Emberhearth Magic

This article describes the priestly magic of the Emberhearth. Priestly magic is broken down into different Doctrines. You gain access to more powerful Doctrines as you rise through the ranks in the Emberhearth.  

Common Doctrine

NOTE: as a priest of the Emberhearth, remember when choosing spells, forms, techniques, and boons, you can also choose from the Council of Stars Magic list.  

Spontaneous Magic

Techniques
  • Warm
  • Hammer
  • Invigorate
  • Toughen
  •  
    Forms
    Iron
  • DC 10: a single object, coin sized or smaller.
  • DC 20: a handful of one or more objects
  • DC 30: a single object up to helmet or shortsword size.
  • DC 40: all the iron a single person is holding.
  • DC 50: any amount of iron you can see.
  •  
    Stone
  • DC 10: a small pebble.
  • DC 20: a handful of pebbles or a fist sized rock.
  • DC 30: an armful of rocks and pebbles, or a cubic cubit of otherwise contiguous stone.
  • DC 40: a boulder, or 5 cubic cubits of otherwise contiguous stone.
  • DC 50: two large boulders, or 10 cubic cubits of otherwise contiguous stone.
  •  
    Fire
  • DC 10: a candle flame.
  • DC 20: a camp fire.
  • DC 30: hot coals.
  • DC 40: fire controlled by another creature.
  • DC 50: fire that another creature is made of.
  •  
    Thoughts
  • DC 10: a single, surface level thought about the immediate circumstance.
  • DC 20: all surface thoughts.
  • DC 30: a single thought about the past day, or the past hour if a specific subject is targeted.
  • DC 40: a single thought about the past month, or the past week if a specific subject is targeted.
  • DC 50: a single thought about the past year, or the past month if a specific subject is targeted.
  •    

    Formulaic Magic

    Bond of the Hearth

    Actions: V (a short blessing), S (lay your hand on the target)
    Duration: until next Dawn.
    You forge a bond of protection with another member of your Hearth, taking some of their pain as your own.
     
  • DC 15: the target gains Resistance equal to half your level (rounded up) to non-magical weapons as long as they are in your sight or hearing, or if you are touching them. Any damage blocked by this Resistance is dealt to you instead.
  • DC 20: the Resistance also applies to damage of any kind dealt by your Sworn Enemies.
  • DC 25: the Resistance increases by 2 for each Proficiency Rank you have in Religion, and also protects from damage from magical weapons.
  • DC 30: you can forge this bond with a number of Hearth members up to your Religion Proficiency (excluding level).
  • DC 35: when you suffer damage because of this bond, you only suffer half as much (rounded up).
  • DC 40: the Resistance applies to all damage.
  • DC 45: you do not need to see, hear, or touch the target to maintain the bond.
  •  

    Comfort of the Hearth

    Actions: V (a prayer invoking the Hearth), S (attempt to start a fire), M (wood, stacked to make a warming fire)
    Duration: until the fire goes out.
    You bless a bonfire, cookfire, hearthfire, or campfire as you try to start it, invoking the warming comfort of the hearth.  
  • DC 15: the fire starts, even if it is a little wet, and burns reliably for at least a number of minutes equal to the result on your Casting Check. This does not protect it from things like rain or snow or powerful winds though.
  • DC 20: the fire's warmth emanates twice as far as normal. Animals outside your party will not approach the fire unless forced.
  • DC 25: the fire counts as a Light effect and attempts to Counteract any Darkness effects it overlaps with.
  • DC 30: the fire starts even if the wood is drenched. Rain, wind, and snow do not snuff the flames, though they do still require air. You can still snuff the flames intentionally.
  • DC 35: while sitting around the fire, Hearth members are comforted. Any negative Emotional or Mental effects are suppressed. If they spend the night within the fire's warmth, then the fire tries to Counteract all Emotional or Mental effects affecting them, and also prevents hangovers.
  • DC 40: the warmth of the fire heals your allies and damages your sworn enemies. This is an Aura that deals damage (or healing) equal to your level.
  • DC 45: the area warmed by your fire is warded against bad weather. Regardless of what is happening outside, the area in the fire's warmth is pleasantly warm and dry. The fire's warmth even blocks planar travel and teleportation. While this fire burns, it counts as a sacred place for the purpose of performing rituals related to the Emberhearth.
  •  

    Cry of Vengeance

    Components: V (a cry of vengeance)
    Duration: Momentary.
    When an ally of yours is struck by a weapon, you use a Reaction to call the Hammer's justice down on the attacker.  
  • DC 15: 1d6 Holy damage to the target.
  • DC 20: 2d6 Holy damage to the target.
  • DC 25: 3d6 Holy damage to the target.
  • DC 30: 4d8 Holy damage to the target.
  • DC 35: 5d8 Holy damage to the target.
  • DC 40: 6d8 Holy damage to the target.
  • DC 45: 7d10 Holy damage to the target.
  • DC 50: 8d12 Holy damage to the target.
  •  

    Clarity in Madness

    Components: V (a blessing), S (hold your holy symbol over the target's head)
    Duration: as long as their madness remains
    You call upon Makil to harness the target's madness into a creative fury. The target must be suffering from a Mental or Emotional effect.  
  • DC 15: choose one skill. The target can ignore the penalty from one negative Mental or Emotional effect affecting them when using that skill.
  • DC 20: the target can ignore the penalty from ALL negative Mental or Emotional effects affecting them when using the chosen skill.
  • DC 25: the target gains a Status Bonus to the chosen skill equal to the number of negative Emotional and Mental effects currently affecting them.
  • DC 30: you can choose 2 skills instead of 1.
  • DC 35: negative Emotional and Mental effects that have a level (such as Frightened) add each level to the bonus. (e.g. Frightened 3 gives a +3 instead of just a +1).
  • DC 40: you can choose 3 skills instead of 2.
  •  

    Advanced Doctrine (apprentice only)

       

    Mysterious Doctrine (ordained only)

       

    Secret Doctrine (inner circle only)

       

    Esoteric Doctrine (apostles only)