Crucible Magic
The Harmonic school of the Crucible, whose law is that change requires heat, pressure, and release. See The Schools of Magic.
Philosophy
Crucible Magic takes its law from the Crucible and is built on the belief that change requires heat, pressure, and release. Its practitioners view fire not merely as destruction, but as the force that reveals what a thing can become once impurity is burned away.
The school values courage, precision, and restraint. A Crucible mage is taught that raw fire is easy. Useful fire is difficult. The best practitioners do not simply ignite; they temper, refine, and direct.
A village fears a fire-mage because it has seen fire loose. A war-mage on the walls can end a siege; the same war-mage with the wrong wind burns the town he was hired to save. Sellsword captains pay more for one Crucible caster than for a dozen crossbows, and a raiding band that brings one brings the burning. Beast-hunters burn what steel will not kill. The songs praise the smith-mages who tempered a whole muster's blades the night before a battle, and mock the young adept who held a swelling fire-core one heartbeat too long.
Example Places of Study
- An ember collegium: A formal academy known for battle-casting and thermal control.
- An ash monastery: A severe monastic order that teaches discipline through heat endurance and furnace meditation.
- The Nine Hammer Forges: A guild tradition where smith-mages learn Crucible Magic through metalworking.
- The Cinder Basilica: A temple-school where sacred flame is studied as both purification and punishment.
- Glass-kiln workshops: Specialist schools focused on fine heat control, lenses, and fused materials.
Common Spells
Sparktouch · Coalwake · Heat Draw · Kindle Thread · Fire Dart · Cinder Spray · Searing Brand · Ashen Blind · Flame Lash · Flash Flare · Ember Step · Boiler Breath · Smelter's Hand · Temper Weapon · Furnace Skin · Soot Ward · Burnout Pulse · Pyre Circle · Magma Vein · Kiln Seal · Scorch Line · Ignition Cage · Cauterize · Glassflash · Fever Cast · Forge Pulse · Inferno Mantle · Blast Furnace · Phoenix Surge · Ashfall Veil · Controlled Detonation · Purging Flame · Hurled Bloom · Rolling Ember · Burning Palisade · Swelling Core · Sunfall
Typical Cost/Power Source (every spell): Usually fed by ambient heat, fuel, and the caster's reserves; hotter or larger workings often draw additional energy from fire, furnaces, or stored thermal charge.
Sparktouch
- Purpose/How It Works
- Sparktouch kindles tinder, oil, wick, or dry fuel with a fingertip heat-transfer spark.
- Notable Exceptions
- Poor on wet fuel and sealed stone.
- Example Use
- A delver lights a lamp deep inside a windless ruin without flint.
- Casting Methods
- A tap of the finger, or a whispered ignition with touch; a breath either way.
- Range/Duration
- Touch. An instant.
Coalwake
- Purpose/How It Works
- Coalwake stirs buried embers or fading coals back into useful burn by concentrating residual heat.
- Notable Exceptions
- It cannot revive fuel that is fully cold or spent.
- Example Use
- Camp wardens restart cookfires before dawn without striking new flame.
- Casting Methods
- A palm held over the coals, or a stir with a poker focus; a few heartbeats.
- Range/Duration
- Touch to arm's length. Lasts until the fuel burns out naturally.
Heat Draw
- Purpose/How It Works
- Heat Draw pulls warmth from nearby matter into the caster's chosen point, often to arm a later spell or chill a surface.
- Notable Exceptions
- Excessive use can frost nearby materials or injure living tissue.
- Example Use
- A crucible adept drains heat from surrounding stones to arm a sudden fire cast.
- Casting Methods
- An open-hand draw over a few heartbeats; longer with a bowl or rod focus.
- Range/Duration
- A few paces. The transfer is instant, with a brief aftereffect.
Kindle Thread
- Purpose/How It Works
- Kindle Thread sends a crawling ignition line along oil, pitch, powder, rope, or marked surfaces.
- Notable Exceptions
- Breaks on damp interruptions or nonconductive gaps.
- Example Use
- Sappers ignite several fuses from one concealed starting point.
- Casting Methods
- A finger traces the line over a few heartbeats; a prepared marked channel catches almost at once.
- Range/Duration
- A continuous path a few paces long. Burns until the fuel ends.
Fire Dart
- Purpose/How It Works
- Fire Dart launches a compact bolt of heat and flame for quick offence.
- Notable Exceptions
- Weak in heavy rain or against strong fire wards.
- Example Use
- A duellist snaps a burning dart at an exposed hand to break concentration.
- Casting Methods
- Point and release, a breath; instant from a wand or ring focus once primed.
- Range/Duration
- A stone's throw. An instant.
Cinder Spray
- Purpose/How It Works
- Cinder Spray scatters burning fragments in a short arc to harass, blind, or ignite exposed materials.
- Notable Exceptions
- Dangerous around allies and poor against plate armour.
- Example Use
- A defender clears a ladder top with a burst of stinging cinders.
- Casting Methods
- A fanned hand cast, a breath; a few heartbeats with a brazier scoop focus.
- Range/Duration
- A short arc a few paces out. An instant, or a few heartbeats of falling cinders.
Searing Brand
- Purpose/How It Works
- Searing Brand leaves a hot sigil on flesh, wood, or metal that burns, marks, or identifies.
- Notable Exceptions
- The sigil must be simple unless ritually inscribed.
- Example Use
- A beast-hunter sears her mark into the flank of the man-eater thrashing in her snare before it tears loose, so the next village will know it.
- Casting Methods
- A touched sigil pressed in over a few heartbeats; a heated seal focus marks at once when ready.
- Range/Duration
- Touch. The mark lasts from a short while to permanently, depending on depth.
Ashen Blind
- Purpose/How It Works
- Ashen Blind fills the air with hot ash and soot to sting eyes and obscure sight.
- Notable Exceptions
- Wind quickly disrupts it outdoors.
- Example Use
- A retreating mage blinds pursuers long enough to break line of sight.
- Casting Methods
- A burst from the hand over a few heartbeats, or a toss of burnt powder in a breath when the component is at hand.
- Range/Duration
- A few paces. Lasts a few heartbeats, rarely much longer.
Flame Lash
- Purpose/How It Works
- Flame Lash shapes fire into a flexible striking line for reach, disarm, or area denial.
- Notable Exceptions
- Hard to maintain in confined interiors and vulnerable to water interruption.
- Example Use
- A temple guardian keeps raiders away from a reliquary threshold.
- Casting Methods
- An arm-whip gesture, or a lash from a rod focus; a breath or two.
- Range/Duration
- A few paces. One strike, or a few heartbeats sustained.
Flash Flare
- Purpose/How It Works
- Flash Flare emits a burst of heat and light to blind, signal, or disrupt.
- Notable Exceptions
- Less useful against closed eyes, helms, or targets facing away.
- Example Use
- Ambushers are exposed when a flare erupts in the dark alley mouth.
- Casting Methods
- A burst from the palm in a breath; almost instant with flash powder.
- Range/Duration
- A burst a few paces around its point. An instant.
Ember Step
- Purpose/How It Works
- Ember Step carries the caster across a short gap in a burst of sparks and heated momentum.
- Notable Exceptions
- It is not true teleportation and fails across blocked or warded space.
- Example Use
- A duellist slips past a shield line in a shower of embers.
- Casting Methods
- Cast in the stride itself, a breath; setting a marked ember anchor takes longer.
- Range/Duration
- Self, a few paces. An instant.
Boiler Breath
- Purpose/How It Works
- Boiler Breath exhales scalding vapour in a cone, combining heat and moisture for close-range punishment.
- Notable Exceptions
- It strains the caster and is dangerous when lungs are already compromised.
- Example Use
- Corridor defenders drive back boarders clustered at a hatch.
- Casting Methods
- A drawn breath and exhalation over a few heartbeats, or through a mask or tube focus.
- Range/Duration
- A short cone, a few paces. An instant to a few heartbeats.
Smelter's Hand
- Purpose/How It Works
- Smelter's Hand softens metal enough for immediate shaping, bending, or release from fixed state.
- Notable Exceptions
- It cannot refine poor alloys into good ones.
- Example Use
- A trapped party heats iron bars just enough to wrench them aside.
- Casting Methods
- A gloved touch held for a few heartbeats; quicker with a forge tool focus.
- Range/Duration
- Touch. The metal stays workable from a few heartbeats to a short while.
Temper Weapon
- Purpose/How It Works
- Temper Weapon heat-treats a blade, head, or tool edge for temporary resilience or lasting improvement under proper conditions.
- Notable Exceptions
- Bad base material still limits results.
- Example Use
- A smith-mage prepares a warhammer before the war season opens.
- Casting Methods
- A hammer-and-heat working at the anvil; a quick field temper in a few heartbeats.
- Range/Duration
- Touch. Can be lasting if properly finished.
Furnace Skin
- Purpose/How It Works
- Furnace Skin cloaks the body in punishing radiant heat that burns grapplers and discourages close assault.
- Notable Exceptions
- It exhausts the caster quickly and can harm allies in close formation.
- Example Use
- A breach-fighter turns a swarm attack into a ring of blistered retreat.
- Casting Methods
- A self-wrapping cast over a few heartbeats; an armour rune wakes in a breath.
- Range/Duration
- Self. A few heartbeats to a short while.
Soot Ward
- Purpose/How It Works
- Soot Ward makes smoke thicken, cling, or linger in chosen space, aiding concealment or choking denial.
- Notable Exceptions
- Strong wind tears it apart.
- Example Use
- An escape route disappears behind a curtain of black soot.
- Casting Methods
- Smoke shaped by touch over a few heartbeats; a brazier-based ward takes longer.
- Range/Duration
- A small room or a stretch of corridor. A few heartbeats to a short while.
Burnout Pulse
- Purpose/How It Works
- Burnout Pulse collapses a weak flame by overfeeding it into sudden exhaustion.
- Notable Exceptions
- Strong fuel-fed fires often flare first before dying down.
- Example Use
- A saboteur kills lamp lines before slipping through a darkened barracks.
- Casting Methods
- A compress-and-release gesture, a breath or two; a focus ring pulses at once when aligned.
- Range/Duration
- A few paces. An instant.
Pyre Circle
- Purpose/How It Works
- Pyre Circle raises a ring of disciplined fire that marks territory, blocks advance, or sanctifies a burn space.
- Notable Exceptions
- Breaks on soaked ground and needs room to form cleanly.
- Example Use
- Priests encircle plague corpses before purification rites begin.
- Casting Methods
- A sweep of the circle over several heartbeats; a prepared ash ring takes the length of a short prayer.
- Range/Duration
- A ring a few paces across. Lasts a short while.
Magma Vein
- Purpose/How It Works
- Magma Vein forces underground heat upward through existing faults, cracks, or weak seams.
- Notable Exceptions
- Extremely dangerous and best only where deep heat already exists.
- Example Use
- Defenders split a canyon pass with a sudden line of eruptive heat.
- Casting Methods
- A deep fault invocation over many heartbeats; a surveyed geothermal rite is a long ritual.
- Range/Duration
- A terrain feature within sight. The eruption is instant; its aftermath lasts.
Kiln Seal
- Purpose/How It Works
- Kiln Seal heat-fuses clay, glass, ceramic, or stone seams into a hardened closure.
- Notable Exceptions
- Poor on organic materials and on surfaces under movement.
- Example Use
- Barrow-robbers fuse shut the relic jars they looted from a barrow before the long road home.
- Casting Methods
- A touch along the seam for several heartbeats; a full kilnline seal takes a minute's work or more.
- Range/Duration
- Touch. Usually lasting.
Scorch Line
- Purpose/How It Works
- Scorch Line carves a burning line across the ground to divide space, ignite hazards, or force movement.
- Notable Exceptions
- Broken ground breaks the line.
- Example Use
- A rearguard of a few soldiers cuts off a stairwell with a scorched lane of fire.
- Casting Methods
- A forward draw over a few heartbeats; a marked fuel line catches almost at once.
- Range/Duration
- A line several paces long. Burns from a few heartbeats to a short while.
Ignition Cage
- Purpose/How It Works
- Ignition Cage traps a target in crossing bars, arcs, or panels of flame, hemming them in.
- Notable Exceptions
- Agile targets may escape before the cage closes.
- Example Use
- Hunters on the Wrongwood's burned ground box in a beast of the Kindless Broods until spears can finish it and the pyre is built.
- Casting Methods
- A two-handed enclosing cast over a few heartbeats; longer with pre-marked cage anchors.
- Range/Duration
- A stone's throw. A few heartbeats to a short while.
Cauterize
- Purpose/How It Works
- Cauterize seals bleeding flesh through controlled heat when ordinary pressure is failing.
- Notable Exceptions
- It is painful, may scar badly, and is poor on deep internal bleeding.
- Example Use
- A battlefield medic stops a severed artery long enough for real healing to follow.
- Casting Methods
- A touched seal held for a few heartbeats, or a heated tool focus.
- Range/Duration
- Touch. Instant medical effect.
Glassflash
- Purpose/How It Works
- Glassflash superheats sand or dust into blinding shards or flashing fused fragments.
- Notable Exceptions
- Requires suitable mineral dust and is dangerous in wind.
- Example Use
- Desert fighters flash-fuse sand to blind cavalry at close range.
- Casting Methods
- Scattered dust and a heat burst over a few heartbeats; a breath with a prepared sand pouch.
- Range/Duration
- A short cone or burst. An instant.
Fever Cast
- Purpose/How It Works
- Fever Cast drives unnatural heat into a living body, causing flush, weakness, delirium, or escalating fever.
- Notable Exceptions
- Healers can counter it if caught early; it is more effective on already weakened targets.
- Example Use
- An assassin-mage drops a guard into a sweating collapse without open flame.
- Casting Methods
- Heat driven across the gap over a few heartbeats, or a touched fever mark that takes a little longer.
- Range/Duration
- A few paces, or touch. Lasts from a short while to most of a day.
Forge Pulse
- Purpose/How It Works
- Forge Pulse sends a measured heat wave through crafted material to reveal flaws, soften joints, or prepare later shaping.
- Notable Exceptions
- Poor on living tissue and crude organic matter.
- Example Use
- An armourer checks a breastplate for hidden cracks before battle issue.
- Casting Methods
- A palm on the metal, or a hammer focus; a few heartbeats.
- Range/Duration
- Touch. An instant, with brief residual heat.
Inferno Mantle
- Purpose/How It Works
- Inferno Mantle surrounds the caster with orbiting fire masses or flowing heat arcs for offence and defence.
- Notable Exceptions
- Heavy rain, cramped interiors, and exhaustion shorten it sharply.
- Example Use
- A war-mage enters the breach under a crown of circling flame.
- Casting Methods
- A self-crowning cast over a few heartbeats; quicker with a mantle cloak or brooch focus.
- Range/Duration
- Self. A short while.
Blast Furnace
- Purpose/How It Works
- Blast Furnace creates an intensified pocket of working heat for smelting, purification, or industrial-scale thermal punishment.
- Notable Exceptions
- Requires fuel, ambient heat, or sufficient draw source to sustain.
- Example Use
- Smiths run a field forge at full temperature far from permanent works.
- Casting Methods
- A furnace-space cast over many heartbeats; setting up a forge circle takes a short rite.
- Range/Duration
- A fixed pocket or forge space. A short while to most of a day.
Phoenix Surge
- Purpose/How It Works
- Phoenix Surge spends great reserves to grant a sudden second burst of casting output after apparent exhaustion.
- Notable Exceptions
- It leaves the caster drained, shaky, or dangerously overheated.
- Example Use
- A battle adept unleashes one last decisive wave after seeming spent.
- Casting Methods
- A forced recovery flare over a few heartbeats; breaking an ash token takes a breath.
- Range/Duration
- Self. One immediate surge.
Ashfall Veil
- Purpose/How It Works
- Ashfall Veil rains hot ash over a lane or zone to obscure sight, punish exposed flesh, and sow panic.
- Notable Exceptions
- Strong weather disperses it and sealed armour resists much of the effect.
- Example Use
- Street defenders turn an avenue into a choking grey curtain.
- Casting Methods
- An overhead cast over a few heartbeats; a brazier-fed plume rite takes longer.
- Range/Duration
- A street or small courtyard. A short while.
Controlled Detonation
- Purpose/How It Works
- Controlled Detonation releases stored heat or pressure in a defined blast radius rather than an uncontrolled burst.
- Notable Exceptions
- Misjudged geometry causes friendly-fire and structural collapse.
- Example Use
- Engineers collapse one gate tower without shattering the whole wall line.
- Casting Methods
- A marked blast released over several heartbeats; a laid charge fires the moment it is triggered.
- Range/Duration
- A chosen point within sight. An instant.
Purging Flame
- Purpose/How It Works
- Purging Flame burns disease, corruption, rot, or tainted matter at serious energetic and often physical cost.
- Notable Exceptions
- It can kill the patient or destroy the object if the impurity cannot be cleanly separated.
- Example Use
- A plague priest burns a spreading corruption from a wound that no normal treatment can stop.
- Casting Methods
- Purifying fire held by touch for many heartbeats; a temple or forge purification rite is a long ritual.
- Range/Duration
- Touch, or a contained target. Instant, with long recovery aftereffects.
Hurled Bloom
- Purpose/How It Works
- Hurled Bloom compresses heat, oxygen draw, and explosive release into a hurled sphere that blooms into a broad blast of flame.
- Notable Exceptions
- Tight spaces magnify danger to the caster's own side, and poor fuel conditions reduce the bloom.
- Example Use
- A siege knot disappears inside one orange detonation above the gate trench.
- Casting Methods
- A hurling cast over a few heartbeats; a breath with a wand or grenade focus.
- Range/Duration
- Up to a bowshot. An instant blast, leaving a brief burning field.
Rolling Ember
- Purpose/How It Works
- Rolling Ember creates a rolling ball of dense fire that can be directed through lanes, ranks, or enclosed structures.
- Notable Exceptions
- Rain, deep water, and anti-fire wards degrade it rapidly.
- Example Use
- A battlefield adept rolls a sun-hot sphere down the bridge approach.
- Casting Methods
- A sphere cast over a few heartbeats; a brazier release takes longer.
- Range/Duration
- Along a visible path, out to a long stone's throw. A few heartbeats to a short while.
Burning Palisade
- Purpose/How It Works
- Burning Palisade establishes a continuous vertical line of burning heat that divides the field and punishes passage.
- Notable Exceptions
- Strong wind distorts it, and prepared heat shields can breach sections.
- Example Use
- Retreating guards seal the avenue behind them with a line of roaring flame.
- Casting Methods
- A line cast over several heartbeats; an anchored wall rite takes a minute's chant or more.
- Range/Duration
- A few paces up to the width of a courtyard. A short while.
Swelling Core
- Purpose/How It Works
- Swelling Core stores an unstable fire core that grows hotter until released or triggered.
- Notable Exceptions
- Holding it too long is a classic way to die young and embarrassingly.
- Example Use
- A battlemage lets the charge swell behind the parapet, then lobs it into the siege ram crew.
- Casting Methods
- A charge cast over several heartbeats, then held by concentration; an armed trigger releases it at once.
- Range/Duration
- As far as it can be thrown or launched. It swells for a few heartbeats to a short while, then detonates in an instant.
Sunfall
- Purpose/How It Works
- Sunfall rains several blazing impact masses into a chosen area, combining fire, pressure, and debris.
- Notable Exceptions
- It is overkill in confined spaces and politically memorable for all the wrong reasons.
- Example Use
- A war-mage breaks a monster charge by dropping four miniature suns into the valley mouth.
- Casting Methods
- A major battle cast held for many heartbeats; a prepared war rite is a long ritual.
- Range/Duration
- A patch of battlefield within sight. Instant impacts, with fires that linger.
In the Writers’ Guide
- The Schools of Magic FoundationsCrucible Magic, The Common Spells
- Ember Moss A Bestiary of Caeldon
- Glossary Foundations