Magneticism grants its posesser control over various forces of attraction and repulsion, whether they be physical, meta-physical or emotional. It is a fairly recently created Art, so very few Kithain even know of its existance. Each level has two variations or "polarities" both of which are learned simultaneously. 1) Attribute - Perception. * Like Attracts/Repels Like This Art causes two (or more with the Scene Realm) similar targets to move toward or away from one another. For the purposes of this Art similar can mean anything covered by the same level of the same Realm. If the targets find obstacles in their path they will try their best to circumvent them, until the Cantrip wears off at the end of the Scene. System - Inanimate targets start sliding or flying toward one another so long as sufficient successes are scored to move them: 1 success- 6 oz. 2 successes- 5 lbs. 3 successes- 40 lbs. 4 successes- 100 lbs. 5 successes- 200 lbs. Animate targets must roll Willpower, difficulty 6 to resist and score more successes than the Cantrip. 2) Type - Wyrd. ** Eye Of The Beholder Whatever is ensorcelled by this Art instantly becomes either fascinating or tedious to anyone who encounters it, other than the caster. System - Anyone who wishes to resist the Cantrip's effects must roll Willpower, difficulty 7, each success lessening the severity one a one for one basis. The effect lasts for one scene. Penalties listed are either when doing things involving the target or not involving the target, dependant on the caster's desire when the cantrip was cast. 1 success- Occasional distraction by/away from the target. 2 successes- Difficulty concentrating while in target's prescence/Difficulty concentrating on target.(+2 difficulty) 3 successes- Ruined concentration. Unwilling to leave target/pay attention to target.(+4 difficulty) 4 successes- Unable to perform any action not involving/involving the target requiring a roll. Must be forced to leave/stay. 5 successes- Unable to perform any action other than examining/fleeing target. May become violent if prevented. 3) Type - Chimerical *** Static Cling/Hover The first use for this Cantrip is to make something stick to other objects. Unintelligent targets will stick to whatever touches them, while targets with at least Intelligence 1 can choose. Alternately this Art causes the target to float a few inches above any roughly horizontal surface as if it were solid ground. System- The number of successes determines the amount of weight that can be held/lifted by the magic as the Feats of Strength table in Chapter 8 of the core book. Both uses last one scene. 4) Type - Wyrd **** Redirection/Cut-'N'-Paste This Fearsome Art swaps the targets of another Cantrip. System - The only neccesary Realm is that of the new target. Redirection is cast at the same time as the other Cantrip; each success redirecting one from the original target to the new one. It must be cast after the other Cantrip's bunk has begun, but before it is cast. Cut-'N'-Paste is much the same but it works after the other Cantrip has taken effect, but is still in duration. This is an "all or nothing" effect, ie. it won't work unless sufficient successes are scored. In either case surplus successes are wasted. 5) Type - Chimerical ***** Disintegration/Compression A particularly horrifying Art, Disintegration weakens the target on an atomic level, causing it to partly vapourize (Storyteller's decision as to what goes missing). Compression is the opposite; it strengthens the target's molecular structure. This makes the target harder and more resiliant, although it has a side effect of slightly shrinking the target (approximately 0.5% per success is a recommended). System- Each success of Disintegration deals 1 Health Level of Aggravted damage to the target, in addition to the disintegration effect. Compression adds soak dice for one scene as follows- 1 success- 1 extra soak die incapable of soaking aggravated damage. 2 successes- 1 extra soak die capable of soaking aggravated damage. 3 successes- 2 extra soak dice, 1 capable of soaking aggravated damage. 4 successes- 2 extra soak dice capable of soaking aggravated damage. 5 successes- 3 extra soak dice, 2 capable of soaking aggravated damage. Type- Wyrd.