Hearth Mage

Hearth Mage (3 CP)

REQUIRES:
  • Any 2 Knowledge (Novice) skills
  • Diagnose
  • First Aid
  • Magical Art: Major (Any EXCEPT Shadow)
  • Sense Magic
  • Dispel Magic
  • Heroic Will, Heroic Endurance, Heroic Metabolism, OR Heroic Healing (any 1)
Many believe that the art of the Hearth Mage may be the oldest formal magical tradition in the world-- it certainly was ancient in Brittanis when the Tiberians came. Hearth magic could be called the "native" magic of Brittanis, in fact. Hearth mages are often referred to as "kitchen casters" as well, and many are experts in herbalism and plant lore in addition to their magical skills. Hearth magic is a quieter, more subtle form of magic than the other traditions-- it focuses on the home and the community, and it is an art of creation rather than destruction. Hearth mages are the only arcane casters who can use healing magic with any regularity, as well-- their skills are focused toward protection and guardianship. Hearth mages (along with the more aggressive wyrdcasters were almost wiped out during the Tiberian invasion. Their ways were not understood by the more formal mages of the Empire and they were hunted down alongside the priests of the Old Faith. The tradition was handed down in secret, from family member to family member, for six centuries. It is only in the last 100 years (since the Retreat of the legions from Brittanis) that Hearth Mages have begun to grow their numbers again.

If you unlock the Hearth Mage header, you cannot unlock the Wizard or Elementalist headers.

Some skills in this header have the Anchor keyword. The following rules apply to those skills:
  • DBAD applies to your anchors; the point is to add coolthentic awesomeness to your Hearth, not to find the tiniest prop you can justify for the in game abilities.
  • No single item can anchor more than one Hearth Magic spell or skill.
  • Each spell or skill lists descriptive criteria for the anchor prop. These are guidelines meant to inspire rather than strict rules you must comply to. If obtaining anchor props matching the criteria exactly would represent an undue financial or aesthetic burden, feel free to talk to Staff via email about substituting a different thematically appropriate prop that matches the described flavor as closely as possible.
  • Each Spell Anchor must have a 3x5 card attached to it stating the Hearth Mage’s character and real name and what spell/skill it anchors.
  • All anchors must be immediately visible from the main entrance to the dwelling.
  • If a skill has both the Anchor and Spell keywords, the incantation for the spell must reference the Hearth Trait.
  • Once placed, all anchors must remain within the boundary of your Hearth. If they leave the boundary, you cannot use that skill.

Free Skills

When you unlock the Hearth Mage header, you gain the Establish Hearth and Welcome Home skills for free. The 0 CP version is considered the 1st Purchase. Establish Hearth (0 CP, 0 Stamina, Spell, Anchor) You can establish a Hearth in your dwelling place. You can only establish one Hearth per event, and you must be staying in the building to make it your Hearth. (If you are sleeping off site, your Hearth must be the building where you keep your IG stuff.) To establish a new Hearth for the first time, you must perform a small personal ceremony of your own design that includes placing a coolthentic item of decor that is substantial enough in size to be a visual focal point in the room. This item is your Hearth Anchor. You also should name your Hearth (the building, or the part of the building you and your companions dwell in) as part of the ceremony. At future events, after establishing your Hearth for the first time, you must bring the Hearth Anchor prop and set it up in its place. If you replace a Hearth Anchor prop, you only need perform the ceremony to establish your Hearth again if the new prop looks substantially different. Anchor: Item must evoke light and/or flame (such as a candelabra, incense burner, oil lamp, or some representation of an actual hearth) within a prominent/ central place in your dwelling (cabin/tent/campsite, etc) If your cabin actually has a fireplace, you can add some decoration to the fireplace or mantel instead and make the fireplace your hearth anchor.   Welcome Home (0, 3, 3, 3 CP, 0 Stamina) You can imbue a Hearth Trait (referred hereafter as [Hearth]) to any who dwell within your Hearth. [Hearth] may correspond to the Hearth name or the name of a group or team living in the Hearth, but it doesn't need to. You cannot change your [Hearth] without re-establishing the Hearth with a ceremony. [Hearth] requires staff approval—you should request approval for your Hearth Trait when you purchase this skill. You can Imbue a [Hearth] only to those who live/congregate in the dwelling where you have established your Hearth. If they do not sleep on site, they must keep their IG kit in your Hearth area (tent, campsite, cabin, etc). Touch a willing target and call, Imbue [Hearth] by Hospitality.” The person gains the trait you specified for the duration of the event. You cannot remove a Hearth Trait once you have granted it. You can Imbue [Tier+1] people. You automatically gain the Hearth Trait for your Hearth, and do not need to use up one of your Imbues on yourself. If another Hearth Mage shares your Hearth, they can imbue characters with the same Hearth Trait, and they have the same restrictions. They must have their own Anchors, and establish them as normal.
  • 2nd Purchase: [Tier+2]
  • 3rd Purchase: Requires Tier 2. [Tier+3]
  • 4th Purchase: Requires Tier 3. [Tier+4]
Anchor: hang or post a sign or other decoration prominently displaying your hearth name somewhere on the front of the outside of your Hearth building.

Hearth Mage Skills

(Remember, Hearth Mages are Arcane Spellcasters and can/should purchase spells from their Magical Arts as well!) Hospitality (3, 3, 3, 3 CP, 3 Stamina; Spell, Anchor, Battle, Rest, Hospitality) You gain a pool of Hospitality points that can be used to heal others. You gain 1 Hospitality for each skill you purchase with the Hospitality keyword, AND 1 Hospitality for each skill you purchase with the Cure or Heal effects. A spell or skill purchased multiple times does not earn additional Hospitality; you earn for the first purchase only. While within your Hearth, say your incant and call out “Imbue to Self by Hospitality” to cast this spell on yourself, and refresh your Hospitality pool. You must cast this spell initially within your Hearth. You can use the Hospitality points anywhere. You can touch a target and spend X Hospitality, calling, “Heal X and Weakness by Hospitality.” Example: You have a total of 4 points of Hospitality available. You can touch 4 allies, calling “Heal 1 and Weakness by Hospitality,” or touch 2 allies and call, “Heal 2 and Weakness by Hospitality,” or any other combination adding up to a total of 4. Once those Hospitality are spent, you have to go back to your Hearth, spend 3 Stamina, and recharge your Hospitality.
  • 2nd Purchase: If your target is resting with most of their physical body on your Anchor prop, all Heal effects generated by this skill are increased by +1.
  • 3rd Purchase: If you have Whole Again, Purify, or Hearth Ward, you can spend 2 Hospitality to power those skills instead of Stamina.
  • 4th Purchase: Heal value is +1 if used on a target with your Hearth Trait.
Spell Anchor: a decorative and comfortable-looking rug, pillow, or throw visibly in a common area in your Hearth.

Honored Guest (3 CP, 3 Stamina; Spell, Anchor) You can perform a ceremony to bring someone who does not stay in your Hearth into your Hearth and grant them your Hearth Trait. You must perform a small ritual including at least half of the members of your Hearth; this ritual should take no less than 3 minutes of activity. The ritual should take place by your Hearth Anchor, and should have themes of welcome and inclusion. As part of the ritual, the guest you wish to induct into your Hearth should place a personal token in your Hearth (preferably by your Hearth Anchor) and leave it there for the duration of the event. That token serves as their symbolic presence in your Hearth. At the conclusion of the ritual, you can utter some final line of welcome, touch a packet to the target, and call out “Imbue [Hearth] by Hospitality.” Then give them an Imbue card that says: “You have the [Hearth] Trait. This Trait expires at the end of the current Watch. Please return this card to [Hearth Mage] at that time.” You cannot remove a Hearth Trait once you have granted it. If you wish to induct more than one person into your Hearth, you can do so in the same ceremony if desired, but each guest should be given their own personal portion of the ritual, and you must spend 3 Stamina per guest. Targets Imbued with this skill DO NOT count against your number of Imbues in the same manner as those Imbued with Welcome Home. You can have [Tier] Honored Guests at your Hearth per watch. Anchor: The item your guest places in your Hearth acts as the spell anchor.   Secret Stash (2, 2, 2, 2 CP) Requires First Aid. Your Hearth is particularly well supplied with healing herbs, salves and poultices. You add +1 to the number of uses for First Aid before you must reset your medical kit. All additional purchases add +1 to the number of uses for First Aid   Family Secrets (3, 3, 3 CP, 1 Hospitality; Battle; Hospitality, Spell) Requires First Aid 2, Secret Stash 2. You know old recipes passed down that help you aid those in need. 1/battle, you can speak a 10 word incantation and spend 1 Hospitality when using First Aid to add, “...and Cure Poison” to the verbal.
  • 2nd Purchase: useable 2/battle
  • 3rd Purchase: “...and Cure Metabolic”
Anchor: A crate, barrel, or other storage device that is painted or otherwise decorated in healing, herbal, or cleansing motifs.   Hearth’s Security (3, 3, 3, 4 CP) Your knowledge of your Hearth is unparallelled. You will be immediately notified that a theft has occurred within the boundary of your Hearth. The thief will not be notified that you are aware.
  • 2nd Purchase: You will be notified of the item that has been stolen.
  • 3rd Purchase: You will be notified of the thief’s race/culture.
  • 4th Purchase: You will be notified of the thief’s name and identity.
Anchor: A statue, picture, or other representation of a pair of manacles or a large knot.   Secure Communications (3, 3, 3 CP; 1 Hospitality or 2 Downtime; Day; Information skill) Communication written within your Hearth are more secure than most. You can spend 1 Hospitality to designate a particular raven written within the boundary of your Hearth to be impossible to waylay, stop, or intercept. The letter must be physically written while the writer is inside your Hearth, from start to finish. The writer needs to write “SECURE COMMUNICATIONS SKILL FROM HEARTH MAGE [Your Name]” at the top of the letter. You can use this skill with the Online Raven Station by spending 2 of YOUR Downtime hours and sending an Online Raven telling Staff whose Raven is Secure.The person writing the Online Raven needs to write “SECURE COMMUNICATIONS SKILL FROM HEARTH MAGE [Your Name]” at the top of their Online Raven. This is useable 1/Downtime interval. If you are making your own Raven secure, just add the Downtime to your own Raven’s total in the Database.
  • 2nd Purchase: 2/watch or 2/Downtime Interval.
  • 3rd Purchase: 3/watch or 3/ Downtime Interval
Anchor: A statue, picture, or other representation of a Raven.   Whole Again (3, 3, 3, 3 CP, 2 Stamina; Spell; Battle; Anchor) Your magic fuses the limbs and knits the bones of your comrades. Touch a target and call, “Grant Defense: Purge Root by Hospitality.”
  • 2nd Purchase:  You can touch a target and call, “Grant Defense: Purge [Root/Maim] by Hospitality.” You must choose Root or Maim each time you use this version.
  • 3rd Purchase: 2 targets per casting
  • 4th Purchase: “By My Voice to [Hearth], Cure [Root/Maim] by Hospitality!”
Spell Anchor: To use this spell, you must first place a decorative fountain, bowl, bottle, or other vessel of water on display in your Hearth. Anchor: a statue, figurine, or sculpture somewhere on display in your Hearth.

Purify (3, 3, 3, 3 CP, 2 Stamina; Spell, Battle, Anchor) Your magic cleanses afflictions from an ally. Touch a target and call, “Grant Defense: Purge Metabolic by Hospitality.”
  • 2nd Purchase:  You can touch a target and call, “Grant Defense: Purge [Mental/Metabolic] by Hospitality.” You must choose Mental or Metabolic each time you use this version.
  • 3rd Purchase: 2 targets per casting
  • 4th Purchase: “By My Voice to [Hearth], Cure [Mental/Metabolic] by Hospitality!”
Anchor: To use this spell, you must first place a decorative fountain, bowl, bottle, or other vessel of water on display in your Hearth.

Hearth Ward (3, 3, 3, 3 CP, 2 Stamina; Spell, Battle, Anchor) Your magic cures magical effects from your allies. Touch a target and call, “Grant Defense: Resist Magic by Hospitality.”
  • 2nd Purchase:  You can touch a target and call, “Grant Defense: Resist [Magic/Elemental] by Hospitality.” You must choose Magic or Elemental each time you use this version.
  • 3rd Purchase: 2 targets per casting
  • 4th Purchase: “By My Voice to [Hearth], Cure [Magic/Elemental] by Hospitality!”
Anchor:To use this spell, you must first place a tapestry, painting, plaque, sculpture, or other item of decor that prominently features knotwork, a maze, or any complicated pattern on display in your Hearth.   Where Did They Get To? (2, 2, 2, CP, 1 Hospitality OR Stamina; Anchor, Hospitality) You have a strong sense of where members of your Hearth are when you really need to know. You can call out “By Your Name, [NAME], Expose [Hearth] by Hospitality!”
  • 2nd Purchase: “By My Voice to [Hearth], Expose [Hearth] by Hospitality!” Note: When using this skill to Expose your Hearth Trait, you are not affected by your own Expose.
  • 3rd Purchase: “By My Voice to [Hearth], Stabilize and Expose [Hearth] by Hospitality!”
Anchor: To use this skill, you must first place any of the following on display in your Hearth: a map, a decorative compass, an item of decor prominently displaying map or compass motifs, a portrait of the members of your Hearth, or a highly decorative roster of current Hearth members.

Hearth’s Refreshment (3, 3, 3, 3,  CP, Stamina Special; Battle, Anchor, Hospitality) Requires 5 skills from this header.   You can heal anyone who spends at least 5 minutes resting and sharing refreshment (food and/or drink) and conversation in your Hearth. You must personally exchange at least a few sentences with each person you want to heal, though the conversation can be a general, group conversation rather than an individual tete a tete if you prefer. Targets of this skill MUST consume food and/or drink in your Hearth. After the 5 minutes, touch up to [Tier+1] targets, spend 1 Stamina per target, and call “Heal [Tier+1] by Hospitality.” You cannot use this skill when there is combat in or immediately outside your Hearth. If this occurs, the 5 minutes of rest for this skill are ended, and you must re-start the rest. Stamina is not spent.
  • 2nd Purchase: “Heal [Tier+2] by Hospitality”
  • 3rd Purchase: “In This Room, Heal [Tier+2] by Hospitality.” All targets must comply with all restrictions above.
Anchor: To use this skill, you must first place some kind of decorative item designed to serve food or drink (a tea set, a goblet, a platter, etc) on display in your Hearth. You can — but do not have to — use this item to serve the refreshments as part of this skill.

BACKPACK SNACKS (3, 3 CP, 2 Stamina, Hospitality) Requires Hearth’s Refreshment. You can spend 2 additional Stamina to use Hearth’s Refreshment in a building/tent/room that is not your own Hearth. The area must have walls of some kind, even if they are cobbled together from tree limbs. Remember-- DBAD. Have fun with it. All other requirements to use the skill still apply-- time, food & drink, conversation, etc). You must have the Spell Anchor for Hearth’s Refreshment physically with you and displayed in order to use this skill. This is an exception to the “Anchors cannot move” rule.
  • 2nd Purchase: You can use the skill in an area without walls.

To Your Health (4, 4 CP, 3 Stamina; Spell; Anchor, Day, Hospitality) Requires Hearth’s Refreshment 3 and 5 other skills from this Header. This skill cannot be refreshed or re-charged in any way. It can ONLY be used 1/day, period. When within your Hearth, you can make a toast that includes a Hearth Motto, everyone drinks, and then call out “In This Room, Refresh [Tier+1] Stamina  by Hospitality.” There cannot be combat in or outside the Hearth when you offer the toast. You must have a drink in your hand to toast with, and every target of the skill must have a drinking vessel with liquid supplied by you filling their cup. They cannot pour their own drink in order for the skill to work--the vessel must be filled by your own hands.  The toast for this skill is considered the incantation, and it follows all applicable Spell rules.
  • 2nd Purchase: Refresh [Tier+2] Stamina.
  • 3rd Purchase: Useable 1/watch. This skill cannot be refreshed or re-charged in any way. It can ONLY be used 1/watch, period.
Anchor: To use any skill that draws on a Hearth Motto, you must first hang a sign or plaque bearing your Hearth Motto prominently in your Hearth. This Anchor is a decorative cup, goblet, drinking horn, or other drinking vessel, or some other item of decor that features some kind of drinking vessel motif.

Hearth Guard (3, 3, 3 CP; 2 Stamina; Anchor) Requires Hospitality, Hospitality Pool 10+. You cannot bleed out in your Hearth. If you are inside or within 2 paces of your Hearth, after a minute of being unconscious and Unstable you spend 2 Stamina and call, “Stabilize and Drain to Self by Hospitality.” This works even if you are only partly in your Hearth (such as lying across the threshold). Note: If actually walking off the paces of this skill ever becomes an issue, the staff on hand for the judgement will have the Hearth Mage pace off the distance. Remember: normal, walking paces.
  • 2nd Purchase: replace “If you are inside” with “If you are within 5 normal walking paces of”
  • 3rd Purchase: Call,“Stabilize and Heal 2 to Self by Hospitality”
  • 4th Purchase: replace “If you are inside” with “If you are within 7 normal walking paces of”
Anchor: You must mark out the Hearth Guard distance away from your Hearth’s walls with flags, large decorative painted rocks, decorated tiki torches or some other obvious decorative marker in the appropriate distance in AT LEAST 4 directions from your Hearth. Preferably 6-8 so the full radius is obvious.   Refuge (3 CP, 2 Stamina; Spell, Anchor, Watch) Requires 4 skills from this header. You can turn yourself to a spirit when touching your Hearth Anchor (or, if your Hearth Anchor prop is fragile, when within touching distance of it). Touch your Hearth Anchor, bow your head, and call out “Imbue Spirit to Self by Hospitality.” You turn into a spirit for so long as you remain unmoving. Only effects that are “to Spirit” will affect you. If you do take such an effect, the skill ends immediately. You cannot move, talk, refresh abilities, or use ANY game skills while you are a Spirit; if you do, the Spirit Defense ends immediately.   By Invitation Only (3 CP, Stamina/Hospitality Special; Anchor, Spell, Hospitality) In your Hearth OR at a party or group gathering you host, you can pointedly call out bad behavior and set the stage to use other skills to require them to leave. Gesture at a target who is acting violently, being rude, or otherwise behaving very inappropriately, and call out “By my gesture, Inflict Uninvited Trait by Will.” You can do this to as many targets as meet these criteria. The first Uninvited does not cost Stamina; each other Uninvited after that per Watch costs 1 Stamina. You can spend Hospitality instead of Stamina for this skill if you wish. In the case of a party, you must have issued written invitations at least one day in advance that indicate that you are a host. This can consist of a simple public posting and need not be individual written invitations, though if your party is open invitation, then anyone would be an invited guest. In the case of your Hearth, a verbal invitation is sufficient to make a guest count as invited. If you think another resident of your Hearth might have invited someone in, you should use the rules for an invited guest, above, just in case. Note: If you have Hearth Guard 2 or greater, you can use this skill within that skill's boundary.  Anchor: Before you can use this skill, you must place a plaque, mat, statue, or other item of decor outside your Hearth, by or at the entrance, which indicates welcome to guests or guardianship of the Hearth. (For example, welcome signs, carvings of symbols traditionally indicating welcome, gargoyles, statues of guardian animals, etc. would all be appropriate.)   Showing the Door (2, 2, 2, 2 CP, 2 Stamina OR Hospitality, Hospitality) Requires By Invitation Only. Your hospitality is so impeccable that within your Hearth, you can force uninvited guests into holding their tongues or leaving. You can spend 2 Stamina OR Hospitality to call, “By My Gesture, Silence to Univited by Will.”
  • 2nd Purchase: you can replace the Silence effect with Repel. You can still choose to use the Silence effect.
  • 3rd Purchase: “By My Gesture, Silence and Repel to Univited by Will.”
You can only use this skill in the Hearth from which the target has been Uninvited or at the party/gathering from which the target has been Uninvited. If you meet the target again later in another place, you cannot use this skill against them unless you first Uninvite them from the new place or event (assuming you can), or see them Uninvited from it. However, if the target returns to a Hearth or Party from which you Uninvited them and they still bear the trait, you can still use this skill on them. You can use this skill on anyone with the Uninvited Trait, whether you gave them the Trait or not, and whether you're in your own Hearth or not. Hearth Mages stick together. Anchor: To use this skill, you must first place a tapestry, screen, curtain, or other drapery (or item of decor symbolically suggesting privacy) on display in your Hearth.

A Call to Battle (3, 3, 3, 3 CP, 2 Stamina; Battle, Anchor, Spell) Requires 7 skills from this header.   You can boost the morale of your Hearth members, granting them prowess in battle. Say a few words of encouragement to a Hearth member (at least 20 syllables), incorporating your Hearth Motto. Then touch a packet to them and call out, “Grant [Tier+2] Protection by Hospitality.”
  • 2nd Purchase: useable 2/battle.
  • 3rd Purchase: “By Your Name, [Name], Grant [Tier+2] Protection by Hospitality!”
  • 4th Purchase: “By My Voice to [Hearth], Grant [Tier+2] Protection by Hospitality!”
Anchor:To use any skill that draws on a Hearth Motto, you must first hang a sign or plaque bearing your Hearth Motto prominently in your Hearth. To use this skill, you must also first place a decorative weapon or an item of decor (painting,statue, tapestry, etc) depicting a shield on display in your Hearth. ************ Many thanks to Melissa Caruso of 7 Virtues LARP for the core of this class.