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Spellforge

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100% found this document useful (1 vote)
396 views48 pages

Spellforge

Uploaded by

prowanvaughan
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction
  • Sample Spells
  • Spells in Gameplay
  • Assets
  • Rituals and Challenges
  • Chaos Magic
  • Quest Starters
  • Spell Oracles
  • Spell Additional Oracles
  • Chaos Oracles
  • Creature Oracles

SPELLFORGE

MAGIC FOR IRONSWORN


A MAGIC SUPPLEMENT
FOR THE IRONSWORN RPG
by Marcin Zawadzki
SPELLFORGE
MAGIC FOR IRONSWORN
A MAGIC SUPPLEMENT
FOR THE IRONSWORN RPG
by Marcin Zawadzki

WRITING AND DESIGN


Marcin Zawadzki

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.

Rock Paper Story


[Link]
[Link]
[Link]

Copyright © 2024 Marcin Zawadzki

This work is based on Ironsworn (found at [Link]), created by Shawn


Tomkin, and licensed for our use under the Creative Commons Attribution 4.0
International License ([Link]
CONTENTS

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.

Online spell generator tool can be found on


[Link]

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.

Perceive covers perception and divination and allows one to gather


information, detect things or better understand them. Perceive could detect if
the item is magical, give information about the location of valuable ore in a
mine, or if there's someone hidden nearby.

With Transform, you can change, modify, grant or remove properties.


Transform spell could temporarily change your skin to rock, making it more
durable against an immediate attack, grant you the ability to fly, turn the
ground under your enemies feet into quicksand or make water drinkable.

1
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.

Control intent focuses on controlling existing things. Control could change


where the water flows, compel someone or something to act in a certain way,
make plants entangle a target, or dull someone's senses.

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.

Plant and Animal touch the natural world around.

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.

And finally, Perception—the essence of the senses, illusions, but also


understanding, visions and divination.

2
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.

3
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.

4
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.

Aerin, an elven mage on the lookout, spotted an unaware enemy. She


Secured an Advantage (+shadow or +wits) by successfully dulling enemy
senses with the Control Perception spell and Entered the Fray (+shadow) with a
+1 bonus from the advantage. Once she was right behind the enemy, she used
Strike (+iron) move by casting touch range spell, electrocuting and shocking
her enemy with Destroy intent and Air essence. She Faced Danger (+wits) and
blocked an incoming hit with an invisible barrier (Conjure Mind), then Secured
an Advantage (+wits) by blowing her enemy away with a strong gust of wind
(Conjure Air), and immediately used Strike on the knocked-down opponent
with the Destroy Fire spell, engulfing her target in flames.

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.

5
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.

Orianna is a mystic who specializes in wards and defensive magic. She's


currently on the battlefield, and along with a few other mystics, she is
responsible for maintaining a barrier against enemy attacks while other troops
move to neutralize the threat. For the whole confrontation, she concentrates
solely on keeping up her spell—Conjure Life, a barrier of positive energy
nullifying all harmful spells. Once the Scene Challenge is complete, they have
successfully reached their target, and the battle is won, thanks to the magical
protection provided by the mystics.

ROLL FOR MAGIC


In the example above, I hand-picked Spell Intent and Spell Essence for Orianna,
but often I'm unsure what kind of spell my character would use, and that's
when I find Spell Oracles most useful. For example, three randomly generated
spells would generate:

• Perceive Animal (Spell action & theme: Legendary Symbol).


Orianna actively searches for any approaching threat in the form of beasts or
animals, immediately marking them with a glowing symbol, making them an
easy target for other soldiers.

• Transform Water (Spell action & theme: Oppose Revenge).


A moving wall of ice blocks all incoming projectiles and separates any threat,
leaving only a small opening for enemies to approach and be singled out.

• Control Fire (Spell action & theme: Coordinate Nature).


Instead of an all-purpose barrier, she focuses only on fire-related spells and
dousing any fire on their path.

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.

6
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

When you Check your Gear, you may roll


+wits (instead of +supply). If you do, envision
how you make do with a clever spell, and
take +1 momentum on a hit.
When you Secure an Advantage or Face
Danger by weaving a spontaneous spell, add
+1 and take +1 momentum on a hit. After
rolling, you may also suffer -1 supply and add
+1 more.
When you throw caution to the wind and
make an impulsive move in a risky situation,
you may add +2. If you do, take +1
momentum on a strong hit, but count a weak
hit as a miss.

Spellweaver is a magic-oriented replacement for Improviser or Scavenger with


its alternative Starforged version. Check your Gear could mean checking if you
know the right spell or are in possession of a scroll, spellbook entry or spell
components for an encountered situation. Loosing supply could mean you're
burning through your components faster by overpowering your spell.
Spellweaver has its own Quest Starter, "Ice Maiden" on page 22.

7
PATH
SPELLSLINGER
If you wield mystic essence...

When you Enter the Fray by barraging your


foe with spells, inflict harm on a strong hit.
When you Strike by casting spells, you may
choose one (before rolling).
Hold them back: Retain initiative on a
weak hit, but inflict only 1 harm.
Hit them hard: Inflict +1 harm on a hit, but
suffer -1 momentum.
When you Secure an Advantage by preparing
spell components of a special quality, add +1.
Then, take +1 momentum or +1 supply on a
hit.

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.

8
PATH
COURT MAGE

Your authority is well known. When you


Sojourn or Compel leveraging your status
add +1.
Years as an arcane defender and advisor
honed your instincts. When you Face Danger
or Gather Information to detect or oppose
mystic forces, add +1 and take +1
momentum on a hit.
When you Reach a Milestone on your vow in
service of your leader or faction, take +2
momentum or +1 spirit.

Court Mage is an arcane advisor, defender, researcher and investigator. Often


the right hand of the local leader, but it's not uncommon for one to act
independently or as a divine messenger instead, keeping all the influential
forces in balance.

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.

Reaching a milestone, solving a tough problem, or uncovering an important


clue is what motivates and empowers you. When you swear a vow, you mean
it, and nothing will stop you from getting the job done.

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.

9
PATH
WARMAGE

You manipulate the power of essence. When


you focus to draw power from your
surroundings, roll +spirit. On a strong hit,
take up to +3 power (max 5). On a weak hit,
take +2. On a miss, take +2 power but Endure
Harm (2 harm). When you Strike, Clash or
Face Danger aided by this power, add +2 and
suffer -1 power.
When you Endure Harm or Endure Stress
from a mystic force, you may roll +wits. If you
do, take +1 momentum on a hit.
When you Strike or Clash with a spell, you
may suffer -1 momentum and inflict +1 harm
on a hit (decide before rolling).

5 4 3 2 1 0

Warmage is a path of action, you gather your power and reshape it to


overcome your obstacles. On the battlefield, you are the heavy artillery,
unleashing raw power with deadly efficiency.

Either through arduous training or remarkable talent, you are able to


manipulate mystic forces and shape them to aid your actions. But with great
power comes great risk, reach too far or draw too much and face the
consequences.

Years of manipulating volatile powers hardened you against magical backlash,


your second ability allows you to endure physical and psychical harm with a
force of will and arcane mastery.

With the third ability, you can take extra time, preparation or focus to unleash
an even more destructive spell.

If the Warmage Path sounds interesting, check out "Siege of Thornspire" on


page 16 in the Quest Starters section for inspiration on how to start your
journey as one.

10
PATH
DRUID

When you make a move to investigate,


oppose, or interact with an animal, beast or
plant, add +1 and take +1 momentum on a
strong hit.
You can shapeshift into an animal or beast to
aid your next move, add +2 and suffer -2
momentum after the move.
When forced to Endure Harm in response to
your move aided by shapeshifting, add +1
and take +1 momentum on a hit.

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.

Having that strong connection makes communicating and interacting with


animals, beasts and plants easier for you.

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.

11
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.

CHAOS MAGIC SURGE


If you do decide to reach for that chaotic power, roll D10 or roll on the Chaos
Magic Effect table. On a roll of 10 or a result of "Chaotic", your spell was
influenced by chaos, and a chaos magic surge event occurred.

Chaos surge can have a positive, neutral or negative effect, to determine


which is it, roll on the Chaos Magic Surge table. Chances for a positive or
neutral outcome are high, but in certain situations, negative consequences
could be serious, so make sure you are ready for what fate brings.

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.

A hostile creature doesn't always mean a new opponent or combat track, it


could try to run away or charge blindly at anyone in sight, which you could use
to your advantage. If you can communicate with it, there's a chance to use
Compel move and persuade it not to get involved in the fight.

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.

12
QUEST STARTERS

THE GRAVITY OF A SITUATION


Suggested asset: Court Mage.

An expedition to an old mountain fortress uncovered hidden dungeon with


chambers carved deep in the mountain bowels. In there, guarded by animated
golems, an old tome of magic was found and recovered. The book was locked,
but the initial research discovered that the tome's aura was tinted with
Conjure essence and had a certain pulling sensation to it.

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.

Lieutenant Abelar Benneth introduces you to the scene. He suspects that it


was the work of a small group of experienced professionals, as they were able
to break in, sneak past the guards, and deal with the vault's magic protection,
a task near impossible for a single person. There are at least three possible
suspects behind this theft, all of them mages of some renown who could
benefit from the book the most and actually afford a group skilled enough to
pull this heist off. The tome was locked by some sort of mystic force, but that
doesn't mean it will stay this way for long. It is unknown what would happen if
it ended up in the wrong hands. After that, he invites you to look at the
scene yourself.

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.

• A trapped warning is delivered to investigators or the main character.

13
• 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.

Casildar Sunbright: A bit of an outcast, he's regarded as stubborn and prefers


to stay out of the city in his house on the outskirts of the forest. He's an
alchemist, upkeeping family traditions, looks more like a forester, with a
cautious and serious look in his eyes. The Sunbright family is famous for the
potions, elixirs and other alchemical concoctions they produce.

Alasalynn Frostmantle: A stoic and cunning head of a local guild, reshaped


from a pit of thieves and scoundrels it was before her. She's a trader of high
renown and a talented sorceress with a knack for divination.

Maggarl Strand: A famous mage-smith of Stonehill, a big and cheerful man,


owns a big smithy operated by his smiths and apprentices with the assistance
of an iron golem called Bell.

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.

14
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?

15
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.

"Move. Time to bring the walls down."

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.

A vast battlefield spreads before you, a siege of Thornspire stronghold. The


opposition is fierce and unyielding. A true thorn in general's side.

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.

16
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.

• A squad of regular soldiers is sent after you.


• A witch hunter is on your heels.
• One of Thornspire walls was breached.
• Reinforcements arrive, an arcane bounty hunter is after you.
• Final threat box: The siege is successful, and Thornspire is conquered. If not
already recaptured, you are now a high-priority target.

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.

Thornspire: A massive stronghold, defiant and unyielding, with the


defendants under the command of Helm Ceralle.

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.

Carmine Devryn: Infamous warrior and general of the Empire in command of


the siege. Wary and calculating.

Helm Ceralle: Defender of Thornspire. Vengeful and hardhearted, an old


mercenary with a penchant for theatrics.

Fynn Barrow: Mage defending Thornspire. Slight, unassuming and weary


looking, but very cunning. It was his spell that hit you when you started casting
after your rest.

SITES
• Thornspire (Fortified Stronghold)

17
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?

18
CRIMSON VINES
Suggested asset: Druid.

Few months ago a group of adventurers visited Gleannsong, following


rumours about hidden treasures. Aided by Liv Shaern, they scouted the
Crimson Fen and after a week or so left empty-handed and frustrated,
mumbling about how the mosquitoes were far worse than anything they faced
before. About a week ago, Sacrast Melander, a fellow druid went to investigate
worrying reports of flora and fauna of Crimson Fen being aggresive towards
people that ventured deeper in the forest. Since then, he didn't come back
and sent no word. You're tasked with finding out what happened to him and
help him if he's in trouble.

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.

• Beasts attack Gleannsong.


• A corrupted bog fever spreads among the townspeople.
• Hunters and fighters from Gleannsong go on the offensive, they suffer heavy
casualties if not stopped or assisted.
• Townspeople evacuate to Lostcairn.
• Final threat box: The corruption engulfed Gleannsong.

19
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.

Crimson Fen: A shadowy fen. There's a characteristic crimson red creeper


growing in its area.

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

20
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?

What happened to Sacrast, was he influenced by the corruption and


accelerated it, or was he a prisoner, incapacitated somewhere? Or maybe he's
still looking for a solution, unable to resolve it on his own but too proud to ask
for help just yet.

21
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.

"The other half will be paid upon completion, of course".

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.

22
THREAT MILESTONES
Use these milestones as you see fit, rearrange them or add your own.

• You receive a warning not to get involved.


• You are sabotaged, or your path is blocked.
• One of the powerful warclans sent their raiders to stop you.
• Final threat box: Ellie is relocated to a new, unknown location.

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.

Monastery of the White Flame: An old Regiment of the Shining Blades'


monastery. It was once a very important and well-protected site, but after
decades of peace, it lost its significance and its state deteriorated.

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.

Conny Immerstar: Member of your group. A skilled rogue and an expert on


all sorts of traps. She's scarred and guarded, a proof that her experience
comes from practice.

Juro Halbar: Member of your group. A ranger, capable scout, hunter and
herbalist. Stout and brutish. Hot-headed and impatient when dealing with
people.

23
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.

24
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

61–68 Light / Darkness

69–76 Life / Death

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.

25
SPELL TARGET SPELL RANGE
1–25 Individual 1–20 Self

26–45 Group 21–40 Touch

46–65 Circle or Sphere 41–60 Medium

66–85 Area 61–80 Sight

86–95 Structure 81–100 Arcane connection

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

26–50 About 1 minute

51–65 About 10 minutes

66–75 About 1 hour

76–85 About 8 hour

86–95 About 24 hours

96–100 Permanent / Until dispelled

Tracking time in Ironsworn is purely narrative, but this table helps to


determine what the exact effect of the spell could be. A spellcasting trickster
could invoke an illusory sound that lasts about 1 minute to divert guards
attention during a heist. A powerful curse could permanently change the
landscape until it was dispelled.

26
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

16–45 Chant + Gesutre

46–50 Chant + Material

51–53 Gesutre + Material

54–100 Chant + Gesture + Material

27
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.

SPELL NAME TEMPLATE


1–15 [ Essence ]

16–30 [ Intent ] [ Essence ]

31–45 [ Intent ] [ Attribute ] [ Essence ]

46–60 [ Attribute ] [ Intent ] [ Essence ]

61–75 [ Attribute ] [ Essence ]

76–90 [ Attribute ] [ Attribute ] [ Essence ]

91–100 [ Attribute ] [ Intent ]

SPELL INTENT NAME


Roll Conjure Perceive Transform Destroy Control

1–10 Facio Veritas Praeses Incertus Manus

11–20 Voco Credo Alia Pulcher Potentis

21–30 Ferre Oculos Fero Imperio Paro

31–40 Creo Scio Cupio Efflige Modero

41–50 Fingo Didici Virtus Rue Dux

51–60 Concalo Pecto Licet Interfice Regere

61–70 Accerso Ecce Immuta Perime Impero

71–80 Evoco Cernentia Alta Letare Regna

81–90 Prodo Tuor Innova Evoca Praeeo

91–100 Pario Senti Cambium Exci Vergo

28
FIRE ESSENCE WATER ESSENCE
1–10 Ignis 1–10 Aqua

11–20 Ardor 11–20 Irrora

21–30 Fieri 21–30 Imber

31–40 Ambustio 31–40 Rigare

41–50 Aedilicius 41–50 Mersa

51–60 Fax 51–60 Icere

61–70 Malleolus 61–70 Procella

71–80 Igniculus 71–80 Unda

81–90 Incende 81–90 Confluctua

91–100 Exarde 91–100 Glacia

AIR ESSENCE EARTH ESSENCE


1–10 Aer 1–10 Terra

11–20 Spiraculi 11–20 Glaria

21–30 Caelus 21–30 Tellus

31–40 Tempestas 31–40 Cespes

41–50 Tonitrus 41–50 Solum

51–60 Fulgur 51–60 Ager

61–70 Attona 61–70 Occo

71–80 Caligo 71–80 Intreme

81–90 Ventus 81–90 Scopulus

91–100 Perurere 91–100 Contreme

29
PLANT ESSENCE ANIMAL ESSENCE
1–10 Plare 1–10 Animalis

11–20 Arsella 11–20 Averium

21–30 Arbor 21–30 Fera

31–40 Aceris 31–40 Trux

41–50 Ramus 41–50 Atrox

51–60 Termes 51–60 Junge

61–70 Vis 61–70 Amicus

71–80 Vitis 71–80 Entis

81–90 Grandesce 81–90 Dedoma

91–100 Aucta 91–100 Cicura

LIGHT / DARKNESS ESSENCE


1–10 Lux

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

30
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

BODY ESSENCE MIND ESSENCE


1–10 Corporis 1–10 Cordis

11–20 Entis 11–20 Animi

21–30 Essentia 21–30 Sentis

31–40 Fortitudo 31–40 Mentis

41–50 Robor 41–50 Adversa

51–60 Postestatis 51–60 Cogitare

61–70 Vigesce 61–70 Arbitra

71–80 Vigor 71–80 Reor

81–90 Virtus 81–90 Compertus

91–100 Careo 91–100 Experi

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

32
ATTRIBUTES
1 Altum 26 Congelate 51 Curvabiliter 76 Pubenter

2 Elatum 27 Rigenter 52 Flexibiliter 77 Strenue

3 Celere 28 Dure 53 Mollis 78 Vehementer

4 Actuarium 29 Ferroe 54 Longiturne 79 Vivax

5 Immanis 30 Perardue 55 Procere 80 Integre

6 Vaste 31 Nimbifere 56 Spatiose 81 Truciter

7 Viripotens 32 Tempestuose 57 Odore 82 Feri

8 Forte 33 Procellose 58 Spinee 83 Efferate

9 Belliate 34 Fluctuose 59 Spinose 84 Bellualis

10 Valens 35 Incitate 60 Acanthie 85 Ferox

11 Empyrea 36 Hiemaliter 61 Lucide 86 Vesane

12 Flammide 37 Hiberne 62 Illustris 87 Furiosi

13 Pyrie 38 Turbide 63 Clarus 88 Saevum

14 Ignee 39 Intempeste 64 Nitide 89 Vementer

15 Impirie 40 Celeriter 65 Clare 90 Optume

16 Empyrie 41 Petrose 66 Serenus 91 Valorose

17 Empyree 42 Edure 67 Albenter 92 Bellatore

18 Infere 43 Praedure 68 Atre 93 Mas

19 Inferus 44 Aspere 69 Fusce 94 Obnixe

20 Flagranter 45 Confragose 70 Tenebrose 95 Ecfate

21 Algide 46 Confrage 71 Inanimanter 96 Effate

22 Frigide 47 Severum 72 Strenuus 97 Certa

23 Perfrigide 48 Immitis 73 Vigens 98 Sagax

24 Hiemanter 49 Maeste 74 Vigorose 99 Acris

25 Glacialiter 50 Torve 75 Vegete 100 Alacris

33
SPELL ADDITIONAL ORACLES
SPELL DESCRIPTOR
1 Abandoned 26 Decaying 51 Haunted 76 Preserved

2 Abundant 27 Deep 52 Hidden 77 Prominent

3 Active 28 Defended 53 Hoarded 78 Protected

4 Ancient 29 Dense 54 Hostile 79 Rare

5 Barren 30 Depleted 55 Inaccessible 80 Remote

6 Blighted 31 Desolate 56 Infested 81 Rich

7 Blocked 32 Destroyed 57 Inhabited 82 Ruined

8 Breached 33 Diverse 58 Isolated 83 Sacred

9 Broken 34 Empty 59 Legendary 84 Safe

10 Captured 35 Ensnaring 60 Living 85 Sealed

11 Charged 36 Expansive 61 Lost 86 Secret

12 Chaotic 37 Exposed 62 Lush 87 Settled

13 Charted 38 Fertile 63 Makeshift 88 Shrouded

14 Collapsed 39 Fiery 64 Artifical 89 Stolen

15 Colossal 40 Flooded 65 Misleading 90 Stormy

16 Confined 41 Foreboding 66 Moving 91 Stranded

17 Conspicuous 42 Forgotten 67 Mysterious 92 Strange

18 Constructed 43 Forsaken 68 Natural 93 Sunken

19 Contested 44 Fortified 69 New 94 Toxic

20 Corrupted 45 Foul 70 Obscured 95 Trapped

21 Created 46 Fragile 71 Open 96 Unnatural

22 Cursed 47 Frozen 72 Peaceful 97 Unstable

23 Damaged 48 Functional 73 Perilous 98 Valuable

24 Dead 49 Grim 74 Pillaged 99 Violent

25 Deadly 50 Guarded 75 Powerful 100 Wrecked

34
SPELL FOCUS
1 Air 26 Derelict 51 Message 76 Shelter

2 Ammunition 27 Dimension 52 Mind 77 Shortcut

3 Anchorage 28 Discovery 53 Mist 78 Sound

4 Animal 29 Earth 54 Monument 79 Storm

5 Apparition 30 Enclosure 55 Obstacle 80 Structure

6 Art 31 Energy 56 Outbreak 81 Supply

7 Artifact 32 Environment 57 Outpost 82 Symbol

8 Battleground 33 Equipment 58 Path 83 Terrain

9 Beast 34 Fire 59 People 84 Territory

10 Being 35 Force 60 Perception 85 Threshold

11 Blockade 36 Fortification 61 Person 86 Time

12 Body 37 Grave 62 Plant 87 Tool

13 Boundary 38 Habitat 63 Portal 88 Transport

14 Commander 39 Hazard 64 Provisions 89 Trap

15 Commodity 40 Hideaway 65 Reality 90 Treasure

16 Confinement 41 Home 66 Refuge 91 Vault

17 Connection 42 Illusion 67 Relic 92 Vegetation

18 Construct 43 Intelligence 68 Remains 93 Vessel

19 Container 44 Lair 69 Rendezvous 94 Viewpoint

20 Corpse 45 Leader 70 Resource 95 Void

21 Creation 46 Life 71 Rock 96 Water

22 Creature 47 Light 72 Ruins 97 Weapon

23 Darkness 48 Map 73 Salvage 98 Weather

24 Death 49 Material 74 Sea 99 Wind

25 Debris 50 Medicine 75 Settlement 100 Wreckage

35
SPELL ACTION
1 Abandon 26 Coordinate 51 Guard 76 Release

2 Acquire 27 Create 52 Hide 77 Remove

3 Advance 28 Debate 53 Hold 78 Resist

4 Affect 29 Defeat 54 Hunt 79 Restore

5 Aid 30 Defend 55 Impress 80 Reveal

6 Arrive 31 Deflect 56 Initiate 81 Risk

7 Assault 32 Defy 57 Inspect 82 Scheme

8 Attack 33 Deliver 58 Investigate 83 Search

9 Avenge 34 Demand 59 Journey 84 Secure

10 Avoid 35 Depart 60 Learn 85 Seize

11 Await 36 Destroy 61 Leave 86 Serve

12 Begin 37 Distract 62 Locate 87 Share

13 Betray 38 Eliminate 63 Lose 88 Strengthen

14 Bolster 39 Endure 64 Manipulate 89 Summon

15 Breach 40 Escalate 65 Mourn 90 Support

16 Break 41 Escort 66 Move 91 Suppress

17 Capture 42 Evade 67 Oppose 92 Surrender

18 Challenge 43 Explore 68 Overwhelm 93 Swear

19 Change 44 Falter 69 Persevere 94 Take

20 Charge 45 Find 70 Preserve 95 Threaten

21 Clash 46 Finish 71 Protect 96 Transform

22 Command 47 Focus 72 Raid 97 Uncover

23 Communicate 48 Follow 73 Reduce 98 Uphold

24 Construct 49 Fortify 74 Refuse 99 Weaken

25 Control 50 Gather 75 Reject 100 Withdraw

36
SPELL THEME
1 Ability 26 Faction 51 Mysticism 76 Safety

2 Advantage 27 Fame 52 Nature 77 Secret

3 Ally 28 Family 53 Opinion 78 Shelter

4 Balance 29 Fear 54 Opportunity 79 Solution

5 Barrier 30 Fellowship 55 Passage 80 Spirit

6 Battle 31 Freedom 56 Path 81 Stranger

7 Blood 32 Greed 57 Peace 82 Strategy

8 Bond 33 Hate 58 Portent 83 Strength

9 Burden 34 Health 59 Possession 84 Structure

10 Community 35 History 60 Power 85 Superstition

11 Corruption 36 Home 61 Price 86 Supply

12 Creation 37 Honor 62 Pride 87 Survival

13 Creature 38 Hope 63 Prize 88 Time

14 Danger 39 Idea 64 Problem 89 Tool

15 Death 40 Innocence 65 Protection 90 Trade

16 Debt 41 Knowledge 66 Quest 91 Truth

17 Decay 42 Labor 67 Relationship 92 Vengeance

18 Deception 43 Land 68 Religion 93 Vow

19 Desolation 44 Language 69 Renown 94 War

20 Destiny 45 Law 70 Resource 95 Warning

21 Direction 46 Leader 71 Revenge 96 Weakness

22 Disease 47 Loss 72 Risk 97 Wealth

23 Dream 48 Love 73 Rival 98 Weapon

24 Duty 49 Memory 74 Ruin 99 World

25 Enemy 50 Momentum 75 Rumor 100 Wound

37
CHAOS ORACLES

CHAOS MAGIC EFFECT


Use this table or roll D10 to determine if the magic is under complete control
or not.

1–90 Controlled
91–100 Chaotic

CHAOS MAGIC SURGE


Roll on this table to discover how chaos influenced your spellcasting.

1–34 Minor magical effect, roll Spell Descriptor + Spell Focus

35–60 Empowering magic, add +1 on your next move

61–62 Prophetic vision, you may reroll one challenge die

63–68 Summon a hostile Creature up to medium size

69–78 Add +1 harm/progress if your next move is a Combat Move

79–80 Magic nova, enemies are blasted away, gain Initiative/Control

81–84 Magic runs through you, gain 2 momentum

85–92 Overwhelming magic, Pay the Price

93–98 Recover 1 health, spirit or supply

99–100 Mystic backlash

38
MYSTIC BACKLASH
1–4 Your ritual has the opposite affect

5–8 You are sapped of strength

9–12 Your friend, ally, or companion is adversely affected

13–16 You destroy an important object

17–20 You inadvertently summon a horror

21–24 You collapse, and drift into a troubled sleep

25–28 You undergo a physical torment which leaves its mark upon you

29–32 You hear ghostly voices whispering of dark portents


You are lost in shadow, and find yourself in another place without
33–36
memory of how you got there

37–40 You alert someone or something to your presence

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

49–52 You waste resources

53–56 You suffer the loss of a sense for several hours


You lose your connection to magic for a day or so, and cannot
57–60
perform rituals

61–64 Your ritual affects the target in an unexpected and problematic way

65–68 Your ritual reveals a surprising and troubling truth

69–72 You are tempted by dark powers

73–76 You see a troubling vision of your future


You can't perform this ritual again until you acquire an important
77–80
component

81–84 You develop a strange fear or compulsion


Your ritual causes creatures to exhibit strange or aggressive
85–88
behavior
89–92 You are tormented by an apparition from your past

93–96 You are wracked with sudden sickness


Roll twice more on this table. Both results occur. If they are the
97–100
same result, make it worse

39
CREATURE ORACLES

Summoned creature oracles are a collection of slightly limited standard


creature oracles from Ironsworn to prevent some narratively challenging
events, like summoning a colossal monster in a small room.

CREATURE RANK CREATURE SIZE


1–37 Troublesome 1–8 Tiny (rodent-sized)

38–100 Dangerous 9–49 Small (hound-sized)

50–100 Medium (person-sized)

CREATURE FORM
1–15 Beast / mammal 67–69 Crustacean

16–25 Humanoid 70–71 Fish

26–31 Bird 72–73 Octopoid

32–37 Spider 74–75 Amphibian

38–43 Snake 76–77 Plant

44–49 Worm / slug 78 Incorporeal

50–55 Lizard 79 Mineral

56–61 Insect 80 Elemental

62–66 Amorphous 81–100 Hybrid (roll twice)

40
CREATURE CHARACTERISTICS
1–5 Extra limbs 67–69 Mandibles / pincers

6–10 Fangs / rows of sharp teeth 70–72 Luminescent

11–15 Claws / talons 73–75 Antennae / sensory organs

16–20 Strange color / markings 76–78 Proboscis / inner jaw

21–25 Horns / tusks 79–81 Exoskeleton / shell

26–30 Oversized mouth 82–84 Bony protuberances

31–35 Spikes / spines 85–87 Corrupted flesh

36–40 Tail 88–90 Semi-transparent

41–45 Multi-segmented body 91–93 Scarred / injured

46–50 Wings 94–95 Egg sac / carried offspring

51–54 Stinger / barbs 96–97 Rotting / skeletal

55–58 Many-eyed 98 Mummified / desiccated

59–62 Distinctive sound 99 Multi-headed

63–66 Tentacles / tendrils 100 Etched with mystic runes

41
CREATURE ABILITIES
1–4 Keen senses 70–71 Parasitic

5–8 Intimidating vocalization 72–73 Vibration sense

9–12 Climber 74–75 Breath weapon / toxic spew

13–16 Intelligent 76–77 Mimicry

17–20 Swift 78–79 Shapeshifting

21–24 Powerful bite 80–81 Control lesser creatures

25–28 Stealthy / ambusher 82–83 Echolocation

29–32 Horrid visage 84–85 Electric shock

33–36 Strong 86–87 Acidic

37–40 Camouflaged 88–89 Symbiotic

41–43 Flier / glider 90–91 Shoot projectiles

44–46 Poisonous 92 Paralyzing

47–49 Semiaquatic / swimmer 93 Immune to iron

50–52 Grappler / entangler 94 Feels no pain

53–55 Leaper 95 Enact rituals

56–58 Crusher / constrictor 96 Create illusions

59–61 Armored 97 Mind control / telepathy

62–64 Burrower 98 Move between realities

65–67 Noxious smell 99 Wield weapons

68–69 Trap-setter 100 Control elements

42

SPELLFORGE
MAGIC FOR IRONSWORN
A MAGIC SUPPLEMENT
FOR THE IRONSWORN RPG
by Marcin Zawadzki
SPELLFORGE
MAGIC FOR IRONSWORN
A MAGIC SUPPLEMENT
FOR THE IRONSWORN RPG
by Marcin Zawadzki
WRITING AND DESIGN
Marcin Zawadzki
Introduction..............................................................1
Sample Spells....................................
1
Spellforge is part supplement and part guide or advice on how to add a little 
more flavor to magic in an Ironsworn game. Na
2
Destroy intent can remove essence, make it worse, or remove / make worse 
something else worse with that specified essence.
3
Combining spell intent with essence is the base for creating spells. 
Combination of intent and essence doesn't always mean
4
DESTROY DEATH
Scene challenge: Perform a ritual to banish a powerful undead lich.
Strike: Harm a living person with negativ
5
Equipped with the knowledge of how to create new spells, it's time to use 
them in the game.
The most obvious and easiest t
6
RITUALS AND CHALLENGES
If you have to perform a long and complicated ritual, or rolled a high rank on 
Spell Rank oracle fo

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