Spellforge
Spellforge
ACKNOWLEDGEMENTS
This is not an official supplement for the Ironsworn RPG.
Spellforge: Magic for Ironsworn takes inspiration from Ars Magica, d20 System
games and Baldur's Gate series.
IMAGE CREDITS
Stoneshore, [Link].
Icons from [Link] by Lorc under CC BY 3.0.
Introduction..............................................................1
Sample Spells.......................................................3
Spells in Gameplay..................................................5
Base Moves...........................................................5
Rituals and Challenges........................................6
Assets....................................................................7
Chaos Magic.........................................................12
Quest Starters..........................................................13
The Gravity of a Situation...................................13
Siege of Thornspire.............................................16
Crimson Vines......................................................19
Ice Maiden............................................................22
Spell Oracles.............................................................25
Spell Name................................................................28
Spell Additional Oracles..........................................34
Chaos Oracles..........................................................38
Creature Oracles......................................................40
INTRODUCTION
Spellforge is part supplement and part guide or advice on how to add a little
more flavor to magic in an Ironsworn game. Narratively, magic in Ironsworn is
based on truths or settings adopted from other games or media, and
mechanically, it's handled by specific assets called Rituals in Ironsworn and
Paths like Firebrand, Kinetic or Seer in Ironsworn: Starforged. At least at first
glance, because in Starforged technology used by implementing all sorts of
assets could as well be reflavored as magic. Sundered Isles, the new expansion
for Ironsworn: Starforged, introduces even more magic abilities and mystic
powers, from new assets like Sorcerer or Necromancer to cursed oracles.
Sometimes assets alone are not enough, and handling magic narratively is not
always easy. With Spellforge, you'll have another tool to help out with playing
a spellcaster, without complicating the game too much.
The core idea of Spellforge is to make use of Spell Oracles (page 25). The two
most important components of creating a spell are Spell Intent and Spell
Essence oracles.
SPELL INTENT
With Spell Intent, you envision what you want to accomplish with the spell and
what your goal is when casting it. There are five intents to roll or choose from:
Conjure, Perceive, Transform, Destroy and Control.
Conjuration brings things into existence from nothing, but it also has the
ability to improve an already existing things. The focus is mostly on adding or
improving. With Conjure intent, you can summon a creature, item or
substance, but also heal or improve natural abilities. A common use for
Conjure would be to create fire or water, summon rain, create a light orb in
place of a torch, heal wounds or make plants produce fruits.
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Destroy intent can remove essence, make it worse, or remove / make worse
something else worse with that specified essence. For example, Destroy Fire
could extinguish a burning campfire but also destroy something with fire,
which opens a lot of combat possibilities.
SPELL ESSENCE
Spell essence is the target or the tool with which you intend to reach
your goal.
Fire, Water, Air and Earth are base natural elements that can be influenced
by spells.
Light and Darkness are closely coupled together. The intended goal will be
the key in deciding which one exactly should be used.
Life and Death essences are a similar case, sometimes the difference could
be subtle. Control Life and Control Death could have the same effect, but
Destroy Life and Destroy Death could have completely opposite types of targets,
one living and the other undead.
Body essence focuses mostly on humans and humanoids, but could also be
used in all sorts of healing spells, regardless of species.
Mind deals not only with emotions and thoughts, but also with supernatural
things like spirits, telekinesis and raw mystic energy.
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FORGIN A SPELL & SAMPLE SPELLS
Combining spell intent with essence is the base for creating spells.
Combination of intent and essence doesn't always mean the exact same spell.
Each time, envision what the spell effect should be and how the move would
be resolved with it. Face Danger move resolved with Conjure Fire spell could
create a sphere of protective fire around the spellcaster or a group of
characters, erect a wall of fire, create a field of lava between you and your
opponent, or disarm your opponents by heating their weapons or armor. If
nothing comes to mind after rolling or selecting intent and essence, try
including more oracles like target, range, action, theme, descriptor and focus.
Below you'll find example spells with moves that could trigger them. Using
narrative only is perfectly fine too.
CONJURE EARTH
Face Danger: Summon a wall of stone to shield yourself from your attacker.
Secure an Advantage: Summon a slab of rock to cross a small chasm.
CONJURE DARKNESS
Secure an advantage: Summon a veil of darkness to conceal yourself while
sneaking past the guards at night.
Strike: Summon a lance of void to pierce your enemies.
PERCEIVE AIR
Gather Information: Study the weather before your upcoming Journey.
Narrative: Detect poisonous gases.
PERCEIVE PERCEPTION
Face Danger: Detect and dispell illusions.
Gather Information: Look through someone else's eyes.
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TRANSFORM PERCEPTION
Narrative: Grant the ability to see in the dark.
Face Danger: Make a person see or hear something to divert their attention.
TRANSFORM BODY
Compel: Make yourself bigger and more intimidating.
Narrative: Shapeshift into a cat.
DESTROY DEATH
Scene challenge: Perform a ritual to banish a powerful undead lich.
Strike: Harm a living person with negative energy.
DESTROY PERCEPTION
Secure an Advantage: Dull someone's senses to gain the upper hand.
Face Danger: Blind your opponent in an attempt to make him miss a strike.
CONTROL PLANT
Strike: Entangle your opponents with thorny vines.
Face Danger: Block path with vegetation.
CONTROL MIND
Face Danger: Place a magical geas on someone.
Secure an Advantage: Project target's worst fears and frighten them.
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SPELLS IN GAMEPLAY
BASE MOVES
Equipped with the knowledge of how to create new spells, it's time to use
them in the game.
The most obvious and easiest thing to do is to cast spells using standard
Ironsworn moves. And most of the time, it should be enough.
ADVENTURE SPELLS
For example, Hilrad is a skilled tracker, and he used the move Gather
Information (+wits) to read animal tracks. Then, Secure an Advantage (+wits)
by picking the right direction to place himself downwind and avoid detection.
As a magic user, he could use exactly the same moves. But this time, since he
does not possess the necessary tracking skills, he first Gather Information
(+wits) by casting a spell with Perceive intent and Animal essence, spell range is
Arcane connection, and the target is Individual—he's trying to locate a specific,
single animal. I don't want magic to immediately solve all problems, so I decide
that the spell gives him only vague information about the direction he should
be moving in and a confirmation that the target is there somewhere. He's no
tracker this time, but he's smart enough to know that animals can smell him.
To prevent that, he used the Secure an Adventure (+wits) move and masked
his scent by casting Transform Body on himself.
COMBAT SPELLS
This works the same way in combat.
No hacks or additional rules are necessary, it's all just default moves with
narrative enhanced by this supplement using mostly Spell Intent and Spell
Essence tables.
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RITUALS AND CHALLENGES
If you have to perform a long and complicated ritual, or rolled a high rank on
Spell Rank oracle for exactly that purpose, consider using a progress track or
Scene Challenge to perform it.
Remember that even if you rolled a high rank, it doesn't mean you have to use
the progress track to cast the spell, this could simply mean that the spell is
powerful, and its influence is significant. Every single oracle in this supplement
is optional, use as much as you need and ignore what you don't.
BATTLE CHALLENGE
The perfect situation for Scene Challenge would be when you're participating
in combat in a less offensive way.
There are a lot of great combinations, if Spell Intent and Spell Essence are not
enough, there's always Spell Action, Spell Theme, Spell Descriptor and Spell Focus
to consult.
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ASSETS
Ironsworn has plenty of high-magic options already, in Starforged and Sundered
Isles it's ready from the get-go with assets like Firebrand or Sorcerer and in
Ironsworn, it's as simple as slightly modifying the narrative.
Aside from Rituals, there are two assets that can be adapted to a high-magic
setting with great effect, and those are Improviser and Slinger from Ironsworn.
If you decide to adapt those assets to Starforged or Sundered Isles, keep in
mind that Improviser has some overlap with Scavenger and Slinger shares
similar benefits with Archer. Archer is also a great option for reflavoring
instead of Slinger.
CUSTOM ASSETS
Below and in Spellforge Assets Sheet, you'll find both assets with adjusted text
prepared for high-magic setting. Additionally, Assets Sheet contains alternate
versions compatible with Starforged.
PATH
SPELLWEAVER
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PATH
SPELLSLINGER
If you wield mystic essence...
Spellslinger is a modified version of Slinger and since it doesn't exactly use any
weapons, it was changed from Combat Talent to Path. Starforged has its own
alternate version with asset abilities adapted to slightly different combat rules,
but in both versions, this asset focuses on move Enter the Fray with a chance
to inflict harm or mark progress and on the possibility to retain initiative or
control in its second ability, which is quite unique.
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PATH
COURT MAGE
Use your authority and renown to help you out on your quest, research or
investigation. Even if you're not well known in your current location or region,
the status of your profession alone is enough for people to think twice before
they refuse to aid you.
With your second ability, you're an expert when it comes to matters of mystic
forces and protection against them. When dealing with people in higher
places, there's always intrigue and danger lurking around, and it often involves
people with unusual talents or powerful artifacts.
If this is the role you see your character in, check "The Gravity of a Situation"
on page 13 in Quest Starters section for an inspiration how to start your
adventure as a Court Mage.
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PATH
WARMAGE
5 4 3 2 1 0
With the third ability, you can take extra time, preparation or focus to unleash
an even more destructive spell.
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PATH
DRUID
As a Druid, you have a strong bond with nature and are able to draw power
from the force of nature itself. You understand the natural world and how the
forces you can use and shape are keeping it in balance.
Once you gain the second ability, you're able to instinctively shapeshift into
animal form on a whim, when the need arises, but the process has it's price
once the move is finished.
With the third ability, your mastery over shapeshifting grows, you're aided by
the nature's resilience, it's easier to endure harm while shapeshifting, and
nature's fury invigorates you.
Will you become nature's guardian, or its champion? Check the "Crimson
Vines" quest on page 19 in Quest Starters section for inspiration to begin
your path.
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CHAOS MAGIC
When casting a spell, you can decide to attempt tapping into chaos to unleash
an additional side effect, a chaos magic surge. Drawing from that chaotic
power has many positive outcomes that could even turn the tide of battle, but
it's not without risk. A side effect could be purely narrative, like changing your
character's appearance or form in various ways, randomly teleporting a short
distance, or summoning sounds, images or odors that surround your
character. Changes like this could be permanent until dispelled or
only temporary.
SUMMONING A CREATURE
In a rare event, chaos magic surge could summon a hostile creature. To find
out what kind of creature was summoned, use Creature Oracles starting on
page 40. Creature Oracles were slightly modified to tone down results and
avoid narratively challenging events.
The summoned creature will be dismissed after a short while, usually at the
end of combat, but it's up to you if you want to keep it around longer.
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QUEST STARTERS
The tome was secured in a spell-protected vault until yesterday. Today, you
stand before the opened vault gates with visible signs of breakage, its magical
ward broken, and a burned spot on the ground littered with destroyed
remains of someone's tools or equipment. Someone suffered injuries in an
attempt to disarm the wards but was able to escape nonetheless. Since arcane
forces were at work here, you were asked to help with the investigation to
track down the tome.
VOW
Retrieve the stolen tome.
SUGGESTED RANK
Formidable.
THREAT
Overambitious mage.
THREAT MILESTONES
Use these milestones as you see fit, rearrange them or add your own.
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• Information about dangerous magic is leaked to spread fear and unrest
among the citizens.
• Abelar's squad of investigators is found dead with another warning.
• The culprit's lair is secured with magical wards or summoned creatures.
• One or more assassins are sent to stop the main character.
• Final threat box: The antagonist unlocks the tome, and a disastrous event is
caused by the uncontrolled tome's magic.
LOCATIONS
Stonehill: A small, remote city with a fortress located upon a hill, well-
connected by trade routes, being one of the safest settlements in the vicinity,
and because of its production of unique weaponry, maintained by a local
mage-smith, Maggarl Strand.
Sunbright Woods: A vast forest surrounding the city, a safe place for the most
part, as far as a wild forest can be. Rumours say that there are regions in the
forest better to avoid; tales of dangerous beasts lurking around the ancient,
forgotten ruins can be commonly heard in taverns. Luckily, for generations,
the Sunbright family kept the forest a safe place.
CHARACTERS
Abelar Benneth: Lieutenant of the City Watch. Direct, tough and guarded, he
takes his duty seriously.
SITES
• Alasalynn's Sanctum (Fortified Underkeep)
• Sunbright Woods (Wild Tanglewoods + Ruin)
ARTIFACT
Graviton Grimoire: A product of long-forgotten times, the Graviton Grimoire
is a peculiar spellbook, a person possessing it can experience a very subtle,
barely noticeable sensation of attraction that manifests in various forms.
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A magnetic-like force, an emotion of longing, a thought-provoking a glance or
gesture. Apparently, it accumulates magic over time that's released upon each
use. The process is extremely slow, but left out for decades, this artifact could
become unstable and dangerous.
POSITIVE RESOLUTION
If you successfully retrieve the tome before it's unlocked, the disaster is
prevented, and the city is safe. For now. Was the main antagonist the only one,
or simply the fastest one to act? It is decided that it is too risky to keep the
tome in the city of Stonehill, more people will know about it by now, and
inevitably someone else will attempt to steal and use it. The book has to be
transported to a new, more secure location.
NEGATIVE RESOLUTION
The calamity does not mean it's the end of everything. After the event, you
wake up among the debris, the surrounding city mostly in ruins. The tome's
destructive magic was spent, but it's still a powerful artifact, and the culprit
escaped the city with it. The spell changed them forever, they are now infused
with the essence that caused the disaster, their new form impossible to go
unnoticed. Unless they run away to a deserted place, it will be fairly easy to
track them down. Earth: An earthquake or colossal golem. News of the
disaster will spread rapidly, maybe you'll find new allies or face new
competitors in the race for power.
INSPIRATIONS
At first, the tome is locked and can't be used. How is it locked, and how can it
be unlocked? If another item is needed to unlock it, consider possible
locations. Maybe you'll encounter a rival group during your exploration. Will
snatching that item stop the enemy, or will they find another way to unlock
the power?
What if there's another person involved, an outsider? You could try to compel
other mages to help you. Will they assist you or try to pursue the tome
themselves?
Is the Sunbright family keeping the citizens of Stonehill safe, or are they
keeping their forest safe from overly curious citizens? What lies in the heart of
the forest?
In the case of a disaster event, what did Graviton Grimoire summon? Roll on
Spell Essence if you're not sure. Earth could mean a terrible earthquake or a
colossal golem that ravaged the city before collapsing. Water or Air could
summon a violent blizzard or storm. Mind could be a blast of raw power,
leveling everything around the impact zone.
How did the Grimoire transform the antagonist? Is the transformation only
physical, or are they not the same person anymore?
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SIEGE OF THORNSPIRE
Suggested asset: Warmage.
You sit at the table in a dimly lit tavern, with a big mug of ale in your hand and
a band of musicians playing a cheerful tune. You see a smiling waitress coming
your way, and when she's right in front of you, she unexpectedly pokes you
with a broom.
The image dissipates abruptly, and the smiling waitress turns into a bearded
man with an angry stare under his helmet. Another short rest was violently
interrupted. Two others pull you up and move out of the tent, familiar sounds
and images of a siege assaulting your senses. You glance at Kerri Heafstaag
standing nearby, studying you closely. She's a healer assigned to keep you
alive while you provide your talents to the Empire. Both of you are in this
service unwillingly, but at least she's not chained.
With nothing else you can do at the moment, you focus on drawing essence
and redirect it at the castle walls. Immediately, an uneasy sensation hits you.
The rising ringing in the air. The odd smell of ozone. They were waiting for you
this time. The world drowned in a bright flash and a deafening thunderclap.
Your vision clears, and you are still standing, just barely. Kerri and one of the
witch hunters beside you were knocked down but still alive, shielded by your
quick reaction. The rest, not so lucky. You are on the front lines, surrounded
by the Empire forces besieging the castle, but if you were thinking about
escaping, this is your best chance in a long time.
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VOW
Escape the iron grip of the Empire.
SUGGESTED RANK
Dangerous or higher.
THREAT
The Empire.
THREAT MILESTONES
Use these milestones as you see fit, rearrange them or add your own.
LOCATIONS
The Battlefield: The battlefield surrounds Thornspire on all sides. It's the
usual view, littered with debris, siege engines and camps located at a safe
distance from the besieged stronghold.
CHARACTERS
Kerri Heafstaag: A stout, young healer. Just like you, she was forcibly drafted
into service due to her healing skills, her duty was to keep you alive so you
could take more risks by drawing power to cast spells. She's desperate to
escape the battlefield.
SITES
• Thornspire (Fortified Stronghold)
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ARTIFACT
Chained Braces: Decorated with broken chain links, these braces are a
symbol of your struggles and hard-won battles. Infused with iron will and
determination, the braces empower your actions and reinforce your focus.
POSITIVE RESOLUTION
You can fulfill the vow in a few ways, but each one should end in regaining
your full freedom. You can now pursue new goals, join the defenders and try
to stop the Empire's conquest, gain the Empire's trust, join its forces willingly
and continue the conquest, or find new adventures as a wanderer, far from
the horrors of war.
NEGATIVE RESOLUTION
If you failed to escape, you're recaptured and suffer consequences adequate
to your crimes. You're still a valuable asset, though you should better prepare
for a life of hardship until another chance for liberation occurs.
INSPIRATIONS
Right after the attack, you have a choice to help the survivors or escape alone.
Kerri shares your plight and will join you willingly, it's obvious to you from her
body language alone. Witch hunter is another story, you'll need to deal with
him or compel him somehow. But even if you succeed, can you trust that he'll
not backstab you later?
The battlefield surrounds you and the castle entirely. Will you look for a safe
haven in the besieged castle and join the defenders? Or try to breach the
Empire's army and run away as far as possible? There's also an option to stay
with the army in an attempt to earn trust and status. Will it be a sincere path
or a diversion?
The Empire is relentless and won't easily forget about you. A wizard is an
extremely valuable and dangerous asset, escaping the battlefield alone won't
fix your problems. What will the Empire do to recapture you?
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CRIMSON VINES
Suggested asset: Druid.
VOW
Stop the spreading corruption.
SUGGESTED RANK
Dangerous or higher.
THREAT
Corrupted druid.
THREAT MILESTONES
Use these milestones as you see fit, rearrange them or add your own.
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LOCATIONS
Lostcairn: A druids' grove that's located relatively close to the Gleannsong,
occasionally visited by the town's residents, asking for help with various
afflictions.
Gleannsong: A nearby town, plagued by the corrupted beasts and animals. Its
residents often harvest herbs from the nearby fen.
CHARACTERS
Ainsbrith Stormwind: Elder druid. Covered in arcane tattoos, he looks
ancient but moves and acts with surprising efficiency and purpose. He's
always accompanied by an animal, each time a different one, communicating
and tasking them with some unknown missions.
Sacrast Melander: Missing druid. He's proud and aloof, it's not uncommon
for him to go completely silent on his mission, as he likes to get the job done
himself without any help.
Liv Shaern: Huntress from Gleannsong. Friendly and helpful, she guided the
adventures through the fen, making sure they were able to come back safely.
They paid her well, and she even got a nice looking acorn they found in the
caverns as a thank you before they left.
SITES
• Crimson Fen (Corrupted Shadowfen + Cavern)
ARTIFACT
Moonstone Amulet: A bluish, milky light emanates from the amulet. Its
weight alone soothes you, and with its power subtly guiding your actions,
everything feels effortless.
POSITIVE RESOLUTION
The corruption was stopped at its roots, and Gealnnsong is safe once again.
But there's the case of the adventures that left months ago, they didn't find
the treasures they were looking for, but that doesn't mean they didn't take the
peculiar acorns secured in the caverns. Did they toss them somewhere on
their path, possibly unintentionally causing more troubles, or did they found a
buyer that recognized the powers hidden inside?
NEGATIVE RESOLUTION
Gleannsong is lost, and it will take even more effort to reclaim it. More
dangerous monstrosities started appearing, and druids are on the defensive
now. On top of that, the Gleannsong refugees need to relocate to a safer
place, as the Lostcairn cannot sustain a population this large. Escorting them
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to a new place might take some time, but without this burden, druids might
stand a better chance against the corruption.
INSPIRATIONS
The adventuring party explored the Crimson Fen caverns but found only
peculiar acorns. Were they thorough, or is there a chance they missed
something?
By default, the acorns are meant to be the cause of corruption, but what if
those are actually a solution instead? What could then be the cause of the
abnormalities happening in Crimson Fen?
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ICE MAIDEN
Suggested asset: Spellweaver.
One evening, while enjoying your free time at a tavern, you were approached
by a man. He introduced himself as Arren Stormfall, and explained that he's
organizing a perilous rescue mission and that you are its key element. His dear
friend, Ellie, was captured recently and is now held in captivity, way up north
in some abominable icy prison, a doubly cruel fate. He alone is helpless, but
with the help of a team of capable individuals, he'll be able to liberate Ellie.
The task won't be easy, but you'll be compensated accordingly. Having said
that, he put a sizable pouch on the table and moved it towards you. It was
heavy. Worth way above what you're typically paid for your arts.
This is all you needed to hear. A few days later, after completing all the
necessary equipment, you're nearing the town gates, where others await. Only
moments after dawn, the streets are still quite empty, the morning air cold
and fresh. You joined the others at the gate, a small team of four people,
including you. Apparently, a bigger group would attract too much attention.
You move out by blending with the first caravans.
VOW
Liberate Ellie.
SUGGESTED RANK
Formidable or higher.
THREAT
Regiment of the Shining Blades.
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THREAT MILESTONES
Use these milestones as you see fit, rearrange them or add your own.
LOCATIONS
Hammerfalls: One of the towns in the northern region where winters are cold
and with plenty of snow, but it's still livable. In the past Hammerfalls have seen
plenty of battles between warclans and shamans.
Warren of Dark Lament: Ellie's secret prison. An ancient cavern deep in the
wilds, hidden between the hills.
CHARACTERS
Arren Stormfall: At first look, he looks like a charming and generous man with
a very friendly demeanor. In truth, he's cruel, opportunistic and manipulative.
He's a devil and Ellie's brother, his real name is Arrenskadmalaz. He wants to
free his sister and take revenge on the order pursuing him.
Ellie: She's currently held captive in Warren of Dark Lament way up north. Her
real name is Elliedrialmexa, she's a devil imprisoned a long time ago by the
Regiment of the Shining Blades in a magically enhanced prison of ice,
protected by arcane wards.
Regiment of the Shining Blades: An old order monitoring this region. They
are not as strong as they were in the past and will avoid direct confrontation,
instead using whatever other means are available. When the order
imprisoned Ellie decades ago, her brother was always one step ahead and
avoided capture.
Juro Halbar: Member of your group. A ranger, capable scout, hunter and
herbalist. Stout and brutish. Hot-headed and impatient when dealing with
people.
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SITES
• Monastery of the White Flame (Ancient Ruin)
• Warren of Dark Lament (Ancient Frozen Cavern)
ARTIFACT
Breachmaker: A plain-looking magical focus in the shape of a chisel, etched
with a symbol of the sun. A long time ago, it was crafted and used to defeat
the devilish siblings.
POSITIVE RESOLUTION
You successfully reached Ellie's prison and were able to release her, either
with the help of a recovered Breachmaker artifact on the way or some other
means. At that point, Arren and Ellie revealed their true forms, paid the party
what was owed, and, overjoyed and laughing, left the caverns, leaving you all
behind. Returning to Hammerfalls, you find the town ravaged, siblings
nowhere in sight. You can now decide to seek out what's left of the Regiment
of Shining Blades and join them, pursue siblings yourself, or enjoy your riches
somewhere far away.
NEGATIVE RESOLUTION
You were stopped or were unable to release Ellie from her prison. If you
reached the prison but couldn't release her, the Regiment of Shining Blades
caught up to you in overwhelming force. Arren disappeared the moment he
realized the plan failed, and you were escorted back to Hammerfalls for an
interrogation. The Regiment has no intrest in telling you the true story, they
just want you to abandon your task. As the prison's location was
compromised, it was moved to a new, unknown location. If you retrieved the
Breachmaker from the monastery and the Regiment found it on you, it's
confiscated. You can try to compel them to tell you the whole story and offer
your aid in a new task, pursuing Arren. Or pursue him by yourself, to complete
unfinished business.
INSPIRATIONS
In the eyes of others, you are a mercenary, and they do not feel inclined to tell
you anything. If you somehow learn about the siblings' origin anyway, will you
continue with your quest or abandon it? What would the consequences be?
You can decide to actively seek out the Regiment of the Shining Blades as soon
as you learn about their existence. What would happen to the original team
then? Would you become rivals, or would you be able to compel others to join
you?
If you learn about Arren true identity and decide on betraying him right before
reaching your goal, how would you prepare for it? Without his sister, he's
weaker but not helpless.
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SPELL ORACLES
Here you'll find a collection of tables meant to quickly generate a spell, ritual
or mystic effect.
SPELL INTENT
This table determines the intent of the spell or its type. It answers the first
question when casting a spell: what do I want to achieve?
1–20 Conjure
21–40 Perceive
41–60 Transform
61–80 Destroy
81–100 Control
SPELL ESSENCE
Use this table to determine the essence or the element the spell uses.
1–11 Fire
12–22 Water
23–33 Air
34–44 Earth
45–52 Plant
53–60 Animal
77–84 Body
85–92 Mind
93–100 Perception
Light and Darkness, just like Life and Death, are two sides of the same coin.
Decide which aspect is more appropriate for a spell you're weaving.
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SPELL TARGET SPELL RANGE
1–25 Individual 1–20 Self
96–100 Boundary
Spell target's area would usually be a room, hall or chamber, while Boundary
affects everything within a well-defined natural or man-made boundary. For
the Arcane Connection range, distance is immaterial, like in Scry Ritual.
Combine Spell target with Spell range to envision your spell's true influence. For
example, Sphere + Self could mean a personal sphere of protection. Group +
Touch, a spell initialized by a touch, affecting a small group that gathered
around the caster. Area + Self, a spell centered on the caster, a conjured cloud
of fog engulfing the campsite to confuse hostile bandits.
SPELL DURATION
Spell durations ranges from instantaneous to permanent, roll on this table to
decide how long the spell effect lasts.
1–25 Instant
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SPELL RANK
Is the spell a quick and easy chant or a long, complex and dangerous ritual?
1–20 Troublesome
21–55 Dangerous
56–80 Formidable
81–93 Extreme
94–100 Epic
SPELL COMPONENTS
A subtle gesture and a single word of power could be all it takes to cast
a powerful spell.
1–11 Chant
12–14 Gesutre
15 Material
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SPELL NAME
Construct a perfect chant for your spell. To generate a spell name, first roll or
choose the spell name template. Then follow the structure of the template to
build the name from individual tables.
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FIRE ESSENCE WATER ESSENCE
1–10 Ignis 1–10 Aqua
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PLANT ESSENCE ANIMAL ESSENCE
1–10 Plare 1–10 Animalis
11–20 Luminis
21–30 Tenebra
31–40 Lucide
41–50 Clarica
51–60 Radia
61–70 Illustre
71–80 Divini
81–90 Sol
91–100 Orior
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LIFE / DEATH ESSENCE
1–10 Vita
11–20 Anima
21–30 Aeternus
31–40 Aesi
41–50 Cordis
51–60 Neuma
61–70 Pneuma
71–80 Mortis
81–90 Exitus
91–100 Fateri
31
PERCEPTION ESSENCE
1–10 Cordis
11–20 Animi
21–30 Sentis
31–40 Mentis
41–50 Adversa
51–60 Cogitare
61–70 Arbitra
71–80 Reor
81–90 Compertus
91–100 Experi
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ATTRIBUTES
1 Altum 26 Congelate 51 Curvabiliter 76 Pubenter
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SPELL ADDITIONAL ORACLES
SPELL DESCRIPTOR
1 Abandoned 26 Decaying 51 Haunted 76 Preserved
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SPELL FOCUS
1 Air 26 Derelict 51 Message 76 Shelter
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SPELL ACTION
1 Abandon 26 Coordinate 51 Guard 76 Release
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SPELL THEME
1 Ability 26 Faction 51 Mysticism 76 Safety
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CHAOS ORACLES
1–90 Controlled
91–100 Chaotic
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MYSTIC BACKLASH
1–4 Your ritual has the opposite affect
25–28 You undergo a physical torment which leaves its mark upon you
41–44 You are not yourself, and act against a friend, ally, or companion
You affect or damage your surroundings, causing a disturbance or
45–48
potential harm
61–64 Your ritual affects the target in an unexpected and problematic way
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CREATURE ORACLES
CREATURE FORM
1–15 Beast / mammal 67–69 Crustacean
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CREATURE CHARACTERISTICS
1–5 Extra limbs 67–69 Mandibles / pincers
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CREATURE ABILITIES
1–4 Keen senses 70–71 Parasitic
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