Backbone Magic
The Harmonic school of the Iron Backbone: the magic of what holds, foundations, supports, walls, and everything that prevents collapse. See The Schools of Magic.
Philosophy
Backbone Magic is founded on the principle that survival depends on what holds. Drawn from the Iron Backbone, it is the magic of foundations, supports, walls, bones, braces, and all things that prevent collapse.
Its practitioners value patience, geometry, and reliability. They tend to distrust flashy casting in favour of effects that endure under weight, time, and siege. In this school, the highest compliment is not brilliance but soundness.
Example Places of Study
- A pillared academy in a garrison town: A formal school specializing in military fortification magic.
- The Stonewright Guildholds: Workshop traditions where builders and mages train side by side.
- The Rootvault Cloister: A subterranean order devoted to endurance and seismic study.
- A bastion college on a fortified border: Known for barrier magic and anti-siege practice.
- The Tombmaker's Archive: A funerary tradition of lasting enclosures and sacred foundations, whose tomb-seals grave-robbers and delvers have cursed for centuries.
Common Spells
Stone Grip · Brace Beam · Wall Stitch · Foundation Sense · Anchor Mark · Gravel Shot · Earth Buckler · Load Bearer · Bone Set · Pillar Rise · Seam Lock · Weight Sink · Rampart Line · Iron Posture · Keystone Ward · Cage of Earth · Quarry Hand · Bulwark Mantle · Rooted Stance · Burial Seal · Mass Transfer · Fault Break · Siege Brace · Stone Memory · Grasping Ground · Avalanche Call · Sanctum Core · Bastion Shell · Breachstone · Stone Spikes · Bedrock Shudder
Typical Cost/Power Source (every spell): Usually fed by ambient structural mass in stone, earth, or worked surfaces, with the caster supplying alignment and any deficit from personal reserves.
Stone Grip
- Purpose/How It Works
- Stone Grip hardens or compacts the ground directly underfoot so footing becomes stable and resistant to slipping or shifting. It works by briefly forcing loose matter into a more coherent structural state.
- Notable Exceptions
- Poor on ice, polished metal, wagons, or waterlogged bogs.
- Example Use
- A defender braces on a slick parapet before absorbing a ram impact.
- Casting Methods
- Stamped gesture, a heartbeat. Palm-to-ground touch, a few heartbeats.
- Range/Duration
- Self or the ground within a stride or two. Lasts a few breaths to a short while.
Brace Beam
- Purpose/How It Works
- Brace Beam reinforces a beam, pillar, frame, or support at risk of immediate failure. The spell redistributes stress through the existing structure.
- Notable Exceptions
- It cannot save material that is already fully shattered or rotten through.
- Example Use
- A mining crew keeps a roof up long enough to drag out the men caught when a Brace-Gnawer hollowed the props.
- Casting Methods
- Touch and spoken brace, a few heartbeats. Chalk stress-line reinforcement, a few breaths.
- Range/Duration
- Touch. Lasts from a few breaths to half a day.
Wall Stitch
- Purpose/How It Works
- Wall Stitch closes cracks and reconnects separated stone, brick, or packed earth into one load-bearing line. It is a repair spell, not a full reconstruction.
- Notable Exceptions
- It weakens on mismatched materials and large missing sections.
- Example Use
- A town mason stitches the breach the raiders' ram opened before they come back at dawn.
- Casting Methods
- Traced seam with fingers or tool, a few breaths. Mortar-aided repair rite, a short chant.
- Range/Duration
- Touch or within arm's reach. The repair is lasting if the materials hold.
Foundation Sense
- Purpose/How It Works
- Foundation Sense reads pressure, weakness, voids, and strain in built structures or bedrock. It works by listening to how mass carries load.
- Notable Exceptions
- Thick magical interference and moving machinery muddy the reading.
- Example Use
- A delver's mage hears the hollow under a ruin's floor before anyone steps onto it.
- Casting Methods
- Palm on stone, a few heartbeats. Survey rod focus, a few breaths.
- Range/Duration
- Touch, with perception extending a few strides through connected material. Lasts while concentration is held.
Anchor Mark
- Purpose/How It Works
- Anchor Mark stabilizes an object against sliding, tipping, or sudden forced motion by temporarily increasing its relationship to the surface beneath it.
- Notable Exceptions
- Weak on airborne objects and objects resting on unstable debris.
- Example Use
- A caravan secures a loaded wagon against a mountain crosswind.
- Casting Methods
- Spoken mark with touch, a few heartbeats. Inscribed anchor sigil, a few breaths.
- Range/Duration
- Touch. Lasts a short while to most of a day.
Gravel Shot
- Purpose/How It Works
- Gravel Shot launches a fan or cluster of loose stone fragments at close range by accelerating compacted rubble outward.
- Notable Exceptions
- Requires available grit, gravel, or stone fragments unless preloaded.
- Example Use
- A hold's tunnel guard drives lightly armoured raiders back down a narrow shaft.
- Casting Methods
- Sweeping hand cast, a heartbeat. Sling-stone focus, near-instant once prepared.
- Range/Duration
- Within a stone's throw. Instant.
Earth Buckler
- Purpose/How It Works
- Earth Buckler raises a compact shield of packed earth or rubble to intercept blows and missiles. It pulls nearby loose matter into a curved defensive plane.
- Notable Exceptions
- Less effective on bare polished floors or ship decks.
- Example Use
- A field engineer blocks the first volley before a proper rampart can be raised.
- Casting Methods
- Upward forearm gesture, a heartbeat. Ground-touch lift, a few heartbeats.
- Range/Duration
- Self or adjacent ally. Lasts a few heartbeats to a short while.
Load Bearer
- Purpose/How It Works
- Load Bearer redistributes weight across supports so a dangerous concentration of stress is reduced. It is widely used in building, transport, and rescue.
- Notable Exceptions
- It cannot create support where none exists.
- Example Use
- A bridge master keeps an overloaded span from snapping during evacuation.
- Casting Methods
- Spoken balancing clause, a breath or two. Survey-frame rite, a short chant.
- Range/Duration
- A whole structure within sight. Lasts a short while to most of a day.
Bone Set
- Purpose/How It Works
- Bone Set aligns broken or displaced bone into correct position so healing or further treatment can proceed safely.
- Notable Exceptions
- It is painful and poor on shattered fragmentation without surgical support.
- Example Use
- A battlefield surgeon resets a forearm before applying Vital Magic.
- Casting Methods
- Touch and pressure-guidance, a few breaths. Splint-assisted set, a minute's careful work.
- Range/Duration
- Touch. Instant alignment.
Pillar Rise
- Purpose/How It Works
- Pillar Rise thrusts a column of earth or stone up from below, creating support, obstruction, or elevated footing.
- Notable Exceptions
- Weak in loose sand or on suspended floors without ground contact.
- Example Use
- A defender raises a firing perch above a broken gatehouse.
- Casting Methods
- Downward point and lift, a few heartbeats. Marked emergence rune, a few breaths.
- Range/Duration
- Within a stone's throw. Usually lasting until broken.
Seam Lock
- Purpose/How It Works
- Seam Lock binds fitted materials into a tighter join so splitting, prying, or slippage becomes harder. It is especially useful in doors, armour seams, and fitted stone.
- Notable Exceptions
- It does not repair badly misaligned joins.
- Example Use
- Holdfolk close the passage the thieves came in by, tightening the stone seam until tools can no longer find purchase.
- Casting Methods
- Touched seam compression, a few heartbeats. Tool-assisted lockline, a few breaths.
- Range/Duration
- Touch. Lasts through a night to several days.
Weight Sink
- Purpose/How It Works
- Weight Sink makes a target feel heavier by increasing how strongly it couples to the ground or by concentrating its perceived mass downward.
- Notable Exceptions
- Weak on flying targets or targets fully suspended off the ground.
- Example Use
- A shield-bearer drags a charging foe out of balance before the clash.
- Casting Methods
- Directed palm cast, a heartbeat or two. Marked ground snare, a few breaths.
- Range/Duration
- Within a stone's throw. Lasts a few heartbeats to a few breaths.
Rampart Line
- Purpose/How It Works
- Rampart Line raises a low continuous ridge of earth or rubble for immediate cover and channelling movement.
- Notable Exceptions
- Best on open ground; limited on paved urban interiors.
- Example Use
- Sappers throw up a defensive lip before archers can reposition.
- Casting Methods
- Sweeping line gesture, a few heartbeats. Staff-traced field line, a few breaths.
- Range/Duration
- A low ridge about as long as a cottage wall. Usually lasting until eroded or broken.
Iron Posture
- Purpose/How It Works
- Iron Posture stiffens the caster's frame and rooting so shock, recoil, and knockback are reduced. It works on body alignment as much as raw strength.
- Notable Exceptions
- Overuse can lock joints or worsen existing injuries.
- Example Use
- A gate guardian holds formation against a battering surge.
- Casting Methods
- Breath-and-stance discipline, a heartbeat. Spoken body-set cue, a heartbeat or two.
- Range/Duration
- Self. Lasts a few heartbeats to a short while.
Keystone Ward
- Purpose/How It Works
- Keystone Ward strengthens the critical integrity of an arch, gate, or doorway by reinforcing the way it carries its weight.
- Notable Exceptions
- Poor if the supporting walls are already failing independently.
- Example Use
- A temple entrance remains standing through tremors because its keystone ward is reawakened.
- Casting Methods
- Touch to keystone or lintel, a breath or two. Inscribed structural sigil, a short chant.
- Range/Duration
- Touch to a doorway-sized structure. Lasts from a night to several months.
Cage of Earth
- Purpose/How It Works
- Cage of Earth closes stone, packed dirt, or hardened rubble around a target to contain them physically.
- Notable Exceptions
- Dangerous in unstable caves and weak against teleportation-like escape methods.
- Example Use
- A fleeing horse-thief is trapped waist-deep in rising earth before he reaches the alley mouth.
- Casting Methods
- Two-hand enclosure gesture, a few heartbeats. Pre-marked containment square, a few breaths.
- Range/Duration
- Within a stone's throw. Lasts a few moments to a short while, longer if heavily reinforced.
Quarry Hand
- Purpose/How It Works
- Quarry Hand breaks stone cleanly along a chosen line, separating blocks or opening controlled fractures.
- Notable Exceptions
- It fails on chaotic stress fields and crystalline materials with irregular faulting.
- Example Use
- A stonewright lifts a usable slab from bedrock without shattering it.
- Casting Methods
- Touch and traced fracture line, a few breaths. Hammer-focus strike, near-instant once lined.
- Range/Duration
- Touch or tool range. Instant fracture.
Bulwark Mantle
- Purpose/How It Works
- Bulwark Mantle wraps the caster in dense protective force that behaves like an invisible shell or overlapping plate.
- Notable Exceptions
- It slows movement and drains endurance quickly under repeated impacts.
- Example Use
- A breach-warden advances through arrow fire to rebar a broken gate.
- Casting Methods
- Self-binding stance, a few heartbeats. Armour-rune activation, a heartbeat.
- Range/Duration
- Self. Lasts a short while at most.
Rooted Stance
- Purpose/How It Works
- Rooted Stance prevents forced displacement by anchoring the body into ground structure and stabilizing balance.
- Notable Exceptions
- It offers little help if the ground itself moves or collapses.
- Example Use
- A duellist holds the bridge centre against an opponent who relies on pushes and throws.
- Casting Methods
- Foot set and breath lock, a heartbeat. Spoken grounding phrase, a heartbeat or two.
- Range/Duration
- Self. Lasts a few heartbeats to a short while.
Burial Seal
- Purpose/How It Works
- Burial Seal closes a tomb, vault, or chamber with a heavy finality designed to resist intrusion, settling, and slow decay.
- Notable Exceptions
- It should not be used on spaces that still require ventilation or living access.
- Example Use
- Grave-keepers seal a plague vault after the last rites are spoken, and the village prays no grave-robber ever breaks it and wakes the Pit-Wakers beneath.
- Casting Methods
- Seal spoken over a closed threshold, a few breaths. Mortuary rite, a long chant.
- Range/Duration
- One chamber or doorway. Lasts months to permanent with upkeep.
Mass Transfer
- Purpose/How It Works
- Mass Transfer shifts felt weight from one object into another to rebalance carts, platforms, lifts, or loads.
- Notable Exceptions
- Dangerous if the receiving structure cannot bear the added burden.
- Example Use
- A caravan's mage moves the weight off a snapped axle long enough to mend it before the bandits catch up.
- Casting Methods
- Dual-object touch, a breath or two. Survey-board calculation rite, a short chant.
- Range/Duration
- Close range between linked objects. Lasts a short while.
Fault Break
- Purpose/How It Works
- Fault Break triggers a controlled fracture at an identified weakness point. It is used in demolition, escape, and anti-fortification work.
- Notable Exceptions
- Misreading the fault line can produce uncontrolled collapse.
- Example Use
- Sappers bring down one tower stair rather than the entire wall.
- Casting Methods
- Touched fracture trigger, a few heartbeats. Prepared demolition sigil, a minute's careful work.
- Range/Duration
- Touch or marked structural point within sight. Instant fracture event.
Siege Brace
- Purpose/How It Works
- Siege Brace reinforces walls, gates, and platforms against repeated heavy impact by distributing shock through a wider mass.
- Notable Exceptions
- It buys time; it does not make infinite durability possible.
- Example Use
- A fortress survives three extra ram impacts while reserves redeploy.
- Casting Methods
- Spoken reinforcement over wall section, a few breaths. Multi-anchor brace network, a short chant.
- Range/Duration
- Section of fortification. Lasts a short while to most of a day.
Stone Memory
- Purpose/How It Works
- Stone Memory reads old structural changes, fractures, carvings, and pressure histories preserved in worked stone.
- Notable Exceptions
- Fire damage, magical rewriting, and heavy erosion obscure the record.
- Example Use
- A delver learns where a hidden doorway was walled up two generations earlier, and how hurriedly.
- Casting Methods
- Palm-to-stone reading, a few breaths. Dust tracing rite, a short chant.
- Range/Duration
- Touch. Lasts while concentration is maintained.
Grasping Ground
- Purpose/How It Works
- Grasping Ground holds ankles, legs, or limbs with rising soil, grasping stone, or hardened ground pressure.
- Notable Exceptions
- Weak on polished floors, deep water, or targets already airborne.
- Example Use
- Guards pin a burglar in a courtyard before he reaches the wall.
- Casting Methods
- Ground-directed gesture, a heartbeat or two. Pre-scribed bind patch, instant on trigger.
- Range/Duration
- Within a stone's throw. Lasts a few heartbeats to a short while.
Avalanche Call
- Purpose/How It Works
- Avalanche Call loosens and drives an unstable slope into collapse along a chosen release point.
- Notable Exceptions
- It requires existing unstable mass and is highly dangerous to allies.
- Example Use
- Mountain defenders bury a pursuing warband in controlled snow and scree.
- Casting Methods
- Long-arm release with terrain reading, a breath or two. Surveyed slope rite, a long chant.
- Range/Duration
- Slope or face within line of sight. Instant event.
Sanctum Core
- Purpose/How It Works
- Sanctum Core establishes a durable anchor point for later wards, shelters, or further defensive workings.
- Notable Exceptions
- It is slow, energy-intensive, and poor on temporary or unstable sites.
- Example Use
- Settlers in raider country set the core stone of a new refuge before winter.
- Casting Methods
- Planted core stone and spoken anchor, a short chant. Full sanctum installation, about an hour's ritual.
- Range/Duration
- Fixed site. Long-term to permanent with renewal.
Bastion Shell
- Purpose/How It Works
- Bastion Shell raises a broad protective shell around several allies by drawing earth-force into one shared shield.
- Notable Exceptions
- Large moving groups strain the shell quickly, and it is vulnerable to attacks from below.
- Example Use
- A beaten patrol survives a volley of bandit arrows while crossing open ground.
- Casting Methods
- Sweeping group shield gesture, a few heartbeats. Anchored team defence rite, a short chant.
- Range/Duration
- Small group within a few strides. Lasts a few moments to a short while.
Breachstone
- Purpose/How It Works
- Breachstone raises a solid shaped barrier from available earth, bedrock, or prepared stone mass.
- Notable Exceptions
- It needs real structure to draw from or a significant reserve to substitute.
- Example Use
- A breach in the curtain wall closes beneath an enemy ladder team.
- Casting Methods
- Barrier rise cast, a breath or two. Mason's emergency rite, a short chant.
- Range/Duration
- From a short barrier to a whole wall section. Usually permanent if supported.
Stone Spikes
- Purpose/How It Works
- Stone Spikes drives jagged pillars, shards, or teeth of earth upward through a chosen patch of ground.
- Notable Exceptions
- Loose sand and timber floors resist clean formation.
- Example Use
- A cavalry lane becomes a killing field of sudden stone fangs.
- Casting Methods
- Ground thrust, a few heartbeats. Marked trap field, instant once prepared.
- Range/Duration
- Patch of ground within line of sight. Instant with lasting terrain hazard.
Bedrock Shudder
- Purpose/How It Works
- Bedrock Shudder destabilizes ground, foundations, and standing structures through violent seismic release.
- Notable Exceptions
- It is catastrophically indiscriminate and rarely tolerated outside open war or disaster engineering.
- Example Use
- A fortress moat wall collapses under one forbidden tremor.
- Casting Methods
- Major terrain cast, a few breaths. Deep fault rite, a long chant.
- Range/Duration
- Building cluster to battlefield patch. Instant quake with lingering instability.
In the Writers’ Guide
- The Schools of Magic FoundationsBackbone Magic, The Common Spells
- Horses A Bestiary of CaeldonUses and Dangers
- Lodewort A Bestiary of CaeldonUses and Dangers
- Stonewrights A Bestiary of CaeldonLore and Belief
- Glossary Foundations