Peatfire
Slow Hearthfire heat that persists through wet soil and prepared materials, supporting survival, medicine, preservation, sabotage, and delayed ignition.
Fevercraft
Control of bodily heat for warming, circulation, and fever relief—or for dehydration, weakness, confusion, and exhaustion.
Reed-Sight
Tracking and low divination through reeds, birds, insects, ripples, mud, pollen, animal behavior, and unnatural silence.
Smoke Thread
Personal connections burned into smoke reveal rough direction, distance, survival, health, and magical interference.
Mire Ward
Prepared mud, ash, salt, reeds, blood, herbs, and marks punish unauthorized passage.
Cinder Bloom
Hearthfire ash and prepared marsh soil accelerate useful reeds, roots, vines, herbs, and fungi.
Hearth Beneath Water
Heat anchored within prepared carriers continues through rain, flood, immersion, and some underwater rites.
Bog Breath
Wetland vapors and herbs become medicine, poison, anesthesia, trance, hallucination, or insect control according to dose.
Ashmemory
Ash mixed with marsh water can reveal fragmentary sensory and emotional traces from a burned object.