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2K views60 pages

Arcanum Digital

Uploaded by

Brandie Lynch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Arcanum

A High Magic Supplement


for the Ironsworn System

By M. Christof Berger
Copyright (c) 2021 M. Christof Berger

Licensing Info
This work is based on Ironsworn (found at www.ironswornrpg.com),
created by Shawn Tomkin, and licensed for our use under the
Creative Commons Attribution 4.0 International License.

(https://creativecommons.org/licenses/by/4.0/).

The text of this work is created by M. Christof Berger and licensed


for use under the Creative Commons Attribution 4.0 International
License (CC-BY).

Writing and Design


All writing by M. Christof.Berger

Layout by Eric Bright.

Acknowledgments
NOTE: This is NOT OFFICIAL Ironsworn content! It is fan-made
content made available through the generous licensing of Shawn
Tomkin, creator of Ironsworn. Please support him by purchasing the
original Ironsworn products as well as Ironsworn: Starforged, the
sci-fi follow-up game.

Special thanks to Eric Bright, without whom this project may not
have ever reached completion.

Image Credits
All photos are in the public domain used with permission from
Unsplash, Pexels and Pixabay.

All icons on the asset and Facility cards are by Lorc, Delapouite and
contributors from game-icons.net licensed under CC BY 3.0. …
Arcanum 8
The Ways of Magic 9
Manipulations 10
Change 11
Conjure 12
Control 13
Decay 14
Sense 15
Essences 16
Water, Fire, Air, and Earth 17
Plant 18
Animal 19
Body 20
Mind 21
Perception 22

Assets 23
The Mark 23
The Revelation 23
Learning More Magic 24
The Arcanum 25
Arcanum Facilities 26
Anchorage 27
Deep Ruins 28
Formulary 29
Grounds 30
The Grove 31
Guard Post 32
Guest Suites 33
Library 34
Writing a Tome of Your Own 34
Messenger Post 35
Quarters 36
Scrying Pool 37
Spell Vellum 38
Stables 39
Venture 40

Chaos 41
The Chaos Track 42
Fracture 42
Crack 43
Break 44
Moves 45
Cast a Spell 45
Spell Magnitude 46
Spell Power 46
How Spells are Cast 47
Secure Resources 48
Harness Chaos 48
Scribe 48
Ground Yourself 49
Withstand Chaos 50

Playing a Mage 51
Magi Archetypes 53
The Timothy 53
The Gandalf 54
The Potter 55
The Matthias 56
The Tanasin 57
Alternate Mark Variants 58
Reduced Power Casting 58
Your Truths 59
Arcanum
Arcanum
Arcanum is a supplement for the Ironsworn RPG system. It owes
deep credit to the Ironsmith line of supplements, as well. Arcanum
provides a flexible spellcasting option with a healthy respect for
narrative. In my view, magic is necessarily hamstrung in most RPGs
in order to balance character classes. If we grasp at the Tolkien root
of this particular genre, though, magic is meant to be very powerful,
and being someone who enjoys playing magic-wielding characters,
I have had a lingering disappointment with how most RPG systems
treat it. I also dislike Vancian magic intensely. It is a tremendously
useful tool for balance, but it makes wizardry feel more like a
collection of items rather than a willful shaping of creation. My
notion of mages comes from a lifetime of reading works such as
Neverwhere, The Books of Magic, and of course The Lord of the
Rings. And, it also arises from the one RPG which I feel did magic
justice: Ars Magica.

Thus, dear Magi, I present to you a method for implementing a


flexible casting system in your Ironsworn narratives.

8 Arcanum
The Ways of Magic
Magic. In the Old World, it was known and practiced by those with
the ability. In the Ironlands, it was rediscovered. Much was lost in
the Great Crossing: scores of ancient tomes, and most of our few
Magi who escaped from the Old World. But, the Mark followed us.
New generations are being born, and some of these children are
Marked by magic, their spirits forever altered. You were one of these
children.

Magic is dangerous. Many do not survive the Revelation: the


moment when the Mark is first expressed. Those who learn to control
their gift, whether on their own or by way of apprenticeship, are
feared and outcast by the rest of human society. The Mark makes a
normal life, therefore, impossible.

Magi instead live apart from society, tolerated so long as they keep
their distance. They may find a place nearby a community should
they assist folk in the area, but cannot expect a generally warm
welcome, regardless of their deeds.

The practice of magic, as standardized in the Old World, is made


possible by the manipulation of Essences: the basic Forms of the
world. These are Water, Fire, Air, Earth, Plant, Animal, Mind, Body,
Perception.

Manipulations are divided into Conjure, Change, Decay, Sense,


Control. A common spell in the bitter cold of the Ironlands is to
[Conjure+Fire]. In the winter, when blinding snow storms
descend from the north, a Mage may cast a spell such as
[Decay+Air] to ease their travel. Wounds may be mended by a
spell of [Control+Body], to speed the healing process.

The ability of the individual limits the magnitude of the spell. In


addition to that limitation, magic spells defy reality, and reality
resists these efforts. Every spell stretches the fabric of reality further,
with greater and greater risk of Chaotic backlash. With experience,
magi learn how to manage this risk somewhat, though disaster
always lurks, needing only one spell too many or an over-ambitious
casting.

A High Magic Supplement for Ironsworn 9


Manipulations
Manipulations are the methods by which a Magi exerts their power
and influence in the world over an Essence. The Mark first expresses
itself through a single Manipulation that is usually overwhelming
and destructive in its nature. Those who survive this Revelation later
find that they have the ability to Manipulate the chaotic energies of
magic in one of the following ways.

• Change
• Conjure
• Control
• Decay
• Sense

It is common for a Mage to live their whole life casting spells based
solely on one Manipulation, but with time, study, and experience, a
Mage may master two or even three methods of Manipulation. The
specific methods by which individual Magi are able to perform acts
of Manipulation are diverse and can be unique to each Mage.
However, most learn bits and pieces from the great Magi of the past,
by way of dusty tomes and scrolls before adding in their own
personal twist.

Some prophecies speak of the Cardinal Magi who will arise with the
ability to use all five Manipulations, but these prophecies have
remained seemingly unfulfilled throughout the ages. It is likely
impossible for one to achieve such mastery over Chaos.

10 Arcanum
Change
The modification of an essential property of a thing.

Changing, while not as flashy as other Manipulations (such as


Conjuration), is a classically recognized ability of the Magi. In the
Old World, in a time of great decadence, Changing spells were often
sought by the wealthy in order to appear as they desired: different
hair color, a baritone or lilting voice, a more angular face. These are
basic spells. More advanced spells can replace the essential property
of a thing, turning the leaves of a tree to glass or turning magma to
mud.

It should be noted, though, that no Changed properties remain


forever, eventually reverting to their natural state. The glass leaves
fall, replaced by new greenery. The magma begins to warm and
becomes molten once more. Permanent Changing is reserved for
only the greatest of Changers: Magi of the highest skill.

Those with the skill of Changing may be called Changers or


Transmuters within the magical literature.

Quest Starter: Thamonar the Transmuter was famous for being able
to Change inordinately large quantities of a substance at once, even
after making it here to the New World. Now, many years after
Thamonar’s death, a tiny journal belonging to the great Mage has
been recovered. This volume may contain secrets to the Changing
Manipulation, but the journal was turned into metal and cannot be
opened via the normal magic means. Who do you know that may
have a clue to unlock this treasure? What could you do with the
ability to Transmute tremendous volumes of material?

A High Magic Supplement for Ironsworn 11


Conjure
The creation of something from nothing.

This is a capability of magic long ascribed to the Magi and is one of


the most awe-inspiring arts. The more complex the Conjuration, the
more dangerous it becomes. Basic Conjuration can create small
objects with generally similar properties to the item desired. More
advanced Conjuration can generate large objects or significant
amounts of simple matter, with properties essentially identical to the
desired outcome. The greatest Conjurers can even give creatures
from other planes corporeal form or create incredibly intricate
objects.

Those with the skill of Conjuring may be known as Conjurers,


Creators, or Summoners.

Quest Starter: A ceremonial relic was shattered accidentally by a


young acolyte who now seeks your help. The acolyte asks if the relic
can be temporarily Conjured while a new relic is fashioned so as to
not induce a religious panic. What power did this ceremonial relic
supposedly hold, and how does it fit into the culture or religion of
these people?

12 Arcanum
Control
The adjustment of the natural processes of a thing.

Control is the least popularly known manipulation, primarily


because it is so easy to confuse with Conjuration or Changing.
Control, though, does not modify a trait of a thing, nor does it create
or add to a thing. Rather, it changes the natural process of a thing.

For instance, a basic Control spell might make a flower bloom in


winter or cause a person’s heart to beat faster. More advanced
Control spells could turn a placid creek into a raging rapid, cause an
avalanche, or force a person to utter a word or phrase involuntarily.

Control spells need not be used with malicious or whimsical intent,


though. Indeed, the greatest Control Magi are renowned healers able
to cast nigh-miraculous spells. For this reason, though, these Magi
often must spend their lives hiding most of their abilities or
surrounding themselves with powerful allies, lest the masses
overwhelm them with the sick, the injured, and the dying.

Those with the skill of Controlling may be known as Controllers,


Menders (if they focus on healing), or Guides.

Quest Starter: Years ago, a local village captured a novice Mage


because of their ability to Control plant life and forced them into a
life of indentured servitude of Controlling the crops which allowed
them to complete their growing cycle during the short growing
season. The young Controller has gone missing, and the village may
not last the winter without the crops. What fate befell the novice, and
can the innocents in the village make it through the winter?

A High Magic Supplement for Ironsworn 13


Decay
The winnowing of a thing.

All things fall to dust, in the end. The breaking of a form into its
constituent parts is a natural part of the world’s cycle of renewal.
Magi can directly manipulate this natural process, with even the
most basic spells able to silence a stiff wind or spoil a magnificent
meal. Those who choose more advanced studies of Decay may be
able to rot a house sufficient to ruin or drought a small river.

While Conjuration may instantiate or add to a thing, Decay subtracts.


This is why Magi who master Decay inspire great fear, regardless of
their deeds. A Decay spell from such a Mage can bring famine, or
even winnow away the years of a person’s life.

Likely as a result of this Manipulation’s deadly reputation, a Mage


proficient in Decay can be known as a Winnower, Eroder, Death
Bringer, Wither, or one with the Foul Touch.

Quest Starter: A nearby mine collapsed and trapped many of the


villagers inside with little air and even less food or water. A shunned
Wither used to live in this mountain range. Can they be found and
convinced to help? What previous interaction between this Wither
and the village went very badly?

14 Arcanum
Sense
The understanding or knowing of a thing.

Divination may be a tool of the average hedge wizard or witch.


However, true Sensing is the province of the Magi. Even novice
Magi who have studied this art are able to know what others cannot:
seeing sharply, hearing keenly. Thus, even basic Sensing spells can
seem to give the Mage precognition or clairvoyance, though that is
not necessarily the case. However, Magi with advanced knowledge
of Sensing can detect such things as would normally be unknowable,
such as the true mood of another person or the presence of magical
or supernatural beings.

The greatest spells of Sensing are those which are typically ascribed
to the oracles of the Old World: to know the weave of fate and to
sense the minds and motivations of others. In the elder days, before
the Great Crossing, Sensing Magi were strictly governed by the great
councils, and they were almost always employed by the wealthy and
powerful.

Those with the ability to Sense may be known as Seers, Third Eyes,
Augurs, Oracles, or Soothsayers.

Quest Starter: An overseer is agonizing over the decision to abandon


the village due to the constant threat of raiders and the encroaching
harsh winter. The overseer wants to send a small party out to find a
Seer who can answer whether or not they will survive the winter if
they choose to stay. None want to abandon their home, but the
villagers agree to follow the Seer’s advice. What relationship do you
have with someone in this village that compels you to join the party
seeking the Seer?

A High Magic Supplement for Ironsworn 15


Essences
When a Mage performs magic, they are manipulating some Essence
contained within the world. As with a Manipulation, the first
Essence a magic user is attuned to becomes evident during the
Revelation, but further study can lead to mastery over further
Essences which include:

• Water
• Fire
• Air
• Earth
• Plant
• Animal
• Body
• Mind
• Perception

There are those who claim to be what are known as Unbound Magi:
those who can manipulate all Essences. This notion, much like that
of Cardinal Magi, is generally considered a myth. The amount of
Chaotic energy that it would take to master even a handful of the
Essences would tear the Mage asunder.

16 Arcanum
Water, Fire, Air, and Earth
Scholars in the Old World used to argue these fundamental building
blocks of the world. The tools of the gods, these elements can also
be manipulated by the Magi. If a Mage did not connect to one of the
elements element during their Revelation, they most frequently
begin their novice work with one, as these have predictable results to
Manipulation.

• [Conjure + Fire] as one would expect, can create a fire where


none existed before or unnaturally increase the size of a fire.

• [Change + Water] can turn rain into deadly iron shards or turn
a promising oasis to sand.

• [Decay + Air] can silence a wind or suffocate a room full of


people.

• [Sense + Earth] can reveal the passage of animals or people


over a given ground, even if they would otherwise be
untraceable, or reveal the source of a famine.

The elements are, thus, potentially a Mage’s greatest ally.

Quest Starter: Scraps of an ancient manuscript point to the potential


for other elemental essences such as Light, Shadow, or Aether. What
new element is of importance to you? What makes the mission to find
the truth of this new element so dangerous?

Air Earth Fire Water

A High Magic Supplement for Ironsworn 17


Plant
Intimately connected to the element of Earth, plants are often the
silent observers of the ages of this world. For a properly trained
Mage, they can also be powerful and steadfast friends.

• [Control + Plant] can cause a sapling to suddenly grow into


a mature tree.

• [Conjure + Plant] might bring roots whirling out from cave


walls to impede pursuers.

• [Change + Plant] may turn a web of green vines into strips of


parchment which tear away easily.

• [Decay + Plant] could abate a poison or curse a patch of earth


to never grow again.

• [Sense + Plant] can reveal the conditions under which a farm


could thrive, or perhaps convey an ancient tree’s memory of its
time as a sapling.

Quest Starter: The Forest of Serpere is full of thick vines that seem
to have a life all of their own. Why do you suspect that there is some
arcane power at work here? What other properties do these vines
have that makes the area particularly dangerous?

18 Arcanum
Animal
Imbued with the spirit of the wilds, animals have alternately been
enemies, allies, and passive observers of humankind. Magi often rely
upon animals to perform a variety of tasks. When they are the subject
of spells, animals can exhibit perhaps the most dramatic of magical
effects.

• [Control + Animal] can help a local farmer to mature his


herd more quickly or push a beast into an adrenaline-fueled
frenzy.

• [Conjure + Animal] can certainly call an animal to the Mage,


but it can also bring forth a spirit of the wild.

• [Change + Animal] can give a normal horse wings (hence the


legendary Pegasus) or turn a loyal hound into a monstrous beast.

• [Decay + Animal] may subdue the guardian spirits of a grove


or cause a wolf’s teeth to rot.

• [Sense + Animal] gives Magi their well-recognized ability to


speak with animals, as well as to easily track their passage.

Quest Starter: A druid living as a hermit in the woods is protected by


animal servants. It is said that this druid possesses the Tome of
Vadallat, a legendary Mage from the past who ruled the animal
kingdom with his magic. Why do you think that Vadallat’s soul may
yet live in the mortal realm? How do you think the druidic hermit is
related toVadallat?

A High Magic Supplement for Ironsworn 19


Body
The body of a human being is a complex thing, and given its
incredible importance, an entire art has been devoted to its
manipulation. In the Old World, shortly before the Great Crossing,
Magi who devoted themselves to the study of this Essence had
formed an independent school to house and train their novices. This
move was extremely controversial, but gave the school and its
devotees significant political and economic power.

• [Conjure + Body] may mend a mortal wound or restore a lost


limb (albeit painfully).

• [Change + Body] is the art of fleshcrafting, imbuing subjects


with aspects as subtle as purple eyes to those as overt as
hideously long claws, and it is fabled to be the potential source
of prolonged youth, though no spell is yet known which can
accomplish this successfully.

• [Decay + Body] is often misunderstood and feared, even by


Magi. However, it may be used for noble ends, such as to remove
necrotic flesh or to slow the heart and reduce adrenaline in
moments of intense fear.

• [Sense + Body] can be incredibly valuable when catching a


murderer or determining the source of a disease.

• [Control + Body] can speed healing, but can also be used for
more nefarious purposes. Many have been the defendants of
crimes who have proclaimed to the village councils and lords
that their actions were only the result of a Mage’s spell of
Control.

Quest Starter: An aging Mage has taken Control of a large group of


people, forcing them to participate in a never-ending dance until
they die of exhaustion. Who do you know that is enthralled this way?

20 Arcanum
Mind
The mind of a person is an incredibly intricate creation, the secrets
of which are known only to the Maker, whom- or whatever that may
be. Still, the mind can be influenced by magic, and this ability of the
Magi is often cited as a reason why they should never be trusted.

• [Conjure + Mind] can bring unbidden thoughts to a person’s


awareness or generate extreme emotions, such as hatred.

• [Change + Mind] can replace whole memories of events or


exchange the mind of one person with that of another.

• [Decay + Mind] can remove memories or turn a mature adult’s


behavior into that of an infant.

• [Control + Mind] can inspire awe and obedience in others, or


potentially confuse them, instead, leaving them lost and unsure.

• [Sense + Mind] grants a Mage the ability to glean thoughts and


emotions from the mind of another, and perhaps even to unearth
memories with or without the knowledge of the subject.

Quest Starter: Sometimes called psionics, the study of the Essence of


the Mind is often fraught with dangers. In your explorations of this
Essence, you have been trapped inside a dream-like world that is
really the mind palace of another Mage. What manifestations of
madness exist in this place? What do you believe is your one hope of
making it out of this mental trap and reconnecting your mind with
your physical body?

A High Magic Supplement for Ironsworn 21


Perception
To most people in this world, perception is reality. Altering a
person’s perception in some way, thus, can dramatically change the
world that they live in. Magi who delve deeply into this Essence are
known as Illusionists or Shades.
• [Conjure + Perception] is a hallmark of the illusionists:
creating sights, sounds, smells, tastes, and feelings of things
which are not actually there. The more powerful the illusionist,
the more unsettling or believable the illusion.
• [Change + Perception] can modify a sensation, making an
object or person appear more beautiful or hideous, or to make
others see oneself as like someone else: a sort of magical
disguise.
• [Decay + Perception] may reduce a sensation, making mead
taste like thick water or a sunny day appear dull and colorless.
• [Control + Perception] may distort a sensation, making a
dog appear to be in one place when it is really in another or
causing a smell to seem to come from one doorway, rather than
another.
• [Sense + Perception] grants a Mage the ability to see through
the eyes of another and eavesdrop through their hearing. A
stealthy Mage may also use this Manipulation and Essence
combination to locate watchful eyes and to determine whether
they have been alerted, even from a great distance.
Quest Starter: A magical beast has been attacking a nearby village,
and the townsfolk have not been able to stop it because it can
manifest illusions that cover its escape. What about this beast makes
the people desperate enough to seek the help of a Mage?

22 Arcanum
Assets
There are two core assets for playing a Mage. The first is The Mark,
which you should take at creation or whenever your character
experiences their Revelation. The second is the Arcanum, which acts
as a headquarters for a Mage and can acquire its own type of assets,
known as Facilities.

The Mark
The Mark is a double-sided asset, with the back having blank areas
for filling in the Manipulations and Essences which your character
has learned. Upon acquiring the asset, set your Chaos track to the
furthest left +2 space. Then choose one Manipulation and one
Essence that revealed themselves during your Revelation. Write
these in the blank spaces provided, and fill in a single dot for each
one. Your choices should preferably reflect the nature of your
character and/or the nature of their Revelation experience. Note that
a single character may acquire no more than three Manipulations and
four Essences, and that none of these may rise above level three (i.e.
three dots).

To acquire additional levels through the Advance move, you must


first gain the Arcanum asset and build the Library Facility. The
number of dots in a Manipulation or Essence can never rise beyond
the number of Tomes which you have on that topic in your Library.
Thus, if you begin play with the Conjure Manipulation and Fire
Essence, you will need to find (or write yourself through study and
experimentation) two Tomes of Conjuration before you can Advance
Conjure to the second dot.

There are several ways for you to acquire Tomes. Your character
could Swear an Iron Vow to find an already extant Tome, a Tome
may be discovered in pursuit of an unrelated vow, or your character
may attempt to study and experiment within the Library in order to
write their own Tome (see the Library Facility for more on this).

A High Magic Supplement for Ironsworn 23


The Revelation
Whether you begin play with The Mark asset or acquire it later, your
character will have gone through the Revelation. If you are starting
a new character with The Mark, you might consider beginning your
story with the Revelation. What magic revealed itself? What made
the situation dangerous? How did your loved ones and friends react
in fear?

If you gain the asset of The Mark later in the game, consider having
the Revelation cause your character to Swear an Iron Vow to
understand what the sudden appearance of these Chaotic energies
means. When you Fulfill Your Vow, you could gain The Mark asset.

Either way, the Revelation was likely a very psychologically


traumatic event for your character and also an event of tragedy and
fear for the local population. It was the first major event that
ostracized you from society at large.

24 Arcanum
The Arcanum
A character’s ability to advance a Manipulation or Essence is limited
by the materials which they have available for study. Thus, as
mentioned, your level in [Conjure] may never be Advanced above
the level of Conjuration Tomes which you possess. The Arcanum
serves to house these Tomes, among its many other functions. If you
are creating your character as a Mage from the beginning, then
acquiring the Arcanum asset should be the goal of your first vow. A
mage alone in the Ironlands is unlikely to survive for long, with
neither friends nor community. If you are choosing to have a current
character experience the Revelation, then you may already have a
location which is suitable and perhaps even Attendants (see the
Quarters Facility) to assist you in settling the area. If not, then
acquiring and settling your Arcanum should be your first order of
business. As such, the Arcanum is always acquired as the result of a
vow, not the Advance move.

Quest Starter: The damage has been done and the mob is after you.
What place do you know of that might provide you safety? Can you
get there without the people finding your new place of refuge?

A High Magic Supplement for Ironsworn 25


Arcanum Facilities
The Arcanum can acquire its own assets using Resources, which are
tracked on the Arcanum asset. These assets are facilities and
upgrades which provide various bonuses or enable certain abilities
(such as the Library, which allows you to store those previous
Tomes).

Experience points are not used to acquire these assets. Instead,


Facilities are purchased with Resources gained through the Secure
Resources move. The cost for acquiring and advancing each facility
is identified at the top of its asset card.

Each Facility within the Arcanum takes time, resources, and people
to run efficiently. When you gain or upgrade a Facility, envision how
the new addition looks and functions. Is there a new NPC or one you
already have a relationship with who might now be elevated to the
status of an Attendant?

26 Arcanum
Anchorage
Few Arcanae, whether in the Old World or the Ironlands, have ready
access to water. Waterways are often claimed by other settlements,
and Magi are frequently pushed away from these civilized areas.
Still, it is possible for a well-connected (or very sneaky) Mage to
establish an Arcanum with access to a river or to the ocean,
particularly if they can do so from a location in the remote
northlands. In such cases, it can be wise and profitable for a Mage to
establish a proper Anchorage with docks, a shipyard, and
warehousing. The ease of water transport can bring a great deal of
wealth flowing through an Arcanum, so long as the settlement
doesn’t earn an ill or ominous reputation. A Mage and their
Attendants can likewise enjoy a number of benefits, not the least of
which is ease of travel over incredibly long distances. There is no
doubt that an anchorage and the maintenance of a ship or a fleet can
be incredibly expensive. However, it can also provide for larger and
more distant expeditions: a potentially crucial capability for a Mage
seeking remote ruins or tracking an especially elusive enemy.

Quest Starter: Sightings of the ghost ship known as The Sanderling


have been increasing. It is said that a power hungry Mage captained
the vessel to other realms looking for sources of dark magic, but
encountered beings beyond
understanding who drove the
Mage mad. The empty ship
now randomly phases
between the mortal realm and
other planes of existence. Can
this ship’s Chaotic energies be
tamed and repurposed? What
pressing need causes you to
risk traveling to other
dimensions?

A High Magic Supplement for Ironsworn 27


Deep Ruins
The Ironlands can be a very mysterious place. There is a great deal
which loremasters may know (or may suppose), but there is likely an
equal or greater amount that is yet to be understood. In some of the
forgotten places of the Ironlands, one may still encounter ancient
ruins full of mystery. A Mage who finds that there are Ruins beneath
or nearby their Arcanum may decide to mount an expedition to
uncover the secrets hidden within. There is the possibility that
valuable treasures may be found: a boon to the finances of a budding
Arcanum, certainly. Of perhaps more interest to a Mage, though, are
any artifacts which may depict magical formulae or possess magical
potency. Make no mistake, though: these sites are very dangerous
places. Rockfalls, rusty spikes, fanged denizens, and more may
await an expedition, and the time and resources required to explore
such a place are significant… as are the possible rewards.

Quest Starter: A servant in the lower areas of your Arcanum found a


false wall that had covered over an ancient opening which leads to
an underground maze of ruins. What danger immediately made
itself evident? What event in history could help explain the existence
of these abandoned places?

28 Arcanum
Formulary
In remote villages, healers often mix tinctures and grind herbs for
poultices. A step above this basic herbology, a true formulary can
concoct, decoct, distill, and more. The results of these experiments
and careful application of formulae can be beneficial, whether to
Magi or Unmarked. Formularies are relatively affordable, as many
alchemists are more than happy to work in relatively spartan
surroundings, so long as they are allowed to dedicate themselves to
their craft, full time. In addition, many basic ingredients are widely
available in the meadows and forests. Most resources dedicated to a
formulary are spent acquiring some of the more rare reagents
necessary to the more useful (and thus more popular) formulae.

Quest Starter: A healer approaches the Arcanum hesitantly with an


offer: they will work for you at the Arcanum if you take on a quest for
them. What is this quest, and what will make it particularly difficult
or dangerous for you to undertake?

A High Magic Supplement for Ironsworn 29


Grounds
The Arcanum is a home and, in some ways, a sort of escape for a
Mage. However, unique as it may be, an Arcanum is also a
settlement which serves as a home and economic center for the
Unmarked residents who care for and live within it. Thus, it is not
enough for Mages to lock themselves away in their towers and
ignore the rest of the estate. Rather, they must ensure that the area is
sanitary, livable, and presentable. Improvements to the Grounds can
improve the reputation of the Arcanum and make relations with
residents and visitors go more smoothly.

Quest Starter: The attacking mobs and violent opposition seem to be


coming more often to the Arcanum. If you acquired the services of a
master craftsperson to make your home more presentable to the
masses, they may tolerate you more. Which master craftsperson do
you seek for this service, and what will it take to secure their aid?

30 Arcanum
The Grove
Not all Magi have a love of nature and a sensitivity to the language
of plants and trees. However, those who do find that the peace of the
quiet earth and the whisper of leaves can bring calm to an otherwise
troubled spirit. As a result, some Magi find that planting a Grove
within the walls or bounds of the Arcanum can have a number of
benefits. A Mage may spend time working the soil and giving care to
the plants which grow there, and the other residents of the Arcanum
may also walk the grounds in quiet hours, contemplating the many
paths which may have brought them into the service of the Mage.
With time, it is possible that the spirits of nature may consecrate a
Grove, entering into an informal alliance with an Arcanum, though
this was rare even in the Old World.

Quest Starter: Seeds blessed by the ancient people of Növény are


said to possess the power to grow whole trees within a span of
months rather than years. Who were the Növénians before they
passed into obscurity, and why have none of these mystical seeds
been found?

A High Magic Supplement for Ironsworn 31


Guard Post
Magi may install themselves in a region and become a nominal part
of society, if always at a distance. However, Magi should not (and,
indeed, cannot) ever forget that they are disliked by most, despised
by some, and publicly hated by a few. Whether in hopes of claiming
treasures, out of a desire for popular favor, or even to slake bloodlust
engendered by sheer hatred, the angry Unmarked are a constant
threat to the Mage and the Arcanum. Because of this threat, most
Magi will employ a personal retinue of guards to watch over the
Arcanum estate.

Fortunately for the Magi, the people of the Ironlands are intimately
familiar with hardship, and many are willing to stand watch and even
fight, so long as their bellies are filled and their homes are warm. The
construction of a Guard Post, complete with barracks and
equipment, is most certainly worth the investment of Resources
required. With time, a Mage may find that a multitude of steady
hands gripping spears and shields may earn them more respect and
greater safety than any deed or spell.

Quest Starter: A group of raiders threatens a nearby village. What


makes you think these raiders could be reformed?

32 Arcanum
Guest Suites
An Arcanum is perhaps a foreboding place for most Ironlanders. Yet,
when the sun is setting and no other refuge is in sight, the wild can
be even more frightening. Not only that, magic itself can be enticing
and intriguing to a few of the Unmarked. Thus, an Arcanum can
expect that some Ironlanders will seek refuge within its walls or
bounds, or they may visit in the hopes of glimpsing something
miraculous.

In addition, it is possible that powerful factions in the region may


send (reluctant) envoys to the Arcanum to treat with the Mage’s
Attendants, especially in times of great upheaval or dire need. These
guests should ideally be quartered, rather than left to fend for
themselves, and the collection of rents can improve the economic
health of the Arcanum.

Quest Starter: A powerful Mage asks you and your entourage to stay
at his or her Arcanum. What does this Mage really want from you?
What makes traveling to this Arcanum dangerous?

A High Magic Supplement for Ironsworn 33


Library
The beating heart of a Mage’s Arcanum is the Library. Magic
requires extensive study. Unlike the careful science of a builder or
the shifting yet reasonable certainty of farming, magic requires an
extensive understanding of nuance and the manifold possible
outcomes of a spell. Thankfully, Magi are consummate writers and
readers, and even in the desolation of the Ironlands, it is possible for
Magi to discover lost Tomes or have insights which lead them to
compose their own. Naturally, Magi cannot expect to carry all of
their Tomes around on their backs or house them in a small cupboard
in their bedroom. Rather, a Library is necessary to store and
catalogue these books, along with a staff to watch over and care for
the volumes.

In game terms, each Tome is dedicated to a single Manipulation or


Essence (Decay or Plant, for example). A Mage can only advance a
Manipulation or Essence as high as the number of Tomes which they
possess on that topic. Thus, the Library must contain two tomes of
Conjuration before a Mage may advance to two dots in Conjure.
Though the Library asset has eight spaces, there is room for as many
Tomes as a Mage wishes. Simply use an additional Library asset card
to track these.

Writing a Tome of
Your Own

When you gain the Library


Facility, you also gain access
to the Scribe move which
allows you to write Tomes of
your own design.

Quest Starter: An ancient


Tome is said to be housed in
the lost library of a famous
Mage. Who was this Mage?
Which Art were they an expert
in, and where is their library
rumored to be found?

34 Arcanum
Messenger Post
Settlements in the Ironlands are often isolated, separated by vast
swathes of the wilds. In this realm, the nearest town is a foreign
place. The next town over is a name only. Anything further is only a
rumor.

For any form of society to function, communication is crucial. Bills


of sale for trade goods vital to survival, requests for aid, warnings of
strange events, and more: all must be carried from one place to the
next to keep Ironlanders alive, season after season. An Arcanum, like
any other settlement, can be a hub into and through which important
news may travel.

An Arcanum can, therefore, become more firmly established in its


region by constructing a Messenger Post. The Messenger Post
allows news to travel to nearby towns and villages, and it can
become a crucial repository of information. The Arcanum (and, by
extension, the Mage) may establish bonds with communities to
which they have a messenger route. These connections can be
valuable for a journeying Mage and their Attendants, and they can
increase the safety of the Arcanum, as these communities send word
of potential threats.

Quest Starter: News of war


and conquest have made their
way to the Arcanum. Despite
the people’s reticence to trust
you, a nearby village must be
warned of the impending
threat. What bad experience
did you previously have with
this village? What dire
outcome awaits the region if
the village falls?

A High Magic Supplement for Ironsworn 35


Quarters
A Mage’s Attendants are those few who can see past the Mark and
become close friends and trusted servants. Being so closely tied to a
Mage, though, can be dangerous, and so the custom of Magi
quartering their Attendants began in ages past. Any individuals who
pledge themselves to the Mage’s service or who affirm their genuine
friendship can expect to have their needs met by the Arcanum. The
life of a Mage’s Attendant is hard. Much is asked of them, and by
way of their association, they may face significant prejudices in
society, even amongst their own close family. Magi who place any
value on their Attendants’ safety and happiness should devote
resources to providing for them within the bounds or walls of the
Arcanum.

In game terms, an Attendant is an NPC with whom you have Forged


a Bond during gameplay and who has agreed to serve in a special
capacity at the Arcanum. They may be a person or animal (like a
familiar) associated with a Companion asset, but they can also be
simply an NPC. The capacity in which an Attendant serves is up to
you, but examples include being your representative to the
Unmarked, spy master, trade negotiator, or treasurer. No matter their
organizational role, an Attendant also is one of the few people who
have a relationship with a
Mage. There is some sort of
emotional connection. They
may be a trusted confidant or
a vocal opponent who has
earned the Mage’s respect by
providing alternate views.

Attendants must be protected


and respected. It is rare for a
person to overcome their
innate fear of a Mage, let
alone befriend one. A wise
Mage values such Attendants.

Quest Starter: A stranger


once stood up for you when
the rest of the people turned
against you. Who is this
person, and how are they now
in need of your help?

36 Arcanum
Scrying Pool
The Scrying Pool is a powerful device for a Mage who can withstand
the visions which it offers. It can be difficult to know, though,
whether the pool grants true visions of the future or merely reflects
the fears and desires of the scryer. Regardless, the Scrying Pool
requires a serene place: a deep cavern or a quiet courtyard where its
waters may settle into placidity. Else, disturbed waters may distort
the visions and can potentially even pose a danger to a reckless
scryer. In the elder days of the Old World, when Magi were more
numerous and, thus, political, many an unwary Mage came to their
end as the result of a disturbed or poisoned Scrying Pool. Some wise
Magi in the Ironlands may still post guards and ensorcel wards to
protect the pool from such insidious interference.

Quest Starter: A small pool at the headwaters of the river Folyó is


rumored to have magical properties. It is said that when a full moon
shines on the pool, visions of the future are reflected on its surface.
What could you accomplish if you had information about a
particular upcoming event? What dangerous creature is said to lurk
in the waters of the Folyó?

A High Magic Supplement for Ironsworn 37


Spell Vellum
Magi must exert tremendous willpower and apply an extremely
nuanced understanding of the forces of the world in order to achieve
magical effects. Not only is the process taxing, it is also dangerous,
as the threat of unleashed Chaos ever looms. Thus, many early Magi
sought methods to codify spells and minimize the unpredictable and
dangerous nature of magical practices.
The construction of spell vellums and scrolls began for just this
purpose. By laying out careful formulae and precise measurements,
Magi were able to anticipate and counteract the ‘tension’ between
the spell’s intended effect and reality’s resistance. This practice made
the casting of spells dramatically safer, though the process of
constructing a vellum, let alone an entire spellbook, is time and
resource intensive. Even so, it is often worthwhile to prepare a
vellum for spells which a Mage finds themselves casting with
regularity. Given their costs, Magi are often unwilling to share such
artifacts with one another, and certainly not with the Unmarked.
Quest Starter: The spellbook of the recently deceased Varazslat is
rumored to have been found by a sentient horror. What Art did
Varazslat specialize in, and what might this horror unleash if it
unlocks the power of the spellbook?

38 Arcanum
Stables
A Stables is a functionally crucial element of life in the Ironlands.
While the Old World, with its roads and more numerous settlements,
was able to focus its stables and cartwrights in towns and cities,
travel in the Ironlands can often be measured by weeks: not hours or
days. Wise Magi will quickly recognize the value of a stables to their
Arcanum, both for normal operations and for their own personal
journeys. Therefore, it is important to note that the maintenance of a
team of horses is not just functionally wise; it helps to embed the
Arcanum in its region and serves as a gateway to many other places
in the Ironlands which could otherwise be unreachable.

Quest Starter: A herd of wild mustangs roams the plains of Lovas.


What unusual quality or ability do these horses possess? What other
creature or group of people protects the herd?

A High Magic Supplement for Ironsworn 39


Venture
Magi may be socially outcast, but they remain a part of society. As a
result of a Mage’s exile, the average Ironlander has much uncertainty
about who they are and what they do. This uncertainty has given
birth to many myths and rumors, not the least of which describe the
incredible riches and treasures hidden within an Arcanum. As a
result, it is not uncommon for enterprising merchants and nobles to
send missives or envoys to Magi seeking financial backing for their
Ventures. Some Magi are either too busy, too indifferent, or too bitter
to be bothered with the worldly matters of human society. Others,
though, engage in business ventures, either occasionally or with
regularity. An Arcanum is a settlement which has needs for
resources, and a Venture, while initially costly, can potentially result
in a beneficial payoff over the long term.

Quest Starter: The captain of a trading vessel believes that they have
found a map to a lost island with a rare iron ore that has exotic
properties. Who is the last person to have found this island, and what
was their dire fate?

40 Arcanum
Chaos
Reality and fate do not passively shift on the whims of the Magi.
Rather, they resist diverting their course, building tension with each
change. Magi are aware of this dynamic and must always weigh their
need against the risks involved in pushing reality too hard. The
resistance which builds against a Mage as they cast their spells is
called Chaos, for that is exactly what can be unleashed when reality
snaps itself back into its natural course, expelling the magical
energy: sometimes explosively. Magi typically hold this Chaos at
bay through wise use of their art and sheer will. Over time and with
enough restrained Chaos, the Magi can become twisted and
psychologically crushed by the struggle to withstand it. They must
always weigh the benefit of spellwork against the consequences of
Chaos on their minds and bodies.

In game terms, Chaos is represented by a track at the bottom of the


character sheet. Moves will prompt you to ‘Mark Chaos’ under
certain circumstances, which means that you should increase your
Chaos track by one interval. Keeping your Chaos low is generally a
good idea, and connecting with other people helps to ground your
character and remind them of their natural place in the world. The
Chaos track has several areas marked as ‘Fracture’, ‘Crack’, and
‘Break’. When your Chaos level rises above one of these, your
character will experience the warping and twisting nature of Chaos.

A High Magic Supplement for Ironsworn 41


The Chaos Track
The Chaos Track is found at the bottom of the Arcanum character
sheet. When you first gain The Mark asset, set your Chaos level to
the +2 value furthest to the left. When you Mark Chaos, move your
marker one space to the right.

Fracture
Whether you have come upon this moment through a slow
accumulation of Chaos or if a single mighty spell brought you across
the threshold, your character experiences a subtle shift in their
consciousness and change in their body. Roll 1d10 and consult the
following chart of subtle supernatural features to determine the type
of change wrought by the backlash. Your supernatural feature adds a
further -1 to all social rolls in which it would be revealed, except for
the purpose of intimidation.
1d10 Supernatural Feature
1 Eyes which shine in the dark
2 Pointed ears
3 Thick, sharp fingernails
4 Sharper canines
5 Pointed or split tongue
6 Icy or fiery touch
7 Glittering tears
8 Unnatural hair color
9 Barely perceptible ringing
10 Unnaturally heavy footsteps

42 Arcanum
Crack
Your Chaos is reaching a level at which it requires constant,
conscious effort to restrain. In your mind, it feels like an unending
pressure as reality tries to correct itself. It resists your spellcraft, but
now it almost feels as if it is resisting your every movement. At the
same time, you feel utterly saturated by magical energies, as though
they seep into your pores and take deep root within your mind. Select
a category, and then roll 1d10 on the table to determine how Chaos
has now manifested more strongly within you. A compulsion or fear
results in a -2 to all rolls when in the presence of a trigger. A feature
results in a -2 to all social rolls, and this feature cannot be hidden by
a spell.
Major Supernatural
1d10 Fear Compulsion
Feature
Do important tasks
1 Darkness Unnatural eyes
in threes
2 Heights Steal small objects Fangs
3 Insects Talk to self Claws
Confined Clinging shadow/
4 Tear paper
spaces mist
Large, open
5 Set small fires Reptilian skin
spaces
Being Fidget with a small
6 Horns
followed item
Arrange objects in
7 Deep water Tail
order
Being Count important
8 Gills
touched events/objects
Check if an
9 Mirrors Constant hum
Attendant is okay
Avoid a particular
10 Thunder Echoing voice
type of animal

A High Magic Supplement for Ironsworn 43


Break
Your mind and your physical form tremble with the strain of holding
back the fury of the Chaos that now tears at the edges of your
perception. Every moment is divided between the actions that you
take in the world and the tremendous effort of containing these
energies. The magic, though, courses within you so strongly that
your physical form is being twisted and altered, and you are having
difficulty accurately perceiving reality. What is real, and what is not?
Select a category, and then roll 1d10 on the table to determine how
Chaos has permanently altered your mind or body.

1d10 Major Derangement Debilitating Feature


1 Paranoia Burn in sunlight
2 Hallucinations Twisted spine
3 Waking nightmares Backward knees
4 Magic addiction Elongated appendages
Shared body (partial
5 Skeletal arm/leg
possession)
6 Enigmatism Bone spikes
7 Amnesia Semi-ethereal form
8 Extreme dependency Lethal silver sensitivity
9 Power focus Lunar entanglement
10 Unending sight Rotting form

44 Arcanum
Moves
When you gain The Mark asset, you gain access to all the moves
presented in this section. The moves in Arcanum are made in the
traditional fashion of Ironsworn. Some supplement other moves,
such as Cast a Spell. Others are moves of their own, such as Ground
Yourself. Whichever move you are making, whether that is an
Arcanum-specific move or an Ironsworn move supplemented by
Arcanum, you will make a challenge roll as normal.

You will find that there are many routes to the same outcome. For
example, it may be possible to cast a Decay spell or a Control
spell while achieving similar goals. This is natural, and the system
should inspire your creative thinking.

Be wary, though, of moves which ask you to Mark Chaos, which can
be difficult to reduce, especially for a novice Mage. Young Magi lack
the personal and Arcanum resources to easily reduce their Chaos.
Perhaps your story would benefit from a character which burns
bright, but burns only briefly. However, if you would like for your
character to endure for any significant amount of time, care for your
Attendants and Secure Resources from your vows in order to build
out your Arcanum. Doing so will make your moves less dangerous.

Cast a Spell
When you channel the flow of Chaos to Manipulate an Essence,
envision how the spell takes effect to:

• Act: You may make Face Danger, Secure an Advantage, Strike,


Clash, Gather Information, Compel, Heal, Resupply, Enter the
Fray, and Aid Your Ally moves as narratively appropriate to the
spell magnitude by rolling +spell power or +chaos (whichever is
higher). If the Action Die shows 1, Mark Chaos. If you chose to
cast with +chaos, Mark Chaos equal to the Spell Magnitude,
instead.

• Intervene: After rolling for a move but before resolving the


outcome, you may choose one:
◦ Mark Chaos to change a Weak Hit to a Strong Hit
◦ Mark Chaos twice to change a Miss to a Weak Hit

A High Magic Supplement for Ironsworn 45


Spell Magnitude
Spell Magnitude determines what outcomes a spell can produce and
is calculated by finding the lowest level between the Manipulation
and Essence. Thus, a character with two dots in Conjure and one
dot in Water would have a Spell Magnitude of one.

A spell of magnitude one changes what already exists or what is


already happening. As an example, a character with one dot in
Conjure and one dot in Water would be able to increase the flow
of running water or increase the amount of water in a pitcher.

A spell of magnitude two can bring into existence something which


wasn’t there before or may change something already present in a
major way. Onlookers who are not Magi or Attendants are likely to
be shocked by such a display. For instance, a character with two dots
in Conjure and three dots in Water (remember: the lower level
determines magnitude) would be able to cause a river to flood or fill
an empty bucket with water.

A spell of magnitude three can change reality in significant ways.


Onlookers who are not Magi or Attendants are likely to be in awe of
the Mage and the event. For example, a character with three dots in
Conjure and three dots in Water would be able to bring a river
tumbling down from the snow in the mountains, where no river
existed before, or would be able to fill an empty depression in the
land to create a lake.

Spell Power
Spell Power determines how likely the Mage is to produce the
desired outcome of the spell and is typically calculated by the adding
the levels of the Manipulation and Essence used in the spell. Thus,
a character with two dots in Conjure and one dot in Water would
have a Spell Power of three.

However, daring Magi may choose to use their Chaos level, instead,
if it is higher than the combined Manipulation and Essence. As a
Mage twists and bends reality, the risk of backlash grows. However,
so also does the ability of the Mage to subvert its influence,
channeling the crashing waves of Chaos into incredible feats of
magic. If the Action Die shows 1, though, you must Mark Chaos a
number of times equal to the Spell Magnitude of the attempt (instead
of just once when using Spell Power). Some ill-fated Magi have

46 Arcanum
surrendered, intentionally or unintentionally, to this lure of
incredible power.

Here are a few more examples of calculating Spell Magnitude and


Spell Power:

• A character with two dots in Decay and one dot in Mind has a
Spell Magnitude of one, a Spell Power of three, and the ability to
slow a person’s thought process or bring a person’s normal state
of mind to a state of calm, for example.

• A character with two dots in Decay and three dots in Fire has a
Spell Magnitude of two, a Spell Power of five, and can
extinguish a bonfire or create a patch of shadow where none
should be, for example.

How Spells are Cast


As with many things in Ironsworn, it is important to let Your Truths
and your narrative define the methods by which spells are cast. The
ideas assembled in this supplement are formed with the notion of
traditional Magery in mind: gestures, words, occasional spell
components, etc. However, the rules here are flexible enough to
allow your own personal style of magic to be applied.

Maybe your Magi are Witches or Wizards of an ancient tradition


filled with complex rites and rituals which take hours to perform and
a mere snap of the fingers to unleash. Maybe your Magi are masters
of their Psionic abilities, using the sheer power of their intellect and
their will to shape reality around them. Maybe your Magi are,
instead, angelic or demonic beings whose unimaginably long names
are scarred or inked upon their skin and whose runes blaze to life
when powering a spell. There are so many possibilities, some classic
(like a wizard or bard) and some novel.

Regardless, make magic fit your world and your notions of power. In
short, make your Mage as unearthly and fascinating as you like, in
all the ways that you like. The only rule is consistency; your magic
should always operate in the same way, if possible.

A High Magic Supplement for Ironsworn 47


Secure Resources
When you Fulfill a Vow, for each experience point gained, roll 1d10.
Consult the chart below, and envision what you have found:
1d10 Resources
1-3 No Resources
4-8 +1 Resource
9-10 +2 Resources

Harness Chaos
When you Face Death or Face Desolation, you may roll +chaos
instead of the normal stat. Your bending of fate and reality has
allowed you to potentially step outside of their influence. If your
Action Die shows a 1 on that move, mark Chaos.

Scribe Tome
When you work in the Library Facility at your Arcanum to study a
particular Manipulation or Essence, perform experiments, and write
out your findings, roll +wits.

On a strong hit, you produce a Tome about that specific Art. List it
as being in your Library.

On a weak hit, you are close to a break through, but it will take much
more time. After you next Fulfill Your Vow, you may attempt to
Scribe again for the same Art and add +1.

On a miss, something goes horribly awry. Envision how your


Arcanum suffers damage or is now in danger. Alternately, Ask the
Oracle for what goes wrong.

48 Arcanum
Ground Yourself
When you spend time in the presence of your bonded Attendants
in rest and fellowship, roll +heart, and for any challenge die result
below your Chaos level, change it to your Chaos level. You may not
Cast a Spell to affect the results of this move.

On a strong hit, you reconnect with your essential humanity. Reduce


Chaos and choose one:
• Reduce Chaos again.
• Take +1 momentum.

On a weak hit, you feel as though you remember your place in this
world. Reduce Chaos. If your Attendants are unquartered (i.e. your
Arcanum lacks the ‘Quarters’ asset), something has happened with
which they need help. Swear an Iron Vow to assist them with this
task. Should you refuse the vow or forsake it, the problem takes a
dramatic turn for the worse. Envision this tragic outcome.

On a miss, you take no comfort in the company of others,


remembering that you are forever shut out of human society. Mark
Shaken. If your Attendants are unquartered (i.e. your Arcanum lacks
the ‘Quarters’ asset), something has happened with which they need
help. Swear an Iron Vow to assist them with this task. Should you
refuse the vow or forsake it, the problem takes a dramatic turn for the
worse. Envision this tragic outcome.

A High Magic Supplement for Ironsworn 49


Withstand Chaos
When you must Mark Chaos and cannot, roll +wits, and for any
challenge die showing less than five, set it to five. You may not Cast
a Spell to affect the results of this move.

On a strong hit, Chaos remains at +5. You hold the fragments of


your mind together, just barely... this time.

On a weak hit, choose one:


• Your mind shatters. You have just a moment before conscious
reality as you knew it is lost forever. You may perform one last
feat of arcane mastery, leaving your mark upon the world.
Envision this final moment.
• You experience astral ripping, your soul becoming sundered from
your body. In this state, you can see the chromatic Mark on your
spirit: the channel through which you draw magical power. As
your connection to your body is wracked by a torrent of
uncontrolled magical energies, you realize that removing the
Mark would stop the flow, though it will grievously wound your
spirit. If you choose to sever your Mark, Swear an Iron Vow to
heal your soul if you survive. On a hit, remove your Chaos
marker and discard The Mark asset. If you miss or refuse the
vow, your soul is severed from your body, ending your mortal
life.

On a miss, your control over the Chaos buckles. Choose one:


• You desperately try to hold onto control to prevent disaster,
destroying your body in the process. When it finally dies, your
disembodied soul remains bound to this plane in its anguish.
Envision where and how your spirit haunts a now foreboding and
gloomy place.
• You give in to the sheer rush of power, and some aspect of the
secret nature of this world is revealed to you. Envision this new
understanding. The unbridled power channeled through you
erupts in a catastrophic explosion of Chaotic energies, destroying
your body. Identify your location on the map, and remove any
structures in the immediate area (e.g. village, ruin, etc.). This is
a wasteland of Chaos, where the sun slants in odd ways, strange
creatures lurk in impossible shadows, and the very land itself
allows no escape. Name this horrific place, as appropriate to your
world.

50 Arcanum
Playing a Mage
Magic in Arcanum is generally meant to be powerful. It allows a
Mage to perform feats beyond the average human being, and it also
provides a means to overcome personal limitations: a frail physical
form, a clumsy predisposition, even death. Magi in Arcanum are
intentionally a step above the rest of the Ironlanders. Thus, when
playing a Mage, you may need to scale your adventures accordingly.

A typical adventurer in Ironsworn may take on any number of quests,


from recovering a beloved locket to ridding a village of a particularly
vicious wolf. Such concerns, though, are beneath the interest of the
average Mage. Terrifying monsters, unchecked cults, warmongering
kings or chieftains, or tears in the fabric of the mortal plane: these are
the sorts of things which Magi are best equipped to deal with. In
essence, when playing a Mage, think on a grander scale. As an
example, for a typical Ironlander, a wolf pack may be an Extreme
foe. For a Mage, it may only be Dangerous.

While Arcanum is composed with this sort of scaling in mind, there


is nothing stopping you from continuing to use the standard, gritty
sort of scale which Ironsworn provides by default. In that manner,
you may be able to achieve a lower magic sort of setting, where
Magi are flexible, but not necessarily more powerful than other
seasoned adventurers. As with all things Ironsworn, your narrative
and preferences should determine your gameplay.

Whether you prefer the powerful Magi suggested here or something


closer to default Ironsworn, here are some tips.

• Few Friends: Magi are Marked and are instinctively disliked by


normal Ironlanders. Thus, your character’s bonds are critically
important. These few individuals who can see past the Mark and
have formed a connection to your character are the only social
anchor that your Mage has. A Mage cannot engage in casual
conversation in a tavern or expect the tradition of Hospitality to
be honored when they knock on someone’s door. Thus, your
stories may regularly feature your bonds, as they are a priority
for your character.

A High Magic Supplement for Ironsworn 51


• Part of this World: Magi, while shunned, are yet often the only
ones who can directly confront the most terrifying creatures and
forces in the Ironlands. Your stories may feature requests for aid
from nobles, mysterious diseases or demonic possessions
afflicting nearby villages (or even your own Arcanum), councils
with other Magi on how to deal with a rampant cult, an unbridled
Mage in the midst of the Revelation who must be brought under
control, and more. Your character is outside of society, but is still
part of this world.

• Roots in the Ironlands: Magi are unable to settle into human


communities. Thus, most (if not all) Magi form communities of
their own. Expect that you will eventually form an Arcanum: a
sort of ‘headquarters’ from which you venture into the Ironlands.
This community will house your closest Attendants, as well as
refugees and wanderers who need a home and are willing to care
for your Arcanum while you do your work or are away on a
quest. You will rely on your home to build your power over time,
and you will rely on your Attendants to make interactions with
humans easier, in addition to their other skills. In short, your
Arcanum is your character’s support system and a source of
many potential storylines.

52 Arcanum
Magi Archetypes
There is no one ‘right way’ to tell a moving story about a Mage.
Chances are that you already have some great ideas for how you
want to add Magi to your Ironlands. If you need a few ideas, though,
here are some story archetypes, based on some rather classic
examples.

The Timothy
Magic is the stuff of worlds, and it is interwoven with the weird and
the ever-changing. As a Mage, traditional displays of magic such as
Conjuration or Changing are almost effortless and equally
meaningless. Your knowledge is not geared toward dazzling the
bleary-eyed human herd. Rather, yours is the power to travel to other
times and dimensions and to uncover the nature of all of creation: to
know the mind of God, if there is such a being.

Timothy stories are built around your character exploring places,


times, and perspectives which are out of this world, all while trying
to survive the journey, fight or (more likely) escape the eerie
creatures which dwell there, and plumb the depths of the universe’s
secrets without going utterly mad in the process. As a Timothy, you
might be guided by a patron Mage: someone dark, brooding, odd,
insane, or impossibly wise. They may help you at times and may
seem to harm you at others, all for their own unknowable purposes.

A High Magic Supplement for Ironsworn 53


The Gandalf
Magic is a power in this world, for good or for ill. You believe that
its use, though, should always be in service to the goals of the
Council of Magi and the betterment of the world. The more powerful
‘magic’ which you wield is wisdom and some degree of influence
over the leaders of Ironlander clans or nations. Your words are often
more powerful than spells in motivating change in this world, even
when they must be carried or spoken by your Attendants. When great
evil arises, you will use your power to protect the innocent and
defeat the powers which would enslave the people of this land.

As a Gandalf, your path will lead you across many hundreds of miles
around the Ironlands, treating with great adventurers, monarchs/
chieftains, and your fellow Magi. Your magic often is not flashy or
dazzling, though in dire moments, you may summon the full might
of your Mark to strike a devastating blow against the enemy. Unlike
the Timothy, as the Gandalf, you are the patron: a guide to many in
these lands. You hope to shape a better tomorrow.

54 Arcanum
The Potter
Magic is widespread, though the Mark largely prevents most Magi
from living in society. Instead, a sub-society of Magi exists: a world
almost entirely independent of the rest of human society. Hiding in
plain sight, the world of the Magi is filled with magic, from brooms
which sweep the floors to scrying pools which speak their secrets to
the right listener. Beneath the fabric of ‘normal’ society, an ongoing
conflict bubbles and boils, and it is up to the Magi to fight against an
insidious foe while also shielding human society from any harm and,
indeed, from any awareness of it.

As a Potter, your goal is to increase your knowledge while also


finding your place in the conflict between two or more factions, each
with their own goals: some admirable, some downright evil, and
some mixed. You won’t spend much time, if any, in normal human
society, except perhaps to prevent breaches and to fend off those who
might harm these naïve folk. Your quests are almost always linked to
some supernatural creature, potentially disastrous magical event,
Magi social gathering, other Magi in need of aid, forgotten evil, or
magical investigation of strange events.

A High Magic Supplement for Ironsworn 55


The Matthias
We left the Old World behind and sought our salvation in the north.
When, after long weeks at sea, we sighted the shores of the
Ironlands, we felt hope. This place would become home: a land
harsh, but fair.

We were wrong.

Common folks shutter their homes at night, sheltering blocks and


beams behind bars and locks. The hearth fires remain lit all through
the dark hours... and with good reason. Beneath the veneer of a cold
yet beautiful wilderness, a twisting maelstrom of magic and chaos
gives birth to cryptic ruins, tenebrous monsters, and horrific
mutations. The Ironlands is a refuge, but it is a hellish one.

In a world filled with desperation and terrors in the dark, you are the
shield, and you are the sword. As a Mage, you are charged by fate
with the defense of your people. You will protect them with spell and
blade. The Mark may make you disliked, perhaps even hated by
some. However, it is your relentless hunt for the monstrous and
unyielding resolve to purge it from this land, even if it means putting
entire villages to the torch, that makes you and others of your kind
universally feared by all Ironlanders. Yours is the dark but necessary
power to save the tattered remains of your civilization, though hatred
may be your only reward.

56 Arcanum
The Tanasin
The Ironlands was a refuge for many who fled from the Old World.
For a time, it seemed that our people would build a new society free
from the suffocating bureaucracy of our forebears. The lust for
power, though, returned, and within a short time, clan leaders and
self-titled nobles rose on the backs of the people. Now, the land is
besieged by petty wars, and the people have sunk to unscrupulous
acts in order to improve their barren lot. Neighbor steals from
neighbor, and families struggle against one another for survival. As
a Mage, you are one of the few with power in this land who exist
outside of the strictures of this cruel society.

As a Tanasin, you have taken it upon yourself to reshape this land


toward order. You will break these chieftains and would-be nobles,
shattering their feeble warbands and bringing devastation to their ill-
gotten estates, won on the backs of the people: folk who even now
fear you, misunderstanding your aims and the paradise that you
could awaken in this frozen wilderness. In spite of their fear and their
resistance, your faith in your cause is a raging fire within you. Your
power is devastation and ruin. Others (including your fellow Magi)
may not share your vision. From these ashes, though, order shall at
last be restored, to the glory of you and your people.

A High Magic Supplement for Ironsworn 57


Alternate Mark Variants
The lore of Magi presented here is intended to provide a cohesive
and well-reasoned explanation for the existence of magic and its
practitioners. However, you may desire to play a Mage who is not
hindered socially but is affected in some other manner by the Mark.

The Mark as written reduces Heart by one, accounting for how an


individual with such incredible power might be viewed in an
impoverished and otherwise ‘gritty’ Ironlands. At creation or at the
time of your character’s Revelation, you may instead reduce any
other core stat by one. When you do so, envision how your mind
and/or body has been permanently affected by the Revelation and the
Mark.

For example, instead of suffering a -1 Heart, you might:

• Suffer -1 Iron due to a wracking cough that can only be soothed


with a noxious herbal tea.

• Suffer -1 Edge as your limbs twist into permanent contortions,


making nimble movements difficult and painful.

• Suffer -1 Wits as your mind is addled, causing you to have


periods of time which you don’t remember.

• Suffer -1 Shadow as a subtle but noticeable glow surrounds you


wherever you go.

Reduced Power Casting


For a lower-powered variant of The Mark, when you Cast a Spell,
use the lower of the Spell Power or your Chaos level, instead of the
higher of the two. This maintains the same risk of marking further
Chaos, but makes your spells less likely to succeed. If you like more
failure in your narrative, this variant may be for you.

58 Arcanum
Your Truths
• Is there a source of magic other than Chaos? If so, describe it.

• How common are Magi throughout the land? Does everyone in


the Ironlands know of at least one Mage nearby, or are there only
whispers of Magi?

• How do Magi fit into the power structures of Ironland society?


Are Magi often in contact with chieftains or nobles in the
Ironlands: leaders who seek their help? Or, do they pursue their
own goals, with little regard for the politics of the realm?

• If there are Firstborn in your world, do some of them have those


who undergo the Revelation as well? If so, how does their magic
differ from the Ironlander Magi? If not, how do they view and
interact with Ironlander Magi?

• What beasts or horrors exist that are frightening even to a Mage


of significant power? Describe them. Where do these horrors
come from? Do they arrive through portals which open in
random places around the Ironlands? Do they spill down from
the northern wastes: the frozen and uninhabitable plains? Are
they summoned by unscrupulous Magi?

• Does the use and practice of magic vary from region to region, or
is there a universal approach to controlling Chaos employed by
all Magi?

• How do Magi relate to one another? Are they isolated and


mistrustful, or do they cling together for the sake of keeping the
magic alive in a world turned against them? Is there a council of
Magi which governs the group, or is each Mage independent?

• How were magic and Magi viewed in the Old World? Was magic
responsible, in whole or in part, for the exodus which led your
people to the Ironlands?

A High Magic Supplement for Ironsworn 59


60 Arcanum

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