Forge Magic
The compound school of Ignis with Terra and Verba, which holds that matter can be taught. See The Schools of Magic.
Philosophy
Forge Magic holds that matter can be taught. Heat opens it, structure supports it, and definition gives it lasting purpose. Its practitioners see enchantment not as decoration but as a purpose hammered into a made thing so that it stays.
This school values workmanship, repeatability, and material respect. Sloppy force may produce spectacle, but Forge Magic aims for tools, arms, seals, devices, and artefacts that survive use.
Example Places of Study
- The Nine Hammer Forges: Legendary master-smith schools where smithcraft and magic are inseparable; the songs name their blades, and barrow-robbers still dig for them.
- The Brass Collegium: A city academy of enchantment, where the ward-lamps, lock-charms, and gate-bars of half the walled towns around it are made.
- The Ember Anvil Guild: Practical artificers of weapons, armour, and hard-wearing gear, who sell to any sellsword company that pays in coin.
- The Runefire Workshops: Specialists in inscribed tools and triggered objects, among them the tomb-traps that delvers curse.
- The Deep Kiln Vaults: A secretive school of relic-making and heavy enchantment, said to keep a vault of pieces too dangerous to sell.
Common Spells
Heat Forge · Quench Line · Temper Bind · Rune Seat · Fit Perfect · Hammer Echo · Anvil Hold · Flux Cleanse · Edge Wake · Grip Oath · Brace Plate · Trigger Sigil · Lockwork Memory · Spark Wheel · Weld Seam · Voice of Iron · Inscribed Purpose · Hardcase Shell · Workshop Calm · Artefact Feed · Smelter's Test · Forge Ward · Living Alloy · Master Temper · Reliquary Make · Enduring Mark
Typical Cost/Power Source (every spell): Usually fed by forge heat, prepared materials, stored charge, and the caster's shaping effort; the better the workshop, the less personal reserve is wasted.
Heat Forge
- Purpose/How It Works
- Heat Forge brings crafted metal or worked material to the correct working temperature with unusual precision.
- Notable Exceptions
- It cannot make bad metal good by heat alone.
- Example Use
- A sellsword company's smith mends split mail between two days of fighting, with no furnace nearer than a day's ride.
- Casting Methods
- A direct heat cast over several heartbeats; waking a forge bed takes a little longer.
- Range/Duration
- Touch, or the forge space. Lasts until the material cools naturally.
Quench Line
- Purpose/How It Works
- Quench Line cools a chosen edge, seam, or section without disturbing the rest of the piece.
- Notable Exceptions
- Improper timing can still warp the work.
- Example Use
- A blade edge is set cleanly while the spine remains workable.
- Casting Methods
- A traced line over a few heartbeats, or through a water-trough focus.
- Range/Duration
- Touch. Instant cooling.
Temper Bind
- Purpose/How It Works
- Temper Bind toughens a finished piece against later stress by settling its internal balance.
- Notable Exceptions
- Overbinding can make material brittle.
- Example Use
- Shield rims hold through a whole season of border raids without cracking.
- Casting Methods
- A cooling bind over many heartbeats; a full temper rite takes a short ritual.
- Range/Duration
- Touch. Lasting if successful.
Rune Seat
- Purpose/How It Works
- Rune Seat prepares a surface to hold inscription, charge, and repeated magical use without tearing or misfiring.
- Notable Exceptions
- Cheap material still limits performance.
- Example Use
- An artificer readies a bronze plate for a trigger sigil.
- Casting Methods
- A surface-preparing cast over many heartbeats; a bench rite takes a minute's work or more.
- Range/Duration
- Touch. A lasting preparation.
Fit Perfect
- Purpose/How It Works
- Fit Perfect aligns jointed parts to ideal tolerance and contact.
- Notable Exceptions
- Missing parts and warped materials still require manual correction.
- Example Use
- A delver's half-rusted key finally seats in the sealed door of a barrow hall.
- Casting Methods
- An aligning touch over several heartbeats; longer with a jig or frame focus.
- Range/Duration
- Touch. Immediate.
Hammer Echo
- Purpose/How It Works
- Hammer Echo repeats the force or shaping intention of a blow through the workpiece.
- Notable Exceptions
- Repeated echoes can overshape delicate work.
- Example Use
- A single master strike does the work of three measured hits.
- Casting Methods
- Cast with the blow itself, at the instant it lands; or carried by an echo rune prepared on the hammer.
- Range/Duration
- Touch, through the tool. One blow or a short series.
Anvil Hold
- Purpose/How It Works
- Anvil Hold keeps a workpiece motionless and structurally honest during stress, cutting, and shaping.
- Notable Exceptions
- Very large work still needs clamps and support.
- Example Use
- A delicate frame stays true while being punched and riveted.
- Casting Methods
- A bench cast over a few heartbeats; a touch hold takes a breath.
- Range/Duration
- Workbench scale. A few heartbeats to a short while.
Flux Cleanse
- Purpose/How It Works
- Flux Cleanse purges impurities, slag, and bad mixing from metal or alloy.
- Notable Exceptions
- It cannot salvage fundamentally incompatible mixtures fully.
- Example Use
- A tainted melt is cleaned before an entire batch is lost.
- Casting Methods
- A crucible cast over many heartbeats; a smelter rite takes a short ritual.
- Range/Duration
- A forge vessel or touched material. An instant to a short while.
Edge Wake
- Purpose/How It Works
- Edge Wake sharpens a blade or cutting surface through energetic realignment and stress correction.
- Notable Exceptions
- It is maintenance, not miracle restoration of ruined edges.
- Example Use
- Beast-hunters renew dull spearheads before going after the thing that took the shepherd.
- Casting Methods
- An edge-drawing cast over several heartbeats; longer with a sharpening-stone focus.
- Range/Duration
- Touch. Lasts until use dulls the edge again.
Grip Oath
- Purpose/How It Works
- Grip Oath binds a tool more tightly to its owner so it sits correctly in the hand and resists theft or misuse.
- Notable Exceptions
- It is weaker if the owner barely uses or values the tool.
- Example Use
- An heir's sword answers perfectly to her and turns clumsy in the hand of the thief who stole it.
- Casting Methods
- A vow of hand and tool over many heartbeats; a maker's seal rite takes a minute's work or more.
- Range/Duration
- Touch. Weeks to years.
Brace Plate
- Purpose/How It Works
- Brace Plate improves the load-bearing quality of armour, braces, housings, or frames.
- Notable Exceptions
- Overstiffening can reduce flexibility.
- Example Use
- The iron-bound wagons of a salt caravan survive a bandit rockfall in the pass that would have splintered ordinary planking.
- Casting Methods
- A surface cast over several heartbeats; a full plate rite takes a minute's work or more.
- Range/Duration
- Touch. Days to years, depending on quality.
Trigger Sigil
- Purpose/How It Works
- Trigger Sigil binds a simple stored effect to a defined activation condition such as touch, phrase, or pressure.
- Notable Exceptions
- Complex triggers become unreliable fast.
- Example Use
- A barrow-builder's sigil bursts into flame when the first grave-robber lifts the lid.
- Casting Methods
- An inscription worked over many heartbeats; a workshop bench rite takes a short ritual.
- Range/Duration
- A fixed object or surface. Lasts until discharged or broken.
Lockwork Memory
- Purpose/How It Works
- Lockwork Memory teaches a lock, wheel, or clockwork its correct sequence so it returns to proper working more reliably.
- Notable Exceptions
- Broken parts still need repair.
- Example Use
- The old lock on a hold's treasure door stops jamming after a century of neglect.
- Casting Methods
- A touch to the gears over many heartbeats; a clockbench rite takes a minute's work or more.
- Range/Duration
- Touch. Lasts until major damage or wear.
Spark Wheel
- Purpose/How It Works
- Spark Wheel powers a small crafted engine, a light, or a driven wheel or pump with contained magical charge.
- Notable Exceptions
- It is suited to small devices, not whole foundries.
- Example Use
- Trapped miners keep a pump turning in a flooded drift until the diggers break through to them.
- Casting Methods
- A device charge over many heartbeats; linking a reservoir takes a minute's work or more.
- Range/Duration
- One device. A short while to most of a day.
Weld Seam
- Purpose/How It Works
- Weld Seam fuses compatible materials into a clean joint under controlled heat and definition.
- Notable Exceptions
- Surface contamination or poor fit weakens the seam.
- Example Use
- Defenders weld the split chain of the river boom before the raiders' boats come back on the tide.
- Casting Methods
- Seam fusion over several heartbeats; a clamp and bench rite takes a minute's work or more.
- Range/Duration
- Touch. Usually lasting.
Voice of Iron
- Purpose/How It Works
- Voice of Iron reads stress, fatigue, and hidden weakness in worked metal by listening to how it wants to fail.
- Notable Exceptions
- Decorative plating can mask structural truth.
- Example Use
- An armourer rejects a breastplate that will split at the next impact.
- Casting Methods
- An ear or hand to the metal for several heartbeats; longer with a tuning-fork focus.
- Range/Duration
- Touch. A brief reading.
Inscribed Purpose
- Purpose/How It Works
- Inscribed Purpose fixes one narrow lasting purpose into an object, such as locking, warming, signalling, or aligning.
- Notable Exceptions
- Overbroad purposes collapse into weak gimmickry.
- Example Use
- The lamp of a watchtower on a haunted road is made to relight at dusk and dim at dawn.
- Casting Methods
- A purpose inscription over many heartbeats; a full object rite takes a short ritual.
- Range/Duration
- One object. Lasting.
Hardcase Shell
- Purpose/How It Works
- Hardcase Shell increases a crafted item's resistance to impact and wear through temporary or lasting reinforcement.
- Notable Exceptions
- It may add brittleness if pushed too far.
- Example Use
- A messenger's case survives the fall when his horse is shot from under him.
- Casting Methods
- A reinforcing surface cast over several heartbeats; a full shell rite takes a minute's work or more.
- Range/Duration
- Touch. Days to years.
Workshop Calm
- Purpose/How It Works
- Workshop Calm stabilizes heat, noise, motion, and minor interference inside a forge or workroom.
- Notable Exceptions
- It cannot completely suppress catastrophic accidents.
- Example Use
- Smiths finish the new gate-bars while the siege rams pound the wall outside.
- Casting Methods
- A room cast over many heartbeats; a full workshop rite takes a short ritual.
- Range/Duration
- One workshop. A short while to most of a day.
Artefact Feed
- Purpose/How It Works
- Artefact Feed recharges an enchanted item from prepared energy, ambient source, or stored reserve.
- Notable Exceptions
- Incompatible charge can warp the item.
- Example Use
- A ward-staff is topped up before a night patrol through the haunted pass.
- Casting Methods
- A direct feed over many heartbeats; a charging-stand rite takes a minute's work or more.
- Range/Duration
- Touch. One immediate recharge.
Smelter's Test
- Purpose/How It Works
- Smelter's Test determines what a material can safely become under craft and magic.
- Notable Exceptions
- Hidden curses or foreign alloys may lie outside ordinary reading.
- Example Use
- Star-iron looted from a fallen hold is judged fit for tools, not swords.
- Casting Methods
- A sample read over several heartbeats; a furnace assay rite takes a minute's work or more.
- Range/Duration
- Touch, or a sample. A brief reading.
Forge Ward
- Purpose/How It Works
- Forge Ward protects a workpiece from hostile magic, impurity, and interference while under craft.
- Notable Exceptions
- It is usually narrow to one active piece or bench.
- Example Use
- A relic blade cannot be sabotaged during reforging.
- Casting Methods
- A bench ward over many heartbeats; a full craft-circle rite takes a short ritual.
- Range/Duration
- One workpiece or station. A short while to most of a day.
Living Alloy
- Purpose/How It Works
- Living Alloy temporarily increases flexibility without losing strength, allowing material to bend and recover under stress.
- Notable Exceptions
- The effect fades and repeated cycling can still fatigue the piece.
- Example Use
- A gate bar flexes instead of snapping under ram shock.
- Casting Methods
- A touch cast over several heartbeats; a heating-and-quench rite takes a minute's work or more.
- Range/Duration
- Touch. A short while to most of a day.
Master Temper
- Purpose/How It Works
- Master Temper brings a weapon, tool, or plate towards exceptional quality by aligning heat, stress, and purpose with unusual precision.
- Notable Exceptions
- It requires a worthy base piece and skilled craft support.
- Example Use
- A campaign sword becomes the equal of a house relic after one final perfect temper.
- Casting Methods
- A full temper cast, a short ritual; a master forge rite is a long ritual.
- Range/Duration
- One crafted item. Lasting.
Reliquary Make
- Purpose/How It Works
- Reliquary Make prepares a vessel for long-term magical storage without leakage or corruption.
- Notable Exceptions
- Very strong contents still demand periodic maintenance.
- Example Use
- Priests build a reliquary fit to carry a saint's charged bone fragment through raider country.
- Casting Methods
- Preparing the vessel takes a minute's work or more; a deep kiln or vault rite is a long ritual.
- Range/Duration
- One vessel. Lasting.
Enduring Mark
- Purpose/How It Works
- Enduring Mark inscribes a sigil meant to last across generations of use and weather.
- Notable Exceptions
- It should be applied only to settled surfaces and intentional meanings.
- Example Use
- Boundary stones keep their founding seal centuries after the mason dies.
- Casting Methods
- An inscription over many heartbeats; a monument rite is a long rite.
- Range/Duration
- One mark or inscription. Years to generations.
In the Writers’ Guide
- The Schools of Magic FoundationsThe Compound Schools, The Common Spells
- Glossary Foundations