Kind of on Fire
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      • Motogama
      • Oduma
      • Persistence
      • Scarpatch and Osislav
    • Pantheon >
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      • Alquatl
      • Arneas
      • Athgani
      • Azar
      • Birala
      • Cayto
      • Chiabali
      • Chriuk
      • Damini
      • Delnach
      • Dijabo
      • Elendra
      • Elric
      • Evicianna
      • Frumhovin
      • Haygi
      • Hinemoa
      • Hyalus
      • Iminicron
      • Involdr
      • Jericho
      • Jhana
      • Jun Almaya
      • Kelsidruun
      • Kyaal
      • Mama Iji
      • Marco Von
      • Matsura
      • Oglahain
      • Old White Wing
      • Rajima
      • Rigma
      • Sgurn
      • Silwyr
      • Sondiq
      • Taíocht
      • Talia
      • Thelmourga
      • Therou
      • Tongvaidu
      • Walaiku
      • Wendo Spirits
      • Yatsuo
  • Read
  • About
Kind of on Fire
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Tengu Cult Boons

The tengu cults of Scarpatch utilize special magics and combat styles, gleaned from the questions which are central to their existence.​
Cult of Murad
The Cult of Murad centers its conversations around the questions “In what ways can we stop that which is unstoppable?” The Cult of Murad often uses fire as an example of in their debates. Fire cannot be reasoned with, it cannot be bought or sold; only the means by which fire is created can be controlled. The use of fire spells, pyrokinetics and even torches are taboo within this cult and Muradites are adept at dispelling and counterspelling fire effects.


Muradites who take up spells or steel practice methods of combat which can be strictly controlled, often focusing on single target spells and finessable weapons. Members of the Cult of Murad often learn to blend these two disciplines, becoming masterful maguses.

The Cult of Murad often teaches its members abjuration and enchantment magic as well, emphasizing on controlling combat, controlling the means of violence and controlling the amount of damage that would be dealt by aggressors. To a strict Muradite, bystanders are of equal blame in acts of violence. How can one who studies control allow violence to go unchecked?


Muradite Vow - Feature Archetype (Specialization)
Your study of the fires that destroyed your ancestral home have led you to a deep aversion for all magical flames. If you would deal fire damage with an attack, spell or ability, that attack, spell or ability deals no damage instead. You have fire resistance equal to your hit dice.

Muradite Spell - Feat (Metamagic)
Prerequisite: Caster level 5th
You can alter a non-harmless spell that affects multiple creatures, such as slow. That spell targets only a single creature but automatically overcomes the target’s spell resistance. This metamagic feat has no effect on spells that do not target multiple creatures (such as, but not limited to, bursts and single target spells).

Level Increase: +2 (a Muradite spell uses up a spell slot 2 levels higher than the spell’s actual level.)

Flow of Battle - Feat (Combat)
Prerequisites: Caster Level 3rd, Improved Initiative, Uncanny Dodge class feature
When you are able to act in a surprise round, as long as the result of your initiative check is higher than the result of each enemy’s initiative check, you may cast a single spell as a free action as long as the spell is cast before you take any other actions in combat. The spell you cast must be an enchantment spell or abjuration spell and may only include you or your allies as targets.

Haus Orena
When a civilization falls, when an entire people is wiped cleanly from the earth, from where do you draw power? That is the central question to the cult Haus Orena. The members of this cult are conjurers and evokers, creating matter and energy from little but magic and willpower. Haus Orena’s mages are conservative in their use of magic, always keeping their power in reserve for greater threats. To this end, they have mastered the creation and use of spell batteries, which they can use to turn the last dregs of their power into something greater.

Drawn From Nothing (Feat)
Prerequisites: Spell Focus (Conjuration) or Spell Focus (Evocation), Able to cast prepared spells
Once per day, you can channel stored spell energy into a conjuration or evocation spell that you did not prepare ahead of time. You can sacrifice a prepared spell in order to cast any conjuration or evocation spell of the same spell level or lower that you know. You cannot sacrifice level 0 spells or spells prepared in slots that have a specific prerequisite (such as domain spells or spirit magic spells).

Craft Spell Battery (Feat - Crafting)
Prerequisites: Caster level 5th
You can craft and use spell batteries. You can maintain a number of spell batteries equal to your Intelligence modifier + your Wisdom modifier + your Charisma modifier. Crafting a spell battery takes 1 day for each 1,000 gp in its price. To create a spell battery, you must use up raw materials costing 600 gp * the battery’s level. You cannot create a spell battery you cannot use.

You can also mend a broken spell battery if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Spell Batteries: A spell battery is a small empowered gemstone which can be used to bolster the spellcasting of spontaneous casters. Each spell battery has a level between 1 and 8.

Once per day, a spontaneous spellcaster can activate a spell battery they created in order to increase the level of an unused spell slot by the level of the spell battery, allowing them to use a lower level spell slot in order to cast a higher level spell known. This does not take an action, it is a part of casting the spell. A spell battery cannot be used to increase the level of a level 0 spell slot. A spell battery can only be used by the creature who created it.

For example, Riddick is a 6th level sorcerer. He can use a 1st level spell battery and a 1st level slot to cast a 2nd level spell he knows. Riddick can create spell batteries of 1st and 2nd level, but he cannot create 3rd level spell batteries until he reaches 8th level and gains access to 4th level spells.