpower | Intelligence + Wyrd | Instant | The changeling must have told a meaningful lie to someone very important to him in the past day, something that could hurt their relationship if the lie was discovered. | For a number of minutes equal to successes rolled (or a whole scene on an exceptional success), the changeling becomes completely invisible to even mechanical observation like photographs and infared scans. | Changeling 133-134 |
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Bite of the Wooden Fang (•) | 1 Glamour | Dexterity + Wyrd | Reflexive | The changeling uses a whip made of plant materials, such as a hemp rope or even a thick vine. | A weapon made of plant materials that deals Bashing damage gains a bonus to its next attack equal to the number of successes rolled. | Swords at Dawn 49-50 |
Leechweed (••) | 2 Glamour | Wyrd + Occult | Instant | The Contract is used against someone in service to the character's Keeper or against the Keeper itself. | When used on natural brambles or thorns in the mortal world, all thorns within (Wyrd) yards drain a point of Glamour per turn (up to a maximum of the number of successes rolled) per changeling; moving at Speed 2 or less through these thorns allows a character to avoid being pricked. | Swords at Dawn 50-51 |
Briar Path (•••) | 2 Glamour | Wits + Wyrd | Instant | The character litters a handful of Hedge thorns behind her. | A trail of thorns with a width of the changeling's Wyrd in yards grows behind the changeling and grows in her wake for a number of turns equal to successes rolled. Someone trying to move through those takes a -1 per success to their Speed and suffers a -1 per success on all Athletics rolls. | Swords at Dawn 51 |
Shield of Thorns (••••) | 3 Glamour | Manipulation + Wyrd | Instant | The changeling cuts open her own flesh (inflicting 1 lethal damage in the process) and pours her blood across the area to be shielded. | Tangled brambles grow in a circle around the changeling with a radius equal to their Wyrd. Any character that moves two yards in a single turn within the area suffers an immediate attack that ignores Defense with a dice pool equal to the changeling's Wyrd. The brambles last for a number of turns equal to successes rolled, though the changeling can choose to spend Glamour to extend the duration by the same amount. | Swords at Dawn 51-52 |
Hedgewall (•••••) | 4 Glamour or 4 Glamour + 1 Willpower | Presence + Wyrd | Extended (5 successes, 1 roll per turn) | The character transplants a small hedge bush from a rural locale to the location where the Contract is to be used immediately prior (within the scene) to using the Contract. While the bush obviously need not be taken from the ground in the same scene, it must still be alive when planted | A maze of hedge walls erupt around the character, who controls most of their aspects. The walls are two feet thick and too tight to allow passage to anyone without a machete or other tool. They provide substantial (-3) concealment against firearm attacks (other ranged attacks cannot penetrate them). The walls are always vertical; a character may attempt to climb out (by rolling Dexterity + Athletics and moving at a Speed equal to successes rolled as an instant action), but they cannot walk atop the maze. The walls can be anywhere between (Wyrd) and (Wyrd + 10) feet high, though they stop if they reach a barrier. The maze cannot be made inside of a human building, no two walls can be less than 3 yards apart, and the barrier must touch the changeling in at least one point when created. The maze last for a number of turns equal to successes rolled, though spending a Willpower point makes it last for the whole scene. At the end of this duration, a changeling may spend two points of Glamour to make it last that long again, though it ends at the next dawn or sunset. Other Contracts of Thorns and Brambles may be used to bolster Hedgewall's power. | Swords at Dawn 52-53 |
The Contracts of the Den are considered affinity contracts for Beasts.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Trespasser's Spoor (•) | 1 Glamour | No roll required. | Instant | The changeling writes her name on one of the entrances to the territory in chalk mixed with blood. | For the next 12 hours, the changeling gains Wyrd + 2 to Perception rolls made within her "territory." This area is defined as "something that is recognized by the local neighbors as belonging to the changeling, or that she is able to successfully enforce." | Winter Masques 19 |
Trapdoor Spider's Trick (••) | 1 Glamour | Wits + Wyrd | Instant | The changeling is holding a live spider in his mouth at the time. | A door, window, opening, or other access point within five feet of the changeling is covered with a Mask that makes it look either impassable or non-existent for a scene. Someone running their hands over the area feels it as it truly is. | Winter Masques 19 |
Cuckoo's Ruse (•••) | 2 Glamour | Manipulation + Wyrd (contested by dots in Hollow Wards in the case of a Hollow) | Instant | The character has openly invited the owner of the location over to his home within the last three days. | To security systems and hobgoblin sentries, appear as a resident of one home or Hollow. If the dwelling's owner also has Contracts of the Den, this does not function. | Winter Masques 19-20 |
Blessing of the Burrow (••••) | 2 Glamour | Survival + Wyrd | Instant | The character is nude at the time of invoking the clause. | Excavate five cubic foot of earth, stone, or concrete per turn for up to one turn per success. This burrow will not collapse on its own. The opening can be concealed with the Trapdoor Spider's Trick clause. | Winter Masques 20 |
Collapsing the Entrance (•••••) | 3 Glamour + 1 Willpower | Strength + Wyrd | Extended (Half the building's Structure in successes needed; 1 roll per turn) | The building to be damaged or collapsed belongs to the changeling using the clause. | A section of the building centered on the changeling (a maximum radius of 5 feet per Wyrd) collapses. Make a reflexive Dexterity + Survival roll to avoid damage from the collapse, though if a safe place isn't reachable with a normal move action, become pinned under rubble. | Winter Masques 20-21 |
Changelings of the Beast seeming consider Contracts of Fang and Talon affinity Contracts.
Contracts of Fang and Talon are attuned to a specific kind of animal and are purchased individually; for example, the Elements •• (Canine) and Elements •• (Birds of Prey) would be two different Contracts. Learning a clause of a new attunement that's already been purchased with a different attunement is half the cost (round down) of learning a fully new Contract. The beasts that can be attuned to these Contracts include Canines, Felines, Sea Mammals, Predatory Birds, Fish, Sharks or even Bony Fish.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Tongues of Birds and Words of Wolves (•) | 1 Glamour | Wyrd + Animal Ken | Instant | The changeling gives the animal a new name. | Speak to the general type of animal specified in the Contract. | Changeling 142 |
Beast's Keen Senses (••) | 2 Glamour | Wits + Wyrd | Instant | The changeling sees or touches an animal of the type being imitated. | Gain +2 to perception rolls and the animal's most notable sensory ability (like a hound's sense of smell). If the animal has no such notable ability, gain +4 to perception instead. | Changeling 142-143 |
Pipes of the Beastcaller (•••) | 2 Glamour | Wyrd + Animal Ken | Instant | The changeling asks the animal to guard or watch the changeling's dwelling. | Command a single animal (up to a dozen small animals like rats or a hive of tiny animals like wasps also count) to follow orders for a day. | Changeling 143 |
Tread of the Swift Hooves (••••) | 2 Glamour | Dexterity + Wyrd | Instant | The character is touching an animal of the correct type. | Gain the most notable movement capability of the chosen animal. Fast runners allow the character to double her speed, aquatic animals let the character swim at her Speed and hold her breath 10 times as long, climbing animals give +5 to climbing rolls and allow the changeling to cimb at 5 times her speed, and flying/jumping animals let the character quadruple her jumping distance and fall without harm. | Changeling 143 |
Cloak of the Bear's Massive Form (•••••) | 4 Glamour | Manipulation + Wyrd | Instant | The changeling is in the natural habitat of his associated animal and touching or within touching distance of at least one of these animals. | For up to a scene, the character and his equipment transform into the attuned animal. His Health and Physical Attributes change and he gets the animal's senses as per the Beast's Keen Senses clause; he can also speak normal human languages and to other animals of his type. | Changeling 143-144 |
Contracts of the Wild are considered affinity contracts for both Beasts and Elementals.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Wildwalker (•) | 1 Glamour | Wyrd + Persuasion | Instant | The character spent the last night sleeping outdoors. | Remove a -1 penalty per success for natural environmental conditions for one character for one scene. | Rites of Spring 111 |
Nature's Curse (••) | 1 Glamour | Wyrd + Intimidation | Instant | The target is carrying a gun. | Increase a target's penalties due to adverse conditions by one per success, up to two times the original penalty. | Rites of Spring 111-112 |
Viridian Embrace (•••) | 2 Glamour | Wyrd + Expression | Instant | The changeling is attempting to come to the aid of a mortal. | Natural forces provide a +1 per success to Speed and rolls involving perception, movement, or stealth. However, it can only be used outside or in the presence of large numbers of plants. | Rites of Spring 112 |
Calling Wind and Weather (••••) | 3 Glamour | Presence + Wyrd | Instant | A dozen or more mortals all ask the changeling to provide the desired weather or are at least hoping the changeling will do so. | Create any weather condition possible for the location and season, regardless of current weather, although it's not possible to create or dispel a tornado or hurricane (they can be mitigated somewhat). The weather is localized and depends on how different it is from current conditions. The time it takes for the weather to arrive and its duration are based on successes rolled. | Rites of Spring 112-113 |
Calling Nature's Wrath (•••••) | 3 Glamour + 1 Willpower | Wyrd + Survival | Instant | The changeling is on land owned by her family. | The natural world attacks everyone within 50 yards in unnatural-seeming (though not impossible) ways. Targets (other than the changeling and up to 6 others who remain within Wyrd yards of her) take a -1 per success to Speed and rolls involving perception, agility, movement, or combat, as well as 1 Bashing damage per success. | Rites of Spring 113 |
The Contracts of Darkness are considered affinity contracts for Darklings.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Creeping Dread (•) | 1 Glamour or 2 Glamour + 1 Willpower | Manipulation + Wyrd - Resolve | Instant | The changeling is using this clause to frighten intruders into her dwelling. | For one scene, the target (1 Glamour) or everyone in a radius of 3 yards per dot of Willpower (2 Glamour + 1 Willpower) suffers the changeling's Wyrd as a penalty to Resolve or Composure rolls to resist fear. | Changeling 136 |
Night's Subtle Distractions (••) | 1 Glamour | Wyrd + Stealth | Instant | The clause is invoked outdoors at night. | Everyone within 50 yards doubles penalties to perception rolls (or takes -1 if there are no penalties). | Changeling 136-137 |
Balm of Unwakeable Slumber (•••) | 1 Glamour | Manipulation + Wyrd vs. Resolve + Wyrd | Resisted | The target is asleep at home in his own bed, and the Contract is performed between sunset and sunrise. | Someone who's asleep becomes impossible to wake until the time in which they'd normally wake up except by dealing damage to them. | Changeling 137 |
Boon of the Scuttling Spider (••••) | 3 Glamour | Wyrd + Athletics | Instant | The changeling is climbing a wall made of stone or wood outdoors, at night. | Walk along walls or slick surfaces that can support the character's weight without any penalties. | Changeling 137 |
Touch of Paralyzing Shudder (•••••) | 2 Glamour + 1 Willpower | Presence + Wyrd vs. Resolve + Wyrd | Reflexive | The target is both alone and already afraid of the changeling. | Halve the target's Speed, Defense, Initiative, and Strength or Dexterity dice pools. | Changeling 138 |
The Contracts of Shade and Spirit are considered affinity contracts for Darklings.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Ghostly Presence (•) | 1 Glamour | Presence + Wyrd | Instant | The ghost is someone the changeling knew in life, or the changeling is a Gravewight. | For one scene, see, hear, and speak to ghosts in the area as if they were living. | Winter Masques 26 |
Dread Companion (••) | 1 Glamour | Manipulation + Wyrd | Instant | The changeling presses a drop of her own blood to the forehead of everyone participating in the clause. | A ghost is rendered able to interact with one sense of everybody in the room (or within sight). | Winter Masques 26 |
Haunting Intercession (•••) | 1 Glamour | Manipulation + Wyrd | Extended (one success per target) | The changeling has set up a "dead supper": a complete meal served on never-used plates and silver, with a place for everyone who wishes to participate in the intercession, including the ghost. | The ghost materializes fully for one scene and is able to be interacted with as if alive. | Winter Masques 26-27 |
Waking the Dead (••••) | 2 Glamour | Strength + Wyrd | Extended (4 successes; one roll per turn) | The changeling "feeds" the shade by wounding herself and offering her blood, taking one point of Bashing damage per question. | Call a non-sentient echo of the dead which will answer one question per success. | Winter Masques 27 |
Opening the Black Gate (•••••) | 2 Glamour + 1 Willpower | Stamina + Wyrd | Extended (5 successes; one roll per turn) | The clause is invoked at midnight in a mausoleum, and the changeling invokes the laws of hospitality while the clause is in effect. | Create a passage between the mortal world and the Underworld for one night, which is shut forever upon the break of dawn. This passage cannot be created in the Hedge or Arcadia. | Winter Masques 27 |
Contracts of Communion are affinity contracts for Elemental changelings.
These Contracts are purchased individually for each element, just as Contracts of Elements above.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Sense Element (•) | 1 Glamour | Wits + Wyrd | Instant | The changeling sits and meditates for at least 10 minutes and makes a successful meditation roll. | Precisely locate all instances of the attuned element within Wyrd x 10 yards. Using this clause can lend a +1 bonus to relevant rolls involving the sensed element. Sensing some elements includes special effects: Metal: In addition to locating all metal weapons, the character senses whether guns are loaded or have their safeties on. Electricity: Know the location of all wiring in a house. Fluid or Intangible Elements: Sensing elements such as water, air, or shadow allows a changeling to sense the general shape of anything surrounded by the element in question. |
Winter Masques 32 |
Primordial Voice (••) | 1 Glamour | Socialize + Wyrd | Instant | The character makes a minor offering to the element — polishing metal she is going to talk to, sweeping flagstones, singing for the air, adjusting the lights to make shadows larger, etc. In addition to the effort involved, such efforts also take at least a few minutes of time. | The element answers questions about events that transpired nearby within (successes) days. For 5 minutes, the character can talk to every instance of the element within Wyrd x 3 yards. The elements offer thematic but inexact information. | Winter Masques 32-33 |
Distant Connection (•••) | 2 Glamour (and 1 Willpower) | Wyrd + Persuasion | Instant | The character wishes to share the senses or ask a favor of an example of the element she is extremely familiar with, such as the wood of or air in her home or the metal in her car. | Share the senses and experiences of manifestations of the chosen element within Wyrd x 30 yards (for ubiquitous elements such as air or earth) or Wyrd x 300 yards (for other elements such as fire or metal). The character can sense disturbances in and every instance of the element within range. The character can also focus on a specific manifestation and see and hear everything within (Wyrd) yards of that manifestation. If the player spends Willpower and makes another Wyrd + Persuasion roll, she can persuade a manifestation to become more powerful and flare up for one turn. Each attempt costs another Willpower. | Winter Masques 33 |
Elemental Servitor (••••) | 3 Glamour | Wyrd + Persuasion | Instant | The changeling performs a significant favor for the element, such as thoroughly cleaning a public fountain, spending an hour or more polishing a large stone statue or hanging up ribbons and bits of paper for a wind to blow immediately before using this clause. | The element becomes an animate ally for the next scene. The elemental being is about as intelligent as a smart dog and capable of obeying commands and observing the world. The changeling must touch the part of the element that she wishes to animate, which can have a maximum volume of 5 square yards per point of Wyrd. The servitor has Power and Resistance Attributes (similar to ghosts or spirits) equal to the changeling's Wyrd, and its Finesse equals the number of successes rolled. All Traits are limited by the amount of the element present. | Winter Masques 33-34 |
Elemental Ally (•••••) | 3 Glamour + 1 Willpower | Presence + Wyrd | Instant | When first using this clause on the element, the changeling negotiates with the element, promising some service or other payment in return for having the element as a temporary ally. Successfully bargaining with the element and paying its price are the catch for this clause. The favor asked is invariably hazardous, arduous or expensive. | Imbue an element with intelligence, awareness, and the ability to become animate. It remains intelligent and aware for a week, and can become animate for one scene (gaining the benefits of the Elemental Servitor clause above). The elemental is intelligent as a human and can clearly sense its environment. It will obey commands that won't end in its destruction, but cannot leave the area of its animation. The changeling can also set a trigger that will cause the elemental to animate itself. | Winter Masques 34-35 |
Elemental-seeming Changelings consider Contracts of Elements affinity contracts.
Contracts of Elements are attuned to a specific element and are purchased individually; for example, the Elements •• (Ice) and Elements •• (Metal) would be two different Contracts. Learning a clause of a new attunement that's already been purchased with a different attunement is half the cost (round down) of learning a fully new Contract. The elements include Water, Earth, Air, Fire, the five Chinese elements, and other elements such as electricity, glass, or smoke. The element must have a direct physical manifestation to apply.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Cloak of the Elements (•) | 2 Glamour | No roll required. | Instant | The changeling bears some symbolic representation of the element in question, such as a souvenir T-shirt depicting a mountain for earth or a small mirror for glass. | The changeling becomes completely protected from extreme weather related to their element (for example, they could walk across Death Valley at noon in summer comfortably) and reduces direct damage from their element by 1 per Wyrd (though not against objects created or modified to serve as weapons) for one scene. | Changeling 138-139 |
Armor of the Elements' Fury (••) | 2 Glamour | Dexterity + Wyrd | Instant | The changeling touches the element when he invokes the clause. For ubiquitous elements such as air, the element must be fairly vigorous, that is, a strong breeze or the wind from a large fan. | For a scene, elements surround the changeling; she does 1/2 her Wyrd (round up) lethal damage by touch and the same to anyone attacking her with handheld weapons. To attack with the element (i.e. to combine it with a punch), she rolls Dexterity + Brawling + 1/2 Wyrd. Also, the sheath provides 1 point of armor against all attacks. | Changeling 139 |
Control Elements (•••) | 3 Glamour | Manipulation + Wyrd | Instant | The area is completely dominated by the element—air on top of a narrow bridge, water on a lake or ocean, fire in the middle of a forest fire, electricity at a substation or generator and so on. | Control elements for one scene, including shaping objects, making non-solid objects move at Speed 20 (or making solid objects move at Speed 1), control the operation of any mechanical object made mostly of the element in question, or controlling electronic devices. | Changeling 139-140 |
Calling the Elements (••••) | 4 Glamour | Wits + Wyrd | Extended (one roll per turn); the target number is five. | The changeling is calling the element solely to awe and impress viewers, perhaps as part of a performance. | Elements come towards the character from Wyrd x 10 yards away, and he controls them for 1 full scene. | Changeling 140 |
Become the Primal Foundation (•••••) | 4 Glamour | Manipulation + Wyrd | Instant | The character must sit and contemplate a large amount of the specific element for at least half an hour immediately before transforming. | The changeling becomes a living element, keeping Mental and Social Attributes and Skills, and keeping physical Attributes and Health if he transforms into a solid element (he also adds half his Wyrd to Strength and Armor). Intangible elements allow the character to triple his speed. Those that can deal damage do either lethal damage equal to half the changeling's Wyrd or bashing damage equal to his Wyrd (attack rolls are made normally). If the element is destroyed somehow, the changeling reverts and loses two points of Willpower. | Changeling 140-141 |
Contracts of Separation are affinity Contracts to the Fairest.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Tread Lightly (•) | 1 Glamour | Dexterity + Wyrd | Instant | The character is wearing fancy and delicate footwear that would be ruined if she did not use this clause. | For one scene, move across a solid surface as if near weightless, leaving no tracks and taking only bashing damage from falls. Any attempts at tracking the character take -2, and the changeling can climb surfaces that are usually too fragile to support his weight. | Winter Masques 40 |
Evasion of Shackles (••) | 1 Glamour | Wyrd + Larceny | Instant | The changeling has been unjustly imprisoned for some crime or offense she did not actually commit. | Immediately escape from handcuffs, straitjackets, and other mundane restraints. This cannot open locked doors (without an exceptional success) unless the changeling is in a locked room that significantly restricts her movement, such as a trunk. | Winter Masques 40 |
Breaching Barriers (•••) | 1 or 2 Glamour | Presence + Wyrd | Instant | The character has been deliberately imprisoned by another changeling. | Walk through a door, window, or other portal as if it weren't there, leaving no marks or setting off any alarms. Spend an additional point of Glamour on an exceptional success to take along another person. | Winter Masques 40-41 |
Elegant Protection (••••) | 2 Glamour | Dexterity + Wyrd | Instant | The changeling is unarmed and not attempting to attack anyone. If the clause is invoked while using this catch, the clause will instantly end its effects and burn away three of the changeling's Glamour if she attacks anyone while it is active. | Add Wyrd to defense; the bonus always applies, even to attacks in which the changeling cannot normally use Defense (such as when restrained). The bonus lasts two turns per success. | Winter Masques 41 |
Phantom Glory (•••••) | 2 Glamour + 1 Willpower | Wyrd + Persuasion | Instant | The changeling carries no weapons and wears no armor. If the changeling picks up or dons either while using this catch, the clause instantly ends. | Become intangible, requiring one turn during which the changeling cannot do anything else (and loses his Defense). Regaining tangibility is a reflexive action. While intangible, the changeling cannot be attacked and cannot attack (except ghosts in Twilight). He can also move his body through barriers as if they weren't there, but cannot walk on air (he can walk on water). If the character becomes tangible while partially inside solid or liquid matter, he takes 3 Aggravated damage and is shunted to the nearest open space. | Winter Masques 41-42 |
Fairest changelings consider Contracts of Vainglory affinity Contracts.
The Striking Looks Merit applies a +1 to +2 bonus to all Contracts of Vainglory.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Mask of Superiority (•) | 2 Glamour | Wyrd + Intimidation - Resolve | Instant | The changeling pretends to be a socialite or similar celebrity whose fame comes from high standing or good looks alone. | For one scene (or until someone convinces the target of the Contract's illusory nature), the changeling can convince one subject that she is a high-ranking person in their workplace, or some sort of celebrity. Also adds +1 to Social rolls to impress, intimidate, or command the target. | Changeling 146 |
Songs of Distant Arcadia (••) | 2 Glamour | Presence + Expression | Instant | The changeling is giving a performance in front of a wealthy and powerful audience. | Add Wyrd as bonus dice to Expression and Presence rolls for a secene. | Changeling 147 |
Splendor of the Envoy's Protection (•••) | 3 Glamour | Presence + Wyrd | Instant | This clause is invoked at a formal party containing at least a dozen people. | Reveal fae mien, awing onlookers. Gain Striking Looks (••••), which stacks with an existing Striking Looks Merit. Also, mortals cannot attack the changeling, and supernatural creatures must roll Resolve + Composure to do so. | Changeling 147 |
Mantle of Terrible Beauty (••••) | 2 Glamour + 1 Willpower | Intimidate + Wyrd vs. the subject's Composure + Wyrd | Contested | The character is fighting a duel or some other combat that has been agreed upon in advance by both sides. | If the changeling rolls more successes than a target, they flee (or take -2 to all actions and cannot gain bonuses with Willpower). Even if a target rolls more successes, they suffer -2 to rolls to harm the changeling and the changeling gets +2 to Intimidation rolls. This lasts for a scene. | Changeling 147-148 |
Words of Memories Never Lived (•••••) | 3 Glamour + 1 Willpower | Wyrd + Expression + vs. the subject's Composure + Wyrd | Extended and Contested (5 successes; 1 minute per roll). | The changeling is attempting to convince the audience of something that she believes to be factually correct. | Tell an emotionally charged story that convinces the audience completely of its truth. If the changeling has not achieved the needed number of successes in a number of rolls equal to her Presence + Expression, the audience loses interest. | Changeling 148 |
Contracts of Oath and Punishment are treated as affinity contracts for Ogre changelings.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Pursuer's Seven-League Leap (•) | 1 Glamour | Athletics + Wyrd | Reflexive | The changeling is pursuing an oathbreaker. | Jump 15 feet horizontally or 8 feet vertically per success. | |
Sense Tainted Vows (••) | 1 Glamour | Wits + Wyrd vs. Composure + Wyrd | Instant, Contested | The subject is swearing, or has sworn a pledge with the changeling. | Sense a general description most significant oath a subject has broken. Significance is relative to the subject, though a changeling can still sense broken vows even if the subject didn't believe they were important. The taint of a broken oath fades from the subject after a year and a day, except for severe violations like fae pledges or broken hospitality laws. | Winter Masques 47 |
Inexorable Pursuer (•••) | 1 Glamour | Resolve + Wyrd | Instant | The changeling has successfully resisted a Court-based emotional manipulation attack within the past day. | Gain +2 to any attempt to resist emotional or Clarity manipulation for the scene. | Winter Masques 47 |
Relentless Pursuit (••••) | 2 Glamour | Stamina + Wyrd | Extended (1 success per 50 miles between changeling and subject) | The changeling never stops to rest for more than 15 minutes in his pursuit of the subject. The changeling can ride cars or planes but must be the one driving or otherwise controlling the vehicle. | As long as the subject is under the same sky (i.e. in the same realm and on the same part of the day/night cycle), know the distance and direction. | Winter Masques 47-48 |
Cruel Vengeance (•••••) | 2 Glamour | Presence + Wyrd vs. subject's Manipulation + Wyrd | Instant | The subject of the clause is a member of the changeling's freehold. | The changeling must publicly accuse their subject of breaking an oath, and describe what oath was broken. If the accusation is true, this clause takes effect. Against the target, upgrade damage by one step (Bashing becomes Lethal and Lethal becomes Aggravated). The subject takes -2 to Defense and -3 to any dice pools against the character. | Winter Masques 48 |
Contracts of Stone are affinity Contracts for Ogre changelings.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Might of the Terrible Brute (•) | 1 Glamour | Strength + Wyrd | Reflexive | The character fights multiple opponents simultaneously with his bare hands, not using weapons or tools of any sort. | Add successes on this roll to Strength as extra dots for the next action. On an exceptional success, also gain 8-again. | Changeling 144 |
Ogre's Rending Grasp (••) | 2 Glamour | Strength + Wyrd | Instant | The changeling is attempting to remove a barrier, such as a door or a wall. | For one scene, subtract successes rolled from an object's Durability. | Changeling 144 |
Display Grandiose Mite (•••) | 2 Glamour | Athletics + Wyrd | Instant | The character is using this clause for the express purpose of showing off his physical or athletic prowess to others, perhaps to gain some prize or to win acclaim, but not for any more practical purpose. | Add Wyrd to Strength for non-combat actions (such as Speed, lifting objects, or breaking inanimate objects) for one scene. | Changeling 145 |
Gluttonous Feast of Health (••••) | 3 Glamour | Stamina + Wyrd | Instant | The character is offered large amounts of food by a stranger. | By eating a lot of food over an hour, convert two points of Lethal damage or one point of Aggravated damage to two points of Bashing damage per success. | Changeling 145-146 |
Red Rage of Terrible Revenge (•••••) | 3 Glamour + 1 Willpower | Resolve + Wyrd | Instant | The changeling is using this Contract to gain justice or revenge for a loved one being killed or badly hurt. | For a scene, gain +1 per success to Initiative, Stamina, Strength, Armor, and reduce wound penalties by 1. | Changeling 146 |
All Contracts of Animation require the changeling to touch the object in question. They are considered affinity contracts to the Wizened.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Knowing Touch (•) | 1 Glamour | Wyrd + Crafts | Instant | The owner of the device asked the changeling to examine it. This catch does not function if the changeling owns the object in question. | Learn details of an object's construction, including any damage, location of its weak points, and the location of hidden spaces within it. Add Wyrd to attempts to repair the object and halve the object's Durability for attacks made on it during the next scene. The object must be handled and spoken to for at least 30 seconds. | Winter Masques 52 |
Instant Expertise (••) | 1 Glamour | Wits + Wyrd | Instant | The character has at least 10 minutes to talk with the device to learn the secrets of its use. | Gain a temporary bonus to dice rolls using the device equal to successes rolled. This lasts 3 turns per Wyrd, and counts as temporary Skill dots for the purposes of untrained penalties. The device must be handled for at least 2 turns. | Winter Masques 52-53 |
Inanimate Communication (•••) | 1 Glamour | Wyrd + Empathy | Instant | The object has not been used or handled for at least a year. | Learn about the last few times an item was used, moved, or handled. Learn who used it, where and how the object was used, and see and hear those who actually touched the object in question. This requires only a minute or two. | Winter Masques 53 |
Animate Device (••••) | 2 Glamour | Manipulation + Wyrd | Instant | The character owns the device and has regularly used it for at least a month. | The targeted object operates on its own, obeying any simple command, but cannot be made to move outside the normal range of operation. The efforts made by any person to use the device automatically supersede the effects of this clause. This clause can target any visible object within Wyrd x 3 yards. | Winter Masques 53-54 |
Command the Inanimate (•••••) | 2 Glamour + 1 Willpower | Presence + Wyrd | Instant | The object's owner is a stranger to or enemy of the changeling, and mistreats or does not take adequate care of the object. | The targeted object animates for a scene, acting as if controlled by a living being with a Dexterity and Strength equal to the changeling's Wyrd and, if appropriate, a skill equal to the changeling's Presence. Activating this clause allows a changeling to deliver a single command, which the object will perform for the rest of the scene; changing the order takes a turn and a successful Presence + Wyrd roll. The target of this clause can be any visible object within Wyrd x 5 yards. | Winter Masques 55 |
The Contracts of Artifice are considered affinity contracts for those of the Wizened seeming.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Brief Glamour of Repair (•) | 1 Glamour | Wyrd + Craft | Instant or Extended | The Contract must fix an item owned and used by another, which the character has never used. For example, the changeling using this Contract could repair a friend's car the changeling had ridden in but never driven. | An object that is at least half intact is repaired (if the repair requires an extended action, it halves the numbers of successes required). This requires no tools, but only lasts for the next full day. | Changeling 134 |
Touch of the Workman's Wrath (••) | 2 Glamour | Larceny + Wyrd | Instant | The owner of the device either stole or attempted to steal something of value from the changeling or attempted (maybe successfully) to cheat the changeling in a business deal. | By touching a device, it breaks in a way that requires an extended action to repair. The time per roll is 1 or 10 minutes, and the target number of successes equals half the successes rolled + Wyrd or just successes + Wyrd for a success and an exceptional success, respectively. | Changeling 134 |
Blessing of Perfection (•••) | 3 Glamour or 3 Glamour + 1 Willpower | Wits + Wyrd | Extended (one roll per turn, eight successes needed) | The changeling is blessing or repairing an object used and owned by someone the changeling does not know well, in return for some favor. | The object affected gains a bonus equal to the changeling's Wyrd for the next scene (or, if Willpower is used, for the next time the sun rises or sets). Also, add Wyrd to Crafts, Medicine, or Computer rolls. | Changeling 135 |
Unmaker's Destructive Gaze (••••) | 2 Glamour | Presence + Wyrd | Instant | The changeling has an opportunity to touch and examine the object for at least a minute. | By staring directly at an object, it breaks in a way that requires a repair roll to function again (usually Intelligence + Crafts - changeling's successes). Even simple machines like knives break. On an exceptional success, the repairs require 10 successes on an extened action (one roll per minute). | Changeling 135 |
Tatterdemalion's Workshop (•••••) | 4 Glamour or 4 Glamour + 2 Willpower | Wyrd + Crafts | Extended (the target number and frequency of rolls are variable) | The changeling creates the vehicle or device in her own workshop with her own tools. A changeling must use a workshop regularly for it to count as hers. | Using this Contract allows a Changeling to create a device out of vaguely appropriate parts. The time required for each roll can range from 1 minute (for a small handheld item) to 10 minutes (for items like cars or ultra-light planes, with a maximum Size of 10), and the required successes varies from 5 to 10 based on complexity. The device functions perfectly for one scene, or until the next sunrise if Willpower is used. Upon an exceptional success, the item lasts until the next sunrise, and if Willpower is also used, the item lasts indefinitely. | Changeling 135-136 |
The Contracts of the Forge are considered affinity contracts for those of the Wizened seeming.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Rewriting the Image (•) | 1 Glamour | Wyrd + Expression | Instant | The changeling is changing an image of someone else into the changeling's own image. | Change a specific image (still or moving) to a different image of the same basic form. However, it cannot affect drawings, paintings, printed words, or the denomination of printed money. | Rites of Spring 100 |
Trivial Reworking (••) | 2 Glamour | Wyrd + Crafts | Instant | The changeling is reshaping an item that she stole from someone so that the changeling can use it against this person. | Alter the physical form of a Size 1 object into that of a similar object (i.e. a house key can become another house key, or an ID card can become another sort of ID card) for a scene. | Rites of Spring 100 |
Discreet Conjuration (•••) | 2 Glamour + 1 Willpower | Manipulation + Wyrd | Instant | The changeling is paying an enemy for some information or service with a valuable object of some sort. | Conjure a fully-functional Size 1 item from a small out-of-sight location (like a pocket). Despite appearances that can make an object look expensive, close observation reveals it to be fake. Also, this Contract cannot produce items that can be used or traded for over $100, radioactive materials, holy water, iron, or the like. The object lasts for either one scene or until the changeling unhands it. | Rites of Spring 100-101 |
Hidden Reality (••••) | 3 Glamour + 1 Willpower | Wits + Wyrd | Reflexive | The character is creating a way out of a place where she has been confined against her will. | Create some plausible nearby feature that was not apparently obvious (such as an electrical outlet behind a desk or a hidden latch that opens a door). The change vanishes after a scene or as soon as the changeling stops paying attention to it. | Rites of Spring 101-102 |
Paths of Desire (•••••) | 3 Glamour + 2 Willpower | Wyrd + Academics | Instant | The character has buried a vial of his own blood in the soil of the desired location. | Open a doorway to a specific location in the hedge that you have been to before, which remains for a turn per success. This clause cannot be used inside the Hedge. | Rites of Spring 102 |
Court Contracts are considered affinity Contracts for members of their respective Court, unless otherwise noted. Also, Court Contracts have prerequisites that must be met to purchase the Contract. These generally come in the form of Mantle, but a changeling could substitute a Court Goodwill of two dots higher. Should a character's Mantle or Court Goodwill fall below these prerequisites, he must pay the difference in Glamour every time he activates the clause (even if he uses the catch) and might earn the ire of the Court.
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Cupid's Eye (•) | — | 1 Glamour | Wits + Wyrd vs. subject's Composure + Wyrd | Contested | The character has kissed the subject within the past 24 hours, or the subject's object of desire is the character. | Gain knowledge of one of the subject's desires, with modifiers on the roll based on the secrecy or specificity of the desire. | Changeling 149 |
Growth of the Ivy (••) | Mantle (Spring) • or Court Goodwill (Spring) ••• | 2 Glamour; + 1 Willpower for a supernatural subject | Manipulation + Persuasion + Mantle (Spring) - subject's Resolve | Contested (resistance is reflexive) | The character is acting to make the subject desire her or is doing so to resolve a pledge. | For one day per success, the subject's desires change, with modifiers based on the complexity of the desired result. | Changeling 149-150 |
Wyrd-Faced Stranger (•••) | Mantle (Spring) •• or Court Goodwill (Spring) •••• | 2 Glamour | Presence + Subterfuge + Mantle (Spring) vs. subject's Composure + Wyrd | Instant | The character has recently offered food to the target and the target has accepted, or vice versa. | For a scene, the subject recognizes the changeling as the person they'd most like to see at the moment, even if that person is abstract (i.e. a "dark, handsome stranger come to sweep me off my feet"). The changeling doesn't know who they appear to be. Acting out of character allows a reflexive Wits + Composure - (changeling's successes) to see through the illusion. | Changeling 150 |
Pandora's Gift (••••) | Mantle (Spring) ••• or Court Goodwill (Spring) •••••• | 2 Glamour | Wits + Craft + Mantle (Spring) | Extended (2+ successes, based on the complexity and size of the object; 10 minutes per roll) | The subject has recently (within one week) given the character a gift. This gift comes with no strings attached, including any expectation of this gift. | With emotion, dreamstuff, and random detritus, create an object that another character truly desires that lasts for a scene (or slightly longer, based on modifiers). | Changeling 150 |
Waking the Inner Faerie (•••••) | Mantle (Spring) •••• | 3 Glamour + 1 Willpower | Intelligence + Expression + Mantle (Spring) vs. Composure + Wyrd | Contested and Extended (subject's Willpower in successes, one roll is made each turn); resistance is reflexive. | The subject of the Contract has voluntarily and without coercion confided his desire(s) to the character. | Upon success, the target feels an intense urge to fulfil one of his greatest desires and abandons rational thinking in order to achieve that goal. | Changeling 151 |
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Gift of Warm Breath (•) | — | 1 Glamour | Resolve + Survival + Mantle (Spring) | Instant | The subject of the Contract has freely offered the changeling some form of sustenance since the last sunrise. | Subject gains the benefits of a full night's rest and a full breakfast. Eliminates fatigue penalties and bashing damage from food and water deprivation. | Changeling 151 |
New Lover's Kiss (••) | Mantle (Spring) • or Court Goodwill (Spring) ••• | 1 Glamour | Intelligence + Survival + Mantle (Spring) | Extended (5+ successes; 5 minutes per roll) | A mortal human has commented, within the character's hearing and within the past hour, that it looks like rain. | Summon rain. Choose the number of successes ahead of time; 5 for a light rain and up to 25 for a torrential downpour that can cause flooding. | Changeling 151-152 |
Warmth of the Blood (•••) | Mantle (Spring) •• or Court Goodwill (Spring) •••• | 1 Glamour + 1 Willpower | Wits + Medicine + Mantle (Spring) | Instant | The target has honestly professed a heartfelt and deep love, romantic or familial, for the changeling. | Downgrade 1 Lethal wound to Bashing (or eliminate a point of Bashing damage) per success. | Changeling 152 |
Yesterday's Birth (••••) | Mantle (Spring) ••• or Court Goodwill (Spring) ••••• | 1 Glamour or 3 Glamour + 1 Willpower dot | Wyrd + Medicine | Instant | The character spills two drops of blood on the target object and cups it in her hands. | An object grows as it would over a full season (or up to a year with an exceptional success) with optimal care, only requiring three days' worth of sustinance during or after the growth. Using the clause on a human requires 3 Glamour and the expenditure of a dot of Willpower, which cannot be averted through the catch. | Changeling 152 |
Mother of All Deaths (•••••) | Mantle (Spring) •••• | 3 Glamour + 1 Willpower | Presence + Empathy + Mantle (Spring) | Instant | A man bled to death on this soil within the past year. | Designate one grapple attack on any opponent within 10 feet of a plant in addition to normal actions. Sacrifice a normal action to make two grapple attacks, and sacrifice Defense for a third. Plants grapple with a dice pool of Wyrd + 1-3 equipment bonus based on the plant. This lasts a number of turns equal to the changeling's Wyrd. | Changeling 152-153 |
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Font of Inspiration (•) | — | 1 Glamour | Wits + Empathy + Mantle (Spring) (- target's Resolve if actively opposed) | Instant | The changeling invests his own (literal) blood, sweat or tears into the creation of the object or plans for the project. | Receive +1 per success to the next Crafts or Expression challenge. On failure, receive a -4 for all creative works in the next month. Only usable once per creative endeavour. | Lords of Summer 40 |
The Ineffable Gift (••) | Mantle (Spring) • or Court Goodwill (Spring) ••• | 1 Glamour | Presence + Manipulation + Mantle (Spring) vs. target's Resolve + Composure | Contested | The character speaks out loud about something she is passionate about. | Gain +3 on all Social rolls towards the target for 24 hours. However, every time after the first that this Contract is used on a target, the roll recieves a cumulative -1 penalty. | Lords of Summer 40-41 |
Impassioned Blow | Mantle (Spring) •• or Court Goodwill (Spring) •••• | 1 Glamour | Resolve + Brawl/Firearms/Weaponry + Mantle (Spring) | Instant | The target has insulted or assaulted (by word or deed) the changeling in the last hour. | Gain a +4 to the next attack roll against a chosen target, but that target gains a +2 to their next physical attack on the changeling. | Lords of Summer 41 |
Spur the Crowd (••••) | Mantle (Spring) ••• or Court Goodwill (Spring) ••••• | 1 Glamour | Presence + Wyrd + Mantle (Spring) vs. crowd's highest Composure | Extended and Contested (5 successes; 5 minutes per roll) | No one in the target crowd knows that the individual using the clause is a changeling. | Passively sway a crowd's emotions to whatever is desired, though the Storyteller can impose a restriction of only one "degree" (i.e. calm to agitated). | Lords of Summer 41-42 |
Verdant, Rolling Heart (•••••) | Mantle (Spring) •••• | 1 Glamour | Composure + Empathy + Mantle (Spring) | Instant | The character takes an action that is directly related to his Virtue or Vice. | Completely refresh Willpower. This can only be attempted once per week, and for the rest of the scene, all Social interactions are strained and take a -2 penalty. | Lords of Summer 43 |
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Baleful Sense (•) | — | 1 Glamour | Wits + Wyrd | Instant | The character is angry when he invokes this clause. | Know where the greatest concentration of wrath and the number of people involved is within a mile radius. | Changeling 153 |
Goblin's Malignance (••) | Mantle (Summer) • or Court Goodwill (Summer) ••• | 1 Glamour | Manipulation + Persuasion + Mantle (Summer) vs. Composure + Wyrd | Contested | The current victim of the subject's wrath owes the character a favor, or the subject has red hair. | Redirect the subject's anger onto any present target, including the character invoking this clause. | Changeling 153-154 |
Friendless Tongue (•••) | Mantle (Summer) •• or Court Goodwill (Summer) •••• | 2 Glamour | Manipulation + Subterfuge + Mantle (Summer) vs. Composure + Wyrd | Extended (subject's Willpower equals successes required; 1 minute of conversation per roll) | The clause's subject wears a ring on the left hand. | The subject of this Contract becomes angry on whatever they are focused on - often the changeling, but could be someone else. | Changeling 154 |
Sundown Eyes (••••) | Mantle (Summer) ••• or Court Goodwill (Summer) ••••• | 3 Glamour | Presence + Socialize + Mantle (Summer) - subjects' highest Composure | Instant | The character is suffering wound penalties and has taken at least two points of lethal damage. | Drain wrath from nearby people, stopping combat for turns equal to the changeling's Wyrd and adding +1 to attempts to make peace per success. Only works once per scene. | Changeling 154 |
The Flames of Summer (•••••) | Mantle (Summer) •••• | 2 Glamour + 1 Willpower | Stamina + Animal Ken + Mantle (Summer) | Instant | The sun is within five minutes of its zenith, and the character has called out a formal challenge to an opponent. | Enter an implacable rage for the a scene - +2 to all physical rolls, ignore wound penalties, and don't roll to remain conscious if all health boxes are filled with Bashing damage. | Changeling 155 |
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Son of the Hearth (•) | — | 1 Glamour or 1 Glamour + 1 Willpower | Wyrd + Survival | Instant | The character spits on a fading ember or spark. | Remain at a comfortable temperature (or by spending Willpower, keep a room at this temperature) for an hour. | Changeling 155 |
Ulf's Heart (••) | Mantle (Summer) • or Court Goodwill (Summer) ••• | 1 or 2 Glamour | Strength + Occult + Mantle (Summer) | Instant | It is within five minutes of midnight. | Shine with a light that illuminates 200 yards for one scene (or an hour with 2 points of Glamour). | Changeling 155 |
Noonday Grasp (•••) | Mantle (Summer) •• or Court Goodwill (Summer) •••• | 2 Glamour | Stamina + Brawl + Mantle (Summer) | Instant | The character eats a chunk of naturally formed ice. | For one scene, increase Strength by one plus one per every three successes after the first (maximum +3). | Changeling 155-156 |
Solstice Revelation (••••) | Mantle (Summer) ••• or Court Goodwill (Summer) ••••• | 3 Glamour | Presence + Occult + Mantle (Summer) | Instant | The changeling is using the power within five minutes of noon. | Flood a 100 foot radius with a light that reduces rolls to hide or disguise characters to chance rolls. Characters under the effect of supernatural disguises must make a Stealth + Wyrd - 5 roll to keep those powers. Characters can also make normal perception rolls to see through the Mask. The light lasts for 1 turn per success. | Changeling 156 |
The Lord's Dread Gaze (•••••) | Mantle (Summer) •••• | 3 Glamour (+1 Willpower, optional) | Dexterity + Athletics + Mantle (Summer) - subject's Defense | Instant | The character's target is wearing or touching elemental gold. | Shoot a sunbeam at the target (range 10/30/50) that deals a point of lethal damage (or aggravated damage if the user spends Willpower) per success. | Changeling 156 |
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Smoldergrip (•) | — | 1 Glamour | Strength + Wits - object's Size | Instant | The character sports a real sunburn (not artificial). | For a number of turns equal to the changeling's Wyrd, an object of Size 3 or less gains the heat of an object lying in direct sun. Characters touching the object must succeed on a Resolve + Stamina - the changeling's Mantle (Summer) each turn they hold or use it. | Lords of Summer 59 |
Battle Bright (••) | Mantle (Summer) • or Court Goodwill (Summer) ••• | 2 Glamour | Presence + Wyrd vs. highest Wits + Composure of those within sight | Instant and Contested | The changeling holds a real, burning torch aloft. | Anyone who can see the changeling suffers a halved Defense, -2 to attack rolls, and -3 sight-based Perception rolls. Characters who have any dots in Mantle (Summer) are unaffected. This ability lasts for as long as the changeling remains still, up to one scene. | Lords of Summer 59-60 |
Crown of Clashing Fire (•••) | Mantle (Summer) •• or Court Goodwill (Summer) •••• | 2 Glamour + 1 Willpower | Resolve + Wyrd - opponent's Stamina | Instant | The changeling has one or more scars from his last battle with this foe. | When within 10 yards of a targeted foe, a two-foot ring of burning thorns rises around both the changeling and the target. Any characters within the circle who aren't a part of the "duel" must spend a point of Willpower per turn to stay inside the circle and suffer a -3 penalty to Physical rolls. The two characters in the duel suffer 2 points of Aggravated damage automatically if they try to leave the ring. The circle lasts for two rounds per Wyrd or until one of the fighters within is knocked out or killed. | Lords of Summer 60-61 |
Baleful Stroke of Summer Sun (••••) | Mantle (Summer) ••• or Court Goodwill (Summer) ••••• | 3 Glamour | Stamina + Wyrd vs. opponent's Stamina + Composure (though the changeling must first do at least one point of lethal damage in melee) | Reflexive and Contested | The changeling strikes with a weapon featuring metal that the changeling himself forged. It must be a substantial part of the weapon: the pommel and quillons of a sword, the blade of a knife, the bludgeoning end of a mace. | One turn after a successful lethal attack, the target suffers sun-stroke and heat exhaustion for a number of turns equal to the changeling's Resolve. Each turn, the victim chooses whether to add a cumulative -1 to all their actions or take a point of Aggravated damage to eschew the penalty. Penalties fade after the effect's completion at a rate of one -1 penalty per turn. | Lords of Summer 61-62 |
Scorched Earth (•••••) | Mantle (Summer) •••• | 5 Glamour | Strength + Wyrd | Extended (10+ successes; 1 turn per roll) | The changeling meditates beneath a Summer Court pennon or battle-flag that she helped to create. | Within a radius predetermined by the changeling (10 successes per half mile of the radius), summon the wrath of Summer. Within the area, all characters halve their Stamina, Strength, Composure, and Resolve; Bashing damage doesn't heal and Willpower can't be regained; all plant life begins to die; and all water turns to steam or dries up. This continues for 1 day per Wyrd, but can be ended by the changeling spilling a pint of blood (and taking a point of Lethal damage) on the ground. This effect cannot occur in Winter. | Lords of Summer 62 |
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Witches' Intuition (•) | — | 1 Glamour | Wits + Wyrd - subject's Composure | Instant | The Contract's subject does not know the character's name. | Gain knowledge of one of the subject's fears, with modifiers on the roll based on the secrecy or specificity of the fear. | Changeling 156-157 |
Tale of the Baba Yaga (••) | Mantle (Autumn) • or Court Goodwill (Autumn) ••• | 1 Glamour | Manipulation + Intimidation + Mantle (Autumn) - subjects' highest Composure | Extended (one success per person to scare; 5 minutes per roll) | The unnatural fear the character evokes is based upon a myth, urban legend or actual threat with which all subjects of the Contract are familiar. | The subjects develop a temporary fear of whatever the changeling speaks about; without further stimulus, not much happens. Should the subjects be faced with a manifestation of the fear, the Contract evokes a supernatural fear and targets can't do anything but flee for one turn per success. | Changeling 157 |
Heart of the Antlion (•••) | Mantle (Autumn) •• or Court Goodwill (Autumn) •••• | 1 Glamour | Resolve + Investigation + Mantle (Autumn) | Instant | The character consumes a spider or other vermin that has literally been scared to death. | Mundane attempts to scare the character fail automatically; supernatural scares suffer a penalty equal to successes rolled for one scene. | Changeling 157 |
Scent of the Harvest (••••) | Mantle (Autumn) ••• or Court Goodwill (Autumn) ••••• | 2 Glamour | Presence + Expression + Mantle (Autumn) (- subject's Resolve for any who resist) | Extended (1 success per subject; 1 minute per roll) | Two of the subjects' greatest fears are each other. | Affected allies gain the benefit of the Heart of the Antlion clause (see above). | Changeling 157-158 |
Mien of the Baba Yaga (•••••) | Mantle (Autumn) •••• | 3 Glamour + 1 Willpower | Wits + Empathy + Mantle (Autumn) | Instant | One of the subject's great fears is actually the character. | The character takes on the appearance of the subject's greatest fear; that subject suffers a point of bashing damage and must only flee or cower for one turn per success. | Changeling 158 |
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Last Breath Isaac (•) | — | 1 Glamour | Manipulation + Wyrd | Instant | The plant or tree is unclaimed, or the changeling has permission to harvest from it (to any degree). | Whatever part of a plant the character can touch bears a ripe harvest. | Changeling 159 |
Withering Glare (••) | Mantle (Autumn) • or Court Goodwill (Autumn) ••• | 1 Glamour | Presence + Science + Mantle (Autumn) | Instant | The plant bears the changeling's name (or common moniker) on it somewhere, carved into the bark or written on a tag. | Make a plant progress towards Winter (making it shed its leaves or retract into a bulb) or towards death (making it wither). If targeting an animal or human, this deals 1 point of bashing damage per success. | Changeling 159 |
Brother to the Ague (•••) | Mantle (Autumn) •• or Court Goodwill (Autumn) •••• | 2 Glamour | Dexterity + Medicine + Mantle (Autumn) - subject's Stamina | Instant | The character can name two diseases that the subject has suffered (or is suffering) and one that the subject fears. | The target takes 1 point of bashing damage (dehydration) per success and suffers a -1 penalty to all dice pools for every two points of the changeling's Wyrd (round up). The bashing wounds heal naturally, but the -1 penalty can only be healed by sleep. | Changeling 160 |
Riding the Falling Leaves (••••) | Mantle (Autumn) ••• or Court Goodwill (Autumn) ••••• | 2 Glamour | Dexterity + Survival + Mantle (Autumn) | Instant | The character catches a naturally falling leaf at the moment of the clause's activation. | Transform into dry Autumn leaves. Though not immune to damage, the leaves gain +6 Defense against all attacks that wouldn't be able to harm many falling leaves at once (like fire). The character can fly at her Speed - 3 and pass through openings normally too small for her. | Changeling 160 |
Tears of Autumn (•••••) | Mantle (Autumn) •••• | 3 Glamour | Manipulation + Occult + Mantle (Autumn) | Extended (5+ successes; 10 minutes per roll) | The character holds a key encased in ice that finishes thawing at the start of the ritual. | A hailstorm begins anywhere within the changeling's line of sight. 5 successes create a mild storm, and every additional 10 successes cause the hailstones to deal a point of bashing damage. The storm lasts for minutes equal the the changeling's Wyrd and covers a 100 x Wyrd yard radius. | Changeling 160 |
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Warlock's Gaze (•) | — | 2 Glamour | Wyrd + Occult (vs. Composure + Wyrd in the case of supernatural concealment) | Instant (and possibly Contested) | The character physically makes contact with a non-allied supernatural being other than another changeling when activating this clause. | Within (Wyrd) yards, detect the supernautral. | Lords of Summer 79-80 |
Barrow-Whisper (••) | Mantle (Autumn) • or Court Goodwill (Autumn) ••• | 1 Glamour | Wyrd + Expression | Instant | A ghost in the area wants to communicate, either with the character specifically or with anyone who will listen. | The character can hear and be heard by any shades or ghosts in the area for the rest of the scene. | Lords of Summer 80 |
Smith's Wisdom (•••) | Mantle (Autumn) •• or Court Goodwill (Autumn) •••• | 3 Glamour | Intelligence + Occult + Mantle (Autumn) | Extended (5 successes required per dot of Token, 1 hour per roll. Storyteller's discretion for items without dot values.) | The character has stolen the item from a friend (the theft must be malicious; items left unattended in the hopes that they will be taken don't count) or been freely given the item by an enemy. | Learn the abilities and intended purpose of a supernatural item. | Lords of Summer 80-81 |
Arcadian Commandment (••••) | Mantle (Autumn) ••• or Court Goodwill (Autumn) ••••• | 3 Glamour + 1 Willpower | Presence + Wyrd vs. Resolve + Wyrd | Instant and Contested | The character knowingly comes unarmed and unarmored into the presence of the creature to be commanded. | Gain control over a hobgoblin or agent of the Gentry. It cannot be commanded to endanger its wellbeing or that of its True Fae master. If ordered out of the changeling's presence to do something, it will do so but immediately stop once an hour is up. Creatures are aware that they have been controlled and may seek revenge. | Lords of Summer 81 |
Oathbreaker's Honesty (•••••) | Mantle (Autumn) •••• | 5 Glamour + 1 dot of Willpower | Resolve + Wyrd | Extended (1 success per level of bonus or penalty involved in each factor of the Pledge; 1 turn per roll) | The changeling is begged to enact this clause by someone who will knowingly come to disaster (loss of life or loved ones, loss of Clarity to the point of a descent into madness, etc.) on account of his betrayal. | For the remainder of the scene or one hour (whichever is shorter), the character may violate the terms of the Pledge without incurring the Sanction. |
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
The Dragon Knows (•) | — | 1 Glamour | Wyrd + Empathy - subject's Composure | Instant | The character looks into the subject's eyes for a moment. | Reveals the cause of the subject's current sorrow upon success. | Changeling 160-161 |
Slipknot Dreams (••) | Mantle (Winter) • or Court Goodwill (Winter) ••• | 1 Glamour | Manipulation + Subterfuge + Mantle (Winter) - subject's Resolve | Instant | The subject has accepted something from the character within the past 24 hours. | For a number of minutes equal to successes rolled, the subject forgets their sorrows. | Changeling 161 |
Faces in the Water (•••) | Mantle (Winter) •• or Court Goodwill (Winter) •••• | 1 Glamour | Intelligence + Investigation + Mantle (Winter) - subject's Composure | Instant | The subject is carrying a photograph (or other image) of an older relative or ancestor on her person. | For one scene, the subject remembers a sorrowful memory that forces a penalty equal to half the successes on this Contract on Social rolls (as well as the same penalty on people trying to influence the subject). | Changeling 161 |
Fallow Fields, Empty Harvest (••••) | Mantle (Winter) ••• or Court Goodwill (Winter) ••••• | 2 Glamour | Manipulation + Intimidation + Mantle (Winter) vs. Composure + Wyrd | Contested | The character has made the subject happy (or happier) within the last 10 minutes. | For one day per success, the subject cannot feel positive emotions. They cannot gain Willpower by acting on Vices or Virtues and suffer -2 to Social rolls. | Changeling 161-162 |
Every Sorrow a Jewel (•••••) | Mantle (Winter) •••• | 3 Glamour + 1 Willpower | Manipulation + Persuasion + Mantle (Winter) vs. Composure + Wyrd | Contested | The subject has tasted one of the changeling's tears. | A subject who is already experiencing sorrow becomes unimaginably sad, forcing them to take no actions but curl up and feel terrible for a turn per success (they retain their Defense, though). | Changeling 162 |
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Jack's Breath (•) | — | 1 Glamour | Wyrd + Survival | Instant | The character hears someone shiver or tastes someone's sweat. | The room cools for one scene; the roll takes a -1 penalty for each 20 degrees Fahrenheit of cooling. | Changeling 162 |
Touch of Winter (••) | Mantle (Winter) • or Court Goodwill (Winter) ••• | 1 Glamour | Intelligence + Science + Mantle (Winter) | Instant | The character first spells out a name or idea he hates with the liquid on a dry surface. | Freeze an area of liquid (the area imposes a modifier on the roll). The Strength of the liquid's surface is equal the the successes rolled (see World of Darkness 47). | Changeling 162-163 |
Riding the Devil's Jawbone (•••) | Mantle (Winter) •• or Court Goodwill (Winter) •••• | 2 Glamour | Dexterity + Stealth + Mantle (Winter) | Instant | There is a bell ringing within 20 feet of the character. | For one minute per success, emanate a 20-ft. aura of cold that imposes a -1 to everyone within it (-1 per every five additional turns someone spends in the aura). | Changeling 163 |
Fallen From the Timbers (••••) | Mantle (Winter) ••• or Court Goodwill (Winter) ••••• | 3 Glamour | Dexterity + Athletics + Mantle (Winter) - subject's Defense | Instant | The Contract's target wears silver jewelery that has religious meaning for her. | A blast of cold air deals a point of Lethal damage per success and imposes a -1 to all actions for the scene. | Changeling 163 |
Witch's Paradise (•••••) | Mantle (Winter) •••• | 3 Glamour + 1 Willpower | Presence + Occult + Mantle (Winter) | Extended (5+ successes; 5 minutes per roll) | The moon is in the sky, and the character can hear a wolf howling | Summon a snowstorm. Five successes summons a light flurry in a one-mile radius for an hour, and each additional five successes can drop the temperature by 10 degrees Fahrenheit, increase the wind strength by five miles per hour, double the radius, or increase the duration by an hour. | Changeling 163 |
If a character fulfils a Virtue while using Contracts of the Sorrow-Frozen Heart and regains all of their spent Willpower, the benefits of the Contract end immediately. A character in this predicament may choose to eschew the effect of fulfilment of their Virtue and dwell in sorrow instead, keeping their Contracts active.
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
A Mere Vessel for Loss (•) | Mantle (Winter) • or Court Goodwill (Winter) •• | 1 Glamour | Resolve + Occult + Mantle (Winter) | Instant | The character pierces her skin with a thin needle (this does not inflict damage). | Each success reduces the dice penalties for discomfort, pain, or illness by one for one scene. | Lords of Summer 99-100 |
Fear is Nothing (••) | Mantle (Winter) •• or Court Goodwill (Winter) ••• | 1 Glamour | Composure + Expression + Mantle (Winter) | Instant | The character empties his hands and leaves them open at his sides, as if he feels no need to arm himself against danger. (If necessary, he can arm himself after invoking the clause.) | Reduce the dice pools of supernatural fear-causing powers by one per Wyrd for the scene. Mundane sources of fear or disgust are ignored and cannot induce derangements. | Lords of Summer 100 |
Grief is Stronger Than Death (•••) | Mantle (Winter) •• or Court Goodwill (Winter) •••• | 2 Glamour | Resolve + Survival + Mantle (Winter) | Instant | The character contemptuously tosses a chunk of cold iron to the ground. | "Ignore" up to one point of damage per success, tallying it separately and leaving it aside for a scene. Once the scene ends or the character runs out of successes, inflict all of the ignored damage in the order that it was inflicted. | Lords of Summer 100 |
Remorseless Strike (••••) | Mantle (Winter) ••• or Court Goodwill (Winter) ••••• | 2 Glamour | Resolve + Brawl + Mantle (Winter) | Instant | The character slashes himself with a sharp instrument and suffers a point of lethal damage. | If the character's next Brawl or Weaponry attack deals any damage, the target suffers additional damage equal to the changeling's Wyrd. | Lords of Summer 100-101 |
A Cold Hand on the Heart (•••••) | Mantle (Winter) •••• | 3 Glamour + 1 Willpower | Composure + Expression + Mantle (Winter) vs. Composure + Wyrd (if the target wishes) | Instant and Contested | The character clutches the recipient of her power with one hand and anoints her forehead with the ashes of a suicide or someone who died from a crime of passion. | The target of this power gains the benefit of A Mere Vessel for Loss, Fear is Nothing, or Grief is Stronger than Death. However, the target loses a point of Willpower, is wracked with sorrowful and fatalistic Bedlam, and ends the effect if they gain Willpower from a Virtue (a changeling may eschew the Willpower restoration, but a mortal may not). Mortals who are affected by this Contract must roll Resolve + Composure or gain a new, permanent mild derangement (or have an existing one upgraded to severe) at the end of the scene. | Lords of Summer 101-102 |
Contracts of Entropy are Court Contracts of the Dusk Court; however, they have no prerequisites. Instead, they must be purchased as non-affinity Contracts for those changelings who are neither part of the Dusk Court nor have any Dusk Court Goodwill.
Contract | Prerequisites | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|---|
Babel's Curse (•) | — | 1 Glamour | Intelligence + Expression + Mantle (Dusk) - Resolve | Instant | The changeling writes the target’s name or commonly-used nickname on a piece of paper and tears it into tiny pieces. | For 1 turn per success, the target loses all ability to communicate beyond fundamental exclamations like a shout of alarm, cry of pain, or joyful laugh. | Dancers in the Dusk 141 |
Sense the Inevitable Doom (••) | — | 1 Glamour | Wits + Occult + Mantle (Dusk) | Instant | The changeling has consumed at least a serving of caffeinated beverage within the last hour. | Receive the Danger Sense Merit for the rest of the scene, or upgrade the usual +2 bonus of an existing Danger Sense Merit to +4. When entering an inherently dangerous situation with this Contract activated, the changeling experiences unease, which grows in intensity if he continues towards a dangerous fate. | Dancers in the Dusk 141 |
Gift of the Skald (•••) | — | 1 Glamour per target (to a maximum of Wyrd targets) + 1 Willpower | Presence + Persuasion + Mantle (Dusk) (vs. target’s Resolve + Wyrd, if they resist) | Instant | The changeling is a member of the Dusk Court and proselytizes to the target(s) for a minimum of five minutes about the truth of the Dusk philosophy. | For 1 turn per success, the targets recieve +2 to all Resistance rolls made. | Dancers in the Dusk 141-142 |
Hero's Stand (••••) | — | 1 Glamour + 1 Willpower | Resolve + Brawl or Weaponry + Mantle (Dusk) vs. Composure + Wyrd | Instant Contested | The changeling is standing on something which marks off a small territory (no more than 5 foot by 5 foot). This can be as simple and temporary as a blanket thrown on the ground, or as elaborate or permanent as a formal Holmgang square or inlaid square of flooring. If the changeling uses this catch to activate the Contract, all effects of the Contract (bonuses and target’s curse) end immediately if he steps (or is forced) outside of that marked ground. | This Contract is activated by making any sort of duelling challenge against an enemy. For 1 turn per success, Weaponry or Brawl is increased by 1 dot per success, but only against the specified target. Should the target refuse the challenge or flee, they take a -2 to Composure for 1 turn per success. | Dancers in the Dusk 142 |
The Center Cannot Hold | — | 2 Glamour | Intelligence + Occult + Mantle (Dusk) - level of Contract | Instant | The changeling herself possesses the Contract which she is targeting and has activated it within the last 24 hours. | Nullify the effect of an active Contract. If the Contract was affecting an individual, they may make a Wyrd + Occult roll to determine that someone had actively dispelled it. | Dancers in the Dusk 142-143 |
Goblin Contracts are easy to learn, but come with some harmful price that must be paid when using the Contract. This drawback cannot be avoided.
Goblin Contracts can be purchased out of order (it's possible, for example, to learn a •• Goblin Contract without knowing any • ones), but a beginning character may only purchase a one-dot Goblin Contract.
Contract | Cost | Dice Pool | Action | Catch | Description | Drawback | Reference |
---|---|---|---|---|---|---|---|
Sight of Truth and Lies (•) | 1 Glamour | Wyrd + Subterfuge | Instant | The changeling uses this Contract at an official occasion, such as a trial or a formal gathering of the leaders of the local freehold. | Automatically discern truth from lie for a scene. Only lies told knowingly are considered lies for the purpose of this Contract. | If you lie at all during the scene in which you use this Contract (including a knowing exaggeration), you becomes unable to discern truth from lie and believe that everything not obviously false is the truth. | Rites of Spring 114 |
Trading Luck for Fate (•) | 1 Glamour | Wits + Wyrd | Instant | Using this Contract to win at gambling. | Know the outcome of something random or unpredictable in your immediate vicinity, such as which of four streets a fleeing person will take or which lottery ticket will win between $10 and $25. | The next day, the character suffers a minor incident of misfortune that, while not life-threatening, is quite inconvenient. | Changeling 164 |
Shooter's Bargain (•) | 1 Glamour | Dexterity + Wyrd | Instant | The character is fighting a duel or some other combat that has been agreed upon in advance by both sides. | Each success reduces one die or ranged combat penalties for two of the next three shots. | One of the next three shots is an automatic chance roll. | Changeling 164-165 |
Calling the Guardian (••) | 2 Glamour | Dexterity + Wyrd | Instant | The character is currently suffering from at least one point of lethal or aggravated damage due to some form of hand-to-hand attack. | Each success equals one point of bashing damage as a counter-attack against the next hand-to-hand attack the character suffers. The counter-attack ignores defense, cannot be dodged, and moves the attacker a yard away from the character invoking the Contract. | This Contract can't be invoked during combat, and it treats behaviour like a friendly punch in the arm or a pat on the shoulder as an attack. | Rites of Spring 114-115 |
Diviner's Madness (••) | 1 Glamour | Wits + Wyrd | Instant | Divining the past or the future of someone the changeling is in love with. | Each success allows the changeling to view one turn of any target's past or ask one simple question about the future. | For one day, the changeling gains Megalomania, Multiple Personality, Paranoia, or Schizophrenia (if he rolls 3 or fewer successes) or Narcissism, Irrationality, Suspicion, or Vocalization (4 or more successes). | Changeling 165 |
Dream Rendering (••) | 1 Glamour | Wits + Wyrd | Instant | The changeling is naked. | Break down an object gained from Cobblethought into dreamstuff, which can then be woven into a Token with a Dexterity + Crafts roll. After that, the Token can be used in the changeling's dreams. | The next time the changeling sleeps, vivid nightmares force a roll to avoid Clarity degeneration (roll 5 dice). | Swords at Dawn 109-110 |
Fair Entrance (••) | 1 Glamour | Wyrd + Larceny | Instant | When used to open the door to the dwelling of a personal enemy - someone who the character knows, who knows the character and who has admitted his enmity to the character. | The targeted door automatically opens. | Later, so does one of the changeling's doors. Using the Contract multiple times before the price is paid attracts people with malicious intent to their home or vehicle. | Changeling 165 |
Fool's Gold (••) | 1 Glamour | Manipulation + Wyrd | Instant | The changeling uses this Contract to deceive someone who has been dishonest to or broken his word to the changeling in the past 24 hours. | Cover an object with the Mask to make it look like something of similar size and shape for one scene. Normal rules governing the Mask apply (i.e. changelings are immune to the trick). | If the object remains in the possession of another character at the end of the scene, they become certain that the changeling was somehow connected to the Masked object(s). | Changeling 166 |
The Blessing of Forgetfulness (•••) | 2 Glamour + 1 Willpower | Manipulation + Wyrd - Composure | Instant | The changeling is attempting to cause the target to forget about an event in which the changeling betrayed the target. | The target forgets a single incident that lasted no more than three hours in a single continuous time period. Memories are gone forever, but the target may convince themselves that they forgot something if they're shown conclusive proof. | Some unforeseeable time in the future, the changeling dramatically fails an important lie, and he cannot use this Contract again until that happens. | Rites of Spring 115 |
Burden of Life (•••) | 2 Glamour | Empathy + Wyrd | Instant | The target was injured during the act of saving the character from harm. | Heal 2 points of damage (any type, starting with aggravated) per success rolled. If the target has taken at least 4 levels of lethal damage and is healed of at least 4 levels of lethal or aggravated damage, the drawback activates. | For the next day, all damage the target takes is instead visited upon the changeling, and the target is fully immune to all damage (except that delivered by cold iron). | Changeling 166-167 |
Delayed Harm (•••) | 2 Glamour | Dexterity + Wyrd | Reflexive | The character is attacked while unarmed or otherwise not immediately able to defend herself. | Subtract 1 point of damage (lethal or aggravated) from an attack. | Each point of damage subtracted is added to the next lethal or aggravated attack the character takes. If the first attack is aggravated and the next attack is lethal, the character takes 2 more points of damage. | Changeling 167 |
Grace Falsely Shed (•••) | 2 Glamour + 1 Willpower | Manipulation + Wyrd | Instant | A changeling can forgo the cost of invoking this Contract by ramming a thorn taken from the Hedge through her own hand. The thorn must pass fully through the hand; in doing so, it inflicts 1 Health Level of lethal damage. The thorn cannot be removed from the hand for the period of the Contract’s effect, and the damage cannot be healed during that time. While the thorn remains, a character may suffer penalties (–1 to –2) to Social rolls and almost certainly will suffer a –2 to all rolls involving manual dexterity with the wounded hand. | For the rest of the scene, the user's effective Mantle and Wyrd falls to 1 and 3, respectively, and she loses all signs of her Entitlement (if any). The changeling retains her current Glamour pool, pledges, and any Frailties. | The changeling loses all benefits of her old Wyrd and Mantle; this includes all Wyrd-based powers (like Incite Bedlam), Merits with a Wyrd or Mantle prerequisite, Entitlement bonuses, and access to any Attributes or Skills higher than 5. | Night Horrors: Grim Fears 88 |
Goblin Oath (••••) | 2 Glamour + 1 Willpower | Wyrd + Intimidation | Instant | The changeling and the other party are making a treaty of alliance or non-aggression. | The characters (who can include changelings, mortals, or even one of the Gentry) swear an oath (it can be a pledge, but it doesn't need to be). The characters must roll Resolve + Composure (-1 per success on this Contract) to break the oath, and if they score anything less than an exceptional success, one of the oathbreaker's important rolls becomes a chance die one time per the changeling's Wyrd. | If the promise is broken, one roll of the party who didn't break the Goblin Oath becomes a chance die at the worst possible time. | Rites of Spring 115-116 |
Mirror, Mirror (•••) | 1 Glamour + 1 Willpower | Resolve + Wyrd | Instant | The changeling must break the mirror (by cracking its surface) before using this power. Given the tumultuous relationship between the Lost and fate, surprisingly few changelings are willing to risk such a catch. | The user of this contract can see the subject of the Contract from an oblique angle for one hour per success. | During the period of observation, if the subject looks into a mirror, they can clearly see the changeling. | Swords at Dawn 53 |
Call the Hunt (••••) | 1 Glamour + 1 Willpower | Presence + Wyrd | Instant | The character is actually in the Hedge. | Call a True Fae hunting party from a visible entrance to the Hedge by masking a call for aid by a powerful and important Fae. The Hunt arrives within 10 minutes. | This Contract's effect is its own price. | Changeling 167-168 |
Good and Bad Luck (••••) | 2 Glamour | Wits + Wyrd | Instant | The character is using the Contract to best a single well-known rival or enemy. | Make a lucky guess with odds of 1 in 10,000 (or less). | The next important roll failed while under stress becomes a dramatic failure. | Changeling 167 |
Riot (••••) | 2 Glamour + 1 Willpower | Presence + Wyrd | Instant | The changeling addresses the crowd and urges them to violence immediately before using this Contract. The changeling must be heard by a significant portion of the crowd for this catch to be effective. | Incite a crowd of at least two dozen people, a majority of which are experiencing a negative emotion, to riot violently. If the crowd is angry at someone specific, they attack them and their property. Serious threats like armed guards cause the crowd to disperse. | Many people, both participants in the riot and bystanders, vividly remember the changeling as an instigator of the riot. | Victorian Lost 24 |
Royal Oil (••••) | 2 Glamour | Dexterity + Wyrd | Instant | The character drinks a tablespoon of castor oil prior to using the power. The oil causes mild but distracting cramping, levying a -1 die penalty on all rolls for the scene. | Oil seeps from the character's skin and coats a touched subject. The subject takes on a slight yellowish sheen and suffers aggravated damage from fire (or takes an additional three dice of damage from fire if they already suffered aggravated damage from fire). This lasts for a number of turns equal to successes rolled. | For the duration of the contract, a crown of flickering flames appears above the changeling's head. Other than marking them as a user of this Contract, it reduces all Stealth rolls to a chance die and grants a +1 to enemies' ranged attacks. | Swords at Dawn 54 |
Blood-Binding (•••••) | All remaining Glamour + 1 Willpower | Presence + Wyrd | Instant | The changeling uses this Contract against someone who has murdered a blood relative. Using this catch negates the Willpower expenditure, but the changeling must still sacrifice all her Glamour points. | For a scene, the target is stripped of all supernatural defenses, including protective Contracts, tokens, and even the consciously-activated supernatural powers of other creatures (like ghosts and werewolves). A fae target is also stripped of all remaining Glamour. | The changeling must stand no more than Wyrd yards away from the target, look him in the eyes, and cut herself sufficiently to draw blood and throw a drop of it in the target's direction. | Rites of Spring 116-117 |
Goblin Ward (•••••) | 2 Glamour + 1 Willpower | Wyrd + Occult | Extended (5 successes needed; 10 minutes per roll) | The character paints the ward in the blood of a murdered enemy. | The character draws an occult symbol and specifies any individuals they wish to remain unaffected. If activated (by a character approaching within Wyrd yards) within a month, everyone within the room or 10 square yards (including the creator and those attuned to the ward) must roll Composure + Wyrd - (successes on this Contract). Any character who fails becomes overwhelmed by madness and suffers -3 to all dice pools, -2 to Defense and Initiative, and hallucinates (though they can regain clarity for a number of turns equal to their Resolve by rolling Resolve + Composure - 3). For changelings of Clarity 7 or lower, this is a breaking point (roll four dice). This effect lasts for a number of minutes equal to the caster's Wyrd. | As long as the ward exists, the creator cannot benefit from his seeming blessing. | Swords at Dawn 54-55 |
Lost and Found (•••••) | 2 Glamour + 1 Willpower | Presence + Wyrd | Instant | The changeling is escaping a well-known enemy who has been after her personally for more than a year. | Automatically escape pursuit or captivity through some contrived coincidence. | An enemy (or just someone with a malevolent goal who was looking for the character) immediately discovers the character's location through another coincidence. | Changeling 168-169 |
Sabotage (•••••) | 3 Glamour + 1 Willpower | Wyrd + Crafts | Instant | The changeling has at some time been employed to work on or with machines like the targets. | Every machine in a group (such as a factory or trainyard) breaks in some fashion, requiring repairs (an extended action; 1 success required per success on this Contract, plus half the changeling's Wyrd rounded up). | The changeling activating this Contract takes 1 level of Bashing damage per point of Wyrd. | Victorian Lost 24 |
The Contracts of Sacrifice are a branch of Goblin Contracts that focus on paying a permanent price for their use. These contracts' catches only remove the Glamour cost; the permanent loss of Willpower and other Traits remains.
Though the Contracts of Sacrifice are organized like normal • to ••••• Contracts, they are not tied to each other and can be bought in any order like other Goblin Contracts.
The Contracts of Goblin Fortune cause the changeling who uses them to lose a semi-permanent dot of Willpower upon success (not listed in the table below), which can be bought back with experience points.
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Fortune's Favor (•) | 1 Glamour | Manipulation + Wyrd | Instant or reflexive | The character is using this Contract to protect a close friend from harm. | Cause a roll to gain the rote quality or be reduced to a chance die. This can be done reflexively before a roll, or the user can specify a specific circumstance that triggers the Contract. | Rites of Spring 117 |
Fortune's Swift Blessing (••) | 2 Glamour | Wits + Wyrd | Reflexive | The character is using this Contract when she strikes a blow against a sworn enemy. | Turn a chance roll into a normal roll, or turn a normal roll into an automatic exceptional success (five successes). | Rites of Spring 117-118 |
Fortune's Bane (•••) | 2 Glamour | Wyrd + Subterfuge vs. Resolve + Wyrd | Instant and contested | The target has publicly lied about the changeling in an effort to turn public or official opinion against her. | Curse a target so that every roll they make is a failure unless it's an exceptional success (in which case it's treated as a normal success). Also, if the target tries to make a chance roll, it results in a normal failure with a result of 8 or higher and a dramatic failure with any other number. | Rites of Spring 118 |
Distracting the Hounds (••••) | 3 Glamour | Wyrd + Stealth (- pursuer's Wyrd) | Instant | The changeling is being pursued by hobgoblins. | You and twice your Wyrd in companions can escape from pursuit or confrontation. Opponents are distracted for five minutes per success, and at the end of that time, they cannot locate the characters if they are outside the pursuers' sight lines. This contract automatically fails if a character attacks a distracted opponent. | Rites of Spring 118-119 |
Recalling the Lost (•••••) | 4 Glamour + an additional dot of Willpower | Wyrd + Occult | Extended (two successes per day since the abduction; one turn per roll) | The changeling is using the Contract to rescue a child younger than seven years old. | Recall someone who has been abducted by the True Fae within the last week by performing a ritual that makes their fetch trade places with them. The person recalled by this contract is still mortal, not a changeling. | Rites of Spring 120 |
Contract | Cost | Dice Pool | Action | Catch | Description | Reference |
---|---|---|---|---|---|---|
Healing Sacrifice (•) | 1 Glamour + 1 dot of Willpower | Wyrd + Medicine | Instant | The changeling is using this Contract to heal or cure a blood relative. | The target falls unconscious briefly and awakes fully healed of all injuries and illnesses (save for pre-existing damage caused by illness or congenital conditions such as poor eyesight or a missing limb). | Rites of Spring 120-121 |
Seven-Year Gift (••) | 2 Glamour + 1 dot of Willpower | Stamina + Wyrd | Instant | The target is a blood relative of the changeling within three generations. | The target will not age within the next seven years. They must be unaware of what the changeling is doing. | Rites of Spring 121 |
Trading Beauty for Love (•••) | 3 Glamour + reduction in appearance | Manipulation + Wyrd - Composure | Instant | The character must feed the target some item of food that the character prepared. This can be anything from a piece of popcorn that the character microwaved to a hand-dipped truffle that the character slaved for hours to make. | If the target (an ordinary human who knows the changeling and does not hate them) is neutral or positively inclined towards the changeling, they become a close friend or even romantic interest, and this relationship can be nurtured further by roleplaying in-game. A target negatively inclined towards the changeling becomes mildly positively inclined towards them. Using this Contract causes the changeling to lose two dots in Striking Looks, or if they do not possess that Merit, take a -1 to all Presence and Manipulation rolls. Removing this penalty requires spending the same amount of Experience as buying back a point of Willpower. | Rites of Spring 121-122 |
Changing Minds (••••) | 4 Glamour + 2 Willpower + 1 dot of Resolve | Wyrd + Persuasion - opponent's Resolve + Wyrd | Instant | The changeling is causing someone to believe in an abstract ideal. | Make the target hold an opinion of another person or group as long as they would not find it inherently outrageous. This cannot directly affect behavior, but it may influence it. Also, a sufficient amount of reasoned argument and evidence may cause the target to change their mind. | Rites of Spring 122 |
The Fatal Transformation (•••••) | 3 Glamour + 1 Willpower + 1 dot of Stamina | Wyrd + Intimidation vs. Stamina + Wyrd | Resisted | The target has slain one of the changeling's blood relatives. | The target drops dead from some seemingly natural cause like a heart attack. Swift medical attention may save them, but all attempts to do so suffer a penalty equal to successes rolled on this Contract. | Rites of Spring 123 |