Arcanum Digital
Arcanum Digital
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/).
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.
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.
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.
• 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.
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?
12 Arcanum
Control
The adjustment of the natural processes 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.
14 Arcanum
Sense
The understanding or knowing of a thing.
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.
• 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.
• [Change + Water] can turn rain into deadly iron shards or turn
a promising oasis to sand.
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 + 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.
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.
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).
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).
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.
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?
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.
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.
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.
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.
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.
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?
Writing a Tome of
Your Own
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.
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.
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: 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.
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
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:
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.
• 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.
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.
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.
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 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.
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.
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.
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.
We were wrong.
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.
58 Arcanum
Your Truths
• Is there a source of magic other than Chaos? If so, describe it.
• 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 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?