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Magic Supplement for Ironsworn RPG

Spellforge: Magic for Ironsworn is a supplement designed to enhance the magic system in the Ironsworn RPG, drawing inspiration from various gaming sources. It introduces concepts like Spell Intent and Spell Essence, allowing players to create spells with specific goals and effects, while also providing guidelines for incorporating magic into gameplay. The document includes new assets, spells, and mechanics to facilitate a richer magical experience without complicating the core game mechanics.
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0% found this document useful (0 votes)
132 views50 pages

Magic Supplement for Ironsworn RPG

Spellforge: Magic for Ironsworn is a supplement designed to enhance the magic system in the Ironsworn RPG, drawing inspiration from various gaming sources. It introduces concepts like Spell Intent and Spell Essence, allowing players to create spells with specific goals and effects, while also providing guidelines for incorporating magic into gameplay. The document includes new assets, spells, and mechanics to facilitate a richer magical experience without complicating the core game mechanics.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SPELLFORGE

MAGIC
MAGIC FOR
FOR IRONSWORN
IRONSWORN

Rock
Paper
Story
Characters on the cover:
Maggarl Strand and Bell, the Iron Golem
from “The Gravity of a Situation”.
SPELLFORGE
MAGIC FOR IRONSWORN
A magic supplement
for the Ironsworn RPG

WRITING AND ART


Marcin Zawadzki

ACKNOWLEDGEMENTS
This is not an official supplement for the Ironsworn RPG.
Spellforge: Magic for Ironsworn takes inspiration from Ars Magica, d20 System
games and Baldur's Gate series.

IMAGE CREDITS
Icons from [Link] by Lorc under CC BY 3.0.

Rock Paper Story


[Link]
[Link]
[Link]

Copyright © 2025 Marcin Zawadzki


This work is based on Ironsworn and Ironsworn: Starforged, created by Shawn
Tomkin, and licensed for our use under the Creative Commons Attribution 4.0
International License ([Link]
TABLE OF CONTENTS
Introduction .............................................................. 1
Forging a Spell & Sample Spells .......................... 3
Spells in Gameplay ................................................... 6
Base Moves ............................................................ 6
Rituals and Challenges.......................................... 7
Chaos Magic ........................................................... 9
Assets .................................................................... 10
Quest Starters ......................................................... 16
The Gravity of a Situation ................................... 16
Siege of Thornspire ............................................. 19
Crimson Vines ...................................................... 22
Ice Maiden ............................................................ 24
Spell Oracles ............................................................ 27
Spell Name .............................................................. 30
Spell Additional Oracles ......................................... 36
Chaos Oracles ......................................................... 40
Creature Oracles..................................................... 42
Introduction
Spellforge is part supplement and part guide or advice on how to add a little
more flavor to magic in an Ironsworn game. Narratively, magic in Ironsworn is
based on truths or settings adopted from other games or media, and
mechanically, it's handled by specific assets called Rituals in Ironsworn and
Paths like Firebrand, Kinetic, or Seer in Ironsworn: Starforged. At least at first
glance, because in Starforged, technology implemented through all sorts of
assets could just as well be reflavored as magic. Sundered Isles, the newest
expansion for Ironsworn: Starforged, introduces even more magical abilities and
mystic powers, from new assets like Sorcerer or Necromancer to cursed oracles.
Sometimes, assets alone are not enough, and handling magic narratively is
not always easy. With Spellforge, you'll have another tool to help with playing
a spellcaster without complicating the game too much.
The core idea of Spellforge is to make use of Spell Oracles (page 27). The two
most important components of creating a spell are the Spell Intent and Spell
Essence oracles.

Online spell generator tool can be found on


[Link]

Spell Intent
With Spell Intent, you envision what you want to accomplish with the spell and
what your goal is when casting it. There are five intents to roll or choose from:
Conjure, Perceive, Transform, Destroy, and Control.
Conjure brings things into existence from nothing, but it also has the ability
to improve already existing things. The focus is mostly on adding or enhancing.
With the Conjure intent, you can summon a creature, item, or substance, but
also heal or improve natural abilities. Common uses for Conjure would include
creating fire or water, summoning rain, conjuring a light orb in place of a torch,
healing wounds, or making plants produce fruit.
Perceive covers perception and divination, allowing one to gather
information, detect things, or better understand them. Perceive could detect
if an item is magical, provide information about the location of valuable ore in
a mine, or reveal if someone is hidden nearby.
Introduction 1
With Transform, you can change, modify, grant, or remove properties.
A Transform spell could temporarily change your skin to rock, making it more
durable against an immediate attack, grant you the ability to fly, turn the ground
beneath your enemies' feet into quicksand, or make water drinkable.
The Destroy intent can remove essence, degrade it, or weaken something
associated with that specified essence. For example, Destroy Fire could
extinguish a burning campfire but also destroy something using fire, which
opens up many combat possibilities.
The Control intent focuses on manipulating existing things. Control could
change the direction of water flow, compel someone or something to act in a
certain way, cause plants to entangle a target, or dull someone's senses.

Spell Essence
Spell essence is the target or tool through which you intend to reach your goal.
Fire, Water, Air, and Earth are the basic natural elements that can be
influenced by spells.
Plant and Animal refer to aspects of the natural world around us.
Light and Darkness are closely linked. The intended goal will determine
which one should be used.
Life and Death are a similar case, sometimes the difference can be subtle.
Control Life and Control Death could have similar effects, but Destroy Life and
Destroy Death may have completely opposite targets: one living, the other
undead.
Body essence focuses primarily on humans and humanoids but can also be
used in healing spells for any species.
Mind deals not only with emotions and thoughts but also with supernatural
elements like spirits, telekinesis, and raw mystic energy.
Finally, Perception, the essence of the senses, illusions, understanding,
visions, and divination.

2 Spellforge
Perceive Air
Gather Information: Study the weather before your upcoming journey.
Narrative: Detect poisonous gases.

Perceive Perception
Face Danger: Detect and dispel illusions.
Gather Information: Look through someone else's eyes.

Transform Perception
Narrative: Grant the ability to see in the dark.
Face Danger: Make a person see or hear something to divert their attention.

Transform Body
Compel: Make yourself bigger and more intimidating.
Narrative: Shapeshift into a cat.

4 Spellforge
Destroy Death
Scene Challenge: Perform a ritual to banish a powerful undead lich.
Strike: Harm a living person with negative energy.

Destroy Perception
Secure an Advantage: Dull someone's senses to gain the upper hand.
Face Danger: Blind your opponent in an attempt to make them miss a strike.

Control Plant
Strike: Entangle your opponents with thorny vines.
Face Danger: Block a path with vegetation.

Controm Mind
Face Danger: Place a magical geas on someone.
Secure an Advantage: Project the target's worst fears and frighten them.

Introduction 5
Spells in Gameplay
Base Moves
Equipped with the knowledge of how to create new spells, it's time to use them
in the game.
The most obvious and easiest thing to do is to cast spells using standard
Ironsworn moves. And most of the time, that should be enough.

Adventure spells
For example, Hilrad is a skilled tracker, and he used the move Gather Information
(+wits) to read animal tracks. Then, Secure an Advantage (+wits) by picking the
right direction to place himself downwind and avoid detection.
As a magic user, he could use exactly the same moves. But this time, since
he does not possess the necessary tracking skills, he first uses Gather Information
(+wits) by casting a spell with Perceive intent and Animal essence. The spell
range is Arcane Connection, and the target is Individual, he’s trying to locate a
specific, single animal. I don’t want magic to immediately solve all problems,
so I decide that the spell gives him only vague information about the direction
he should be moving in and a confirmation that the target is there somewhere.
He’s no tracker this time, but he’s smart enough to know that animals can smell
him. To prevent that, he uses the Secure an Advantage (+wits) move and masks
his scent by casting Transform Body on himself.

Combat spells
This works the same way in combat.
Aerin, an elven mage on the lookout, spots an unaware enemy. She Secures
an Advantage (+shadow or +wits) by successfully dulling the enemy’s senses
with the Control Perception spell and Enters the Fray (+shadow) with a +1 bonus
from the advantage. Once she’s right behind the enemy, she uses the Strike
(+iron) move by casting a touch-range spell, electrocuting and shocking her
opponent with Destroy intent and Air essence. She Faces Danger (+wits) and
blocks an incoming hit with an invisible barrier (Conjure Mind), then Secures an
Advantage (+wits) by blowing her enemy away with a strong gust of wind
(Conjure Air), and immediately uses Strike on the knocked-down opponent with
the Destroy Fire spell, engulfing her target in flames.
No hacks or additional rules are necessary, it’s all just default moves, with
narrative enhanced by this supplement using mostly Spell Intent and Spell
Essence tables.

6 Spellforge
Rituals and Challenges

If you have to perform a long and complicated ritual, or roll a high rank on the
Spell Rank oracle for exactly that purpose, consider using a progress track or
Scene Challenge to complete it.
Remember that even if you roll a high rank, it doesn’t mean you have to use
a progress track to cast the spell, this could simply mean that the spell is
powerful, and its influence is significant. Every single oracle in this supplement
is optional: use as much as you need and ignore what you don’t.

Battle challenge
The perfect situation for a Scene Challenge would be when you're participating
in combat in a less offensive way.
Orianna is a mystic who specializes in wards and defensive magic. She’s
currently on the battlefield, and along with a few other mystics, she is
responsible for maintaining a barrier against enemy attacks while other troops
move to neutralize the threat. Throughout the confrontation, she concentrates
solely on keeping up her spell, Conjure Life, a barrier of positive energy nullifying
all harmful spells. Once the Scene Challenge is complete, they have successfully
reached their target, and the battle is won thanks to the magical protection
provided by the mystics.
Spells in Gameplay 7
Roll for Magic
In the example above, I hand-picked Spell Intent and Spell Essence for Orianna,
but often I’m unsure what kind of spell my character would use, and that’s
when I find the Spell Oracles most useful. For example, three randomly
generated spells might be:
◆ Perceive Animal (Spell action & theme: Legendary Symbol).
Orianna actively searches for any approaching threat in the form of beasts
or animals, immediately marking them with a glowing symbol, making them
an easy target for other soldiers.
◆ Transform Water (Spell action & theme: Oppose Revenge).
A moving wall of ice blocks all incoming projectiles and separates any threat,
leaving only a small opening for enemies to approach and be singled out.
◆ Control Fire (Spell action & theme: Coordinate Nature).
Instead of an all-purpose barrier, she focuses only on fire-related spells and
douses any flames in their path.
There are a lot of great combinations, if Spell Intent and Spell Essence are
not enough, there's always Spell Action, Spell Theme, Spell Descriptor and
Spell Focus to consult.

8 Spellforge
Chaos Magic
When casting a spell, you can choose to tap into chaos to unleash an additional
side effect, a Chaos Magic Surge. Drawing from this chaotic power can have
many positive outcomes that might even turn the tide of battle, but it’s not
without risk. A side effect could be purely narrative, such as changing your
character’s appearance or form in various ways, randomly teleporting a short
distance, or summoning sounds, images, or odors that surround your character.
These changes could be temporary or permanent until dispelled.

Chaos Magic Surge


If you decide to reach for this chaotic power, roll a d10 or roll on the Chaos
Magic Effect table. On a roll of 10, or a result of “Chaotic”, your spell is influenced
by chaos, and a chaos magic surge event occurs.
The surge can have a positive, neutral, or negative effect. To determine which,
roll on the Chaos Magic Surge table. The chances for a positive or neutral
outcome are high, but in certain situations, negative consequences could be
serious, so make sure you’re ready for whatever fate brings.

Summoning a creature
In rare cases, a chaos magic surge could summon a hostile creature. To
determine what kind of creature is summoned, use the Creature Oracles
starting on page 42. These oracles have been slightly modified to tone down
results and avoid narratively disruptive outcomes.
A hostile creature doesn’t always mean a new opponent or combat track, it
might try to flee or charge blindly at anyone in sight, which you could use to
your advantage. If you can communicate with it, there’s a chance to use the
Compel move and persuade it not to get involved in the fight.
The summoned creature will usually be dismissed after a short while, typically
at the end of combat, but it’s up to you whether you want to keep it around
longer.

Spells in Gameplay 9
Assets
Ironsworn already offers plenty of high-magic options. In Starforged and
Sundered Isles, it’s ready from the get-go with assets like Firebrand or Sorcerer,
and in Ironsworn, it's as simple as slightly modifying the narrative.
Aside from Rituals, there are two assets that can be adapted to a high-magic
setting with great effect: Improviser and Slinger from Ironsworn. If you decide
to adapt these assets to Starforged or Sundered Isles, keep in mind that
Improviser overlaps somewhat with Scavenger, and Slinger shares similar
benefits with Archer. In fact, Archer is also a great option for reflavoring instead
of using Slinger.

Custom Assets
Here is a list of five assets prepared for a high-magic setting. In the separate
Spellforge Assets Sheet, you'll find printable versions, like the example below,
compatible with Ironsworn and Starforged.

PATH
SPELLWEAVER

When you Check your Gear, you may roll


+wits (instead of +supply). If you do, envision
how you make do with a clever spell, and
take +1 momentum on a hit.

When you Secure an Advantage or Face


Danger by weaving a spontaneous spell, add
+1 and take +1 momentum on a hit. After
rolling, you may also suffer -1 supply and add
+1 more.

When you throw caution to the wind and


make an impulsive move in a risky situation,
you may add +2. If you do, take +1
momentum on a strong hit, but count a weak
hit as a miss.

10 Spellforge
Path:
SPELLSLINGER
Ironsworn
When you Enter the Fray by barraging your foe with spells, inflict harm
on a strong hit.

When you Strike by casting spells, you may choose one (before rolling).
● Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
● Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.

When you Secure an Advantage by preparing spell components of a


special quality, add +1. Then, take +1 momentum or +1 supply on a hit.

Starforged
When you Enter the Fray by barraging your foe with spells, mark progress
on a strong hit.

When you Strike by casting spells, you may choose one (before rolling).
● Hold them back: On a weak hit, stay in control, but mark only 1 progress.
● Hit them hard: On a strong hit, mark progress.

When you Secure an Advantage by preparing spell components of a


special quality, add +1. Then, take +1 momentum or +1 supply on a hit.

Spellslinger is a modified version of Slinger, and since it doesn’t exactly use any
weapons, it has been changed from a Combat Talent to a Path. Starforged has
its own alternate version, with asset abilities adapted to slightly different
combat rules.
In both versions, however, this asset focuses on the move Enter the Fray,
offering a chance to inflict harm or mark progress, and on the possibility of
retaining initiative or control through its second ability, which is quite unique.

Spells in Gameplay 11
Path:
SPELLWEAVER
Ironsworn
When you Check your Gear, you may roll +wits (instead of +supply). If
you do, envision how you make do with a clever spell, and take +1
momentum on a hit.

When you Secure an Advantage or Face Danger by weaving a


spontaneous spell, add +1 and take +1 momentum on a hit. After rolling,
you may also suffer -1 supply and add +1 more.

When you throw caution to the wind and make an impulsive move in a
risky situation, you may add +2. If you do, take +1 momentum on a
strong hit, but count a weak hit as a miss.

Starforged
When you Gather Information or Resupply by exploring a wreck, ruin,
or abandoned site, add +1 and take +1 momentum on a hit. On a strong
hit with a match, you also find something of unique value, significance,
or function; envision the nature of this discovery, take +2 momentum,
and mark 2 ticks on your discoveries legacy track.

When you Secure an Advantage by weaving a spontaneous spell,


envision what spell you intend to create. On a hit the spell is always
prepared, you may add +1 when making a move aided by that spell. If
you roll a 1 on your action die while aided by the spell, its magic is
immediately spent after the move.

When you Check your Gear, roll +wits or +supply (whichever is


highest) and take +1 momentum on a hit.

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


an alternative Starforged version included. Check your Gear could mean
checking whether you know the right spell or are in possession of a scroll, a
spellbook entry, or spell components for the encountered situation. Losing
supply could mean you're burning through components faster by overpowering
your spell. Spellweaver has its own Quest Starter, “Ice Maiden”, on page 24.

12 Spellforge
Path:
COURT MAGE
Ironsworn
Your authority is well known. When you Sojourn or Compel leveraging
your status add +1.

Years as an arcane defender and advisor have honed your instincts.


When you Face Danger or Gather Information to detect or oppose mystic
forces, add +1 and take +1 momentum on a hit.

When you Reach a Milestone on your vow in service of your leader or


faction, take +2 momentum or +1 spirit.

Starforged
Your authority is well known. When you Sojourn or Compel leveraging
your status add +1.

Years as an arcane defender and advisor have honed your instincts.


When you Face Danger, React Under Fire or Gather Information to detect
or oppose mystic forces, add +1 and take +1 momentum on a hit.

When you Reach a Milestone on your vow in service of your leader or


faction, take +2 momentum or +1 spirit.

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


the right hand of a local leader, it’s not uncommon for one to act independently,
or even as a divine messenger, maintaining balance among all influential forces.
Use your authority and renown to aid your quest, research, or investigation.
Even if you’re not well-known in your current location or region, the status of
your profession alone is enough to make people think twice before refusing
to help you. With your second ability, you’re an expert in matters of mystic
forces and protection against them. When dealing with people in high places,
intrigue and danger are always close at hand and often involve individuals with
unusual talents or powerful artifacts. Reaching a milestone, solving a difficult
problem, or uncovering an important clue is what motivates and empowers
you. When you swear a vow, you mean it, and nothing will stop you from getting
the job done.
If this is the role you see your character in, check “The Gravity of a Situation”
on page 16 in the Quest Starters section for inspiration on how to begin your
adventure as a Court Mage.

Spells in Gameplay 13
Path:
WARMAGE
Ironsworn
You manipulate the power of essence. When you focus to draw power
from your surroundings, roll +spirit. On a strong hit, take up to +3 power
(max 5). On a weak hit, take +2. On a miss, take +2 power but Endure
Harm (2 harm). When you Strike, Clash or Face Danger aided by this
power, add +2 and suffer -1 power.

When you Endure Harm or Endure Stress from a mystic force, you may
roll +wits. If you do, take +1 momentum on a hit.

When you Strike or Clash with a spell, you may suffer -1 momentum
and inflict +1 harm on a hit (decide before rolling).

Starforged
You manipulate the power of essence. When you focus to draw power
from your surroundings, roll +spirit. On a strong hit, take up to +3 power
(max 5). On a weak hit, take +2. On a miss, take +2 power but Endure
Harm (-2). When you Strike, Clash, Face Danger or React Under Fire aided
by this power, add +2 and suffer -1 power.

When you Endure Harm or Endure Stress from a mystic force, you may
roll +wits. If you do, take +1 momentum on a hit.

When you Strike or Clash with a spell, you may mark progress on a hit,
but Lose Momentum (-1) (decide before rolling).

Warmage is a path of action, you gather your power and reshape it to overcome
your obstacles. On the battlefield, you are the heavy artillery, unleashing raw
power with deadly efficiency. Either through arduous training or remarkable
talent, you are able to manipulate mystic forces and shape them to aid your
actions. But with great power comes great risk, reach too far or draw too much,
and face the consequences. Years of manipulating volatile powers have
hardened you against magical backlash. Your second ability allows you to
endure physical and psychic harm through sheer force of will and arcane
mastery. With the third ability, you can take extra time, preparation, or focus
to unleash an even more destructive spell.
If the Warmage Path sounds interesting, check out “Siege of Thornspire” on
page 19 in the Quest Starters section.

14 Spellforge
Path:
DRUID
Ironsworn
When you make a move to investigate, oppose, or interact with an animal,
beast or plant, add +1 and take +1 momentum on a strong hit.

You can shapeshift into an animal or beast to aid your next move, add
+2 and suffer -2 momentum after the move.

When forced to Endure Harm in response to your move aided by


shapeshifting, add +1 and take +1 momentum on a hit.

Starforged
When you make a move to investigate, oppose, or interact with an animal,
beast or plant, add +1 and take +1 momentum on a strong hit.

You can shapeshift into an animal or beast to aid your next move, add
+2 and Lose Momentum (-2) after the move.

When forced to Endure Harm in response to your move aided by


shapeshifting, add +1 and take +1 momentum on a hit.

As a Druid, you have a strong bond with nature and are able to draw power
from the force of nature itself. You understand the natural world and how the
forces you can use and shape help maintain its balance.
Having that strong connection makes communicating and interacting with
animals, beasts, and plants easier for you.
Once you gain the second ability, you’re able to instinctively shapeshift into
animal form on a whim when the need arises, but the process has its price
once the move is finished.
With the third ability, your mastery over shapeshifting grows. You’re aided
by nature’s resilience, it becomes easier to endure harm while shapeshifting,
and nature’s fury invigorates you.
Will you become nature’s guardian, or its champion? Check the “Crimson
Vines” quest on page 22 in the Quest Starters section for inspiration to begin
your path.

Spells in Gameplay 15
Quest Starters
The Gravity of a
Situation
Suggested asset: Court Mage
Introduction past the guards, and bypass the vault's
magical protections, a task nearly
An expedition to an old mountain
impossible for a single person. There
fortress uncovered a hidden dungeon
are at least three potential suspects
with chambers carved deep into the
behind this theft, all mages of some
mountain’s bowels. There, guarded
renown who could benefit most from
by animated golems, an ancient tome
the tome and who could afford to hire
of magic was found and recovered.
a team skilled enough to pull off this
The book was locked, but initial
heist. The tome was locked by some
research revealed that the tome's
kind of mystic force, but that doesn’t
aura was tinted with Conjuration
mean it will remain so for long. What
essence and had a certain pulling
might happen if it falls into the wrong
sensation to it.
hands is unknown. After that, he
The tome was secured in a spell- invites you to examine the scene
protected vault, until yesterday. Today, yourself.
you stand before the open vault gates,
which show visible signs of forced
entry. The magical ward has been
Vow
Retrieve the stolen tome.
broken, and a scorched area on the
ground is littered with the destroyed
remains of someone's tools or Threat
equipment. Someone clearly suffered Overambitious mage.
injuries while attempting to disarm
the wards but managed to escape Threat milestones
nonetheless. Since arcane forces were ◆ A trapped warning is delivered to
involved, you’ve been asked to assist the investigators or the main
with the investigation to track down character.
the tome. ◆ Information about dangerous
Lieutenant Abelar Benneth magic is leaked to spread fear and
introduces you to the scene. He unrest among the citizens.
suspects it was the work of a small ◆ Abelar's squad of investigators is
group of experienced professionals, found dead, along with another
as they managed to break in, sneak warning.
16 Spellforge
◆ The culprit's lair is secured with is famous for the potions, elixirs, and
magical wards or summoned other alchemical concoctions they
creatures. produce.
◆ One or more assassins are sent to Alasalynn Frostmantle: A stoic and
stop the main character. cunning head of a local guild,
◆ The antagonist unlocks the tome, reshaped from the pit of thieves and
causing a disastrous event scoundrels it was before her. She’s a
triggered by the tome’s trader of high renown and a talented
uncontrolled magic. sorceress with a knack for divination.
Maggarl Strand: A famous mage-
smith of Stonehill, a big, cheerful man
Locations who owns a large smithy operated by
Stonehill: A small, remote city with a his smiths and apprentices, with the
fortress located atop a hill. It is well- assistance of an iron golem called Bell.
connected by trade routes and
considered one of the safest
settlements in the region, due in part
Sites
to its production of unique weaponry, ◆ Alasalynn's Sanctum (Fortified
maintained by a local mage-smith, Underkeep)
Maggarl Strand. ◆ Sunbright Woods (Wild
Tanglewoods + Ruin)
Sunbright Woods: A vast forest
surrounding the city, a relatively safe
place, as far as wild forests go. Rumors Artifacts
say there are regions best avoided, Graviton Grimoire: A product of long-
tales of dangerous beasts lurking forgotten times, the Graviton
around ancient, forgotten ruins are Grimoire is a peculiar spellbook. A
commonly heard in taverns. person possessing it may experience
Fortunately, for generations, the a very subtle, barely noticeable
Sunbright family has helped keep the sensation of attraction that manifests
forest safe. in various forms: a magnetic-like
force, an emotion of longing, or a
Characters thought-provoking glance or gesture.
Abelar Benneth: Lieutenant of the Apparently, it accumulates magic over
City Watch. Direct, tough, and time, which is released upon each
guarded, he takes his duty seriously. use. The process is extremely slow,
Casildar Sunbright: A bit of an but if left alone for decades, this
outcast, he’s regarded as stubborn artifact could become unstable and
and prefers to stay outside the city, in dangerous.
his house on the outskirts of the
forest. He’s an alchemist, upholding Inspirations
family traditions. He looks more like At first, the tome is locked and can't
a forester, with a cautious and serious be used. How is it locked, and how can
look in his eyes. The Sunbright family it be unlocked? If another item is

The Gravity of a Situation 17


needed to unlock it, consider possible transported to a new, more secure
locations. Maybe you'll encounter a location.
rival group during your exploration.
Will snatching that item stop the Negative resolution
enemy, or will they find another way The calamity does not mean it's the
to unlock its power? end of everything. After the event, you
What if there's another person wake up among the debris, the
involved, an outsider? You could try surrounding city mostly in ruins. The
to compel other mages to help you. tome's destructive magic was spent,
Will they assist you, or will they try to but it is still a powerful artifact, and
pursue the tome themselves? the culprit escaped the city with it. The
Is the Sunbright family keeping the spell changed them forever, they are
citizens of Stonehill safe, or are they now infused with the essence that
keeping their forest safe from overly caused the disaster, their new form
curious citizens? What lies at the heart impossible to go unnoticed. Unless
of the forest? they run away to a deserted place, it
In the case of a disastrous event, will be fairly easy to track them down.
what did the Graviton Grimoire News of the disaster will spread
summon? Roll on Spell Essence if rapidly, perhaps you'll find new allies,
you're unsure. Earth could mean a or face new competitors in the race
terrible earthquake or a colossal for power.
golem that ravaged the city before
collapsing. Water or Air could
summon a violent blizzard or storm.
Mind could unleash a blast of raw
power, leveling everything around the
impact zone.
How did the Grimoire transform the
antagonist? Is the transformation only
physical, or are they no longer the
same person?

Positive resolution
If you successfully retrieve the tome
before it's unlocked, the disaster is
prevented, and the city is safe, at least
for now. Was the main antagonist the
only one, or simply the fastest to act?
It is decided that it is too risky to keep
the tome in the city of Stonehill. More
people know about it now, and
inevitably, someone else will attempt
to steal and use it. The book must be

18 Spellforge
Siege of Thornspire
Suggested asset: Warmage
Introduction standing, just barely. Kerri and one of
the witch hunters beside you were
You sit at a table in a dimly lit tavern,
knocked down but are still alive,
a large mug of ale in your hand and a
shielded by your quick reaction. The
band of musicians playing a cheerful
rest weren’t so lucky. You’re on the
tune. A smiling waitress approaches,
front lines, surrounded by Empire
and just as she reaches you, she
forces besieging the castle, but if
unexpectedly pokes you with a broom.
you’ve been thinking about escaping,
“Move. Time to bring the walls this is your best chance in a long time.
down.”
The image dissipates abruptly. The Vow
smiling waitress turns into a bearded
Escape the iron grip of the Empire.
man with an angry stare beneath his
helmet. Another short rest, violently
interrupted. Two others pull you up
Threat
and move you out of the tent, familiar The Empire.
sounds and images of a siege
assaulting your senses. You glance at Threat milestones
Kerri Heafstaag, standing nearby, ◆ A squad of regular soldiers is sent
studying you closely. She’s a healer after you.
assigned to keep you alive while you ◆ A witch hunter is on your heels.
lend your talents to the Empire. Both ◆ One of Thornspire’s walls has been
of you are in this service unwillingly, breached.
but at least she’s not chained. ◆ Reinforcements arrive, an arcane
A vast battlefield spreads before bounty hunter is after you.
you: the siege of Thornspire ◆ The siege is successful, and
Stronghold. The opposition is fierce Thornspire is conquered. If not
and unyielding, a true thorn in the already recaptured, you are now a
general’s side. high-priority target.
With nothing else you can do at the
moment, you focus on drawing
essence and redirecting it at the castle
Locations
walls. Immediately, an uneasy The Battlefield: The battlefield
sensation hits you, the rising ring in surrounds Thornspire on all sides. It's
the air, the odd smell of ozone. They the usual sight, littered with debris,
were waiting for you this time. The siege engines, and camps located at
world drowns in a bright flash and a a safe distance from the besieged
deafening thunderclap. stronghold.
Your vision clears. You're still
Siege of Thornspire 19
Thornspire: A massive stronghold, Helm Ceralle: Defender of
defiant and unyielding, with the Thornspire. Vengeful and hard-
defenders under the command of hearted, an old mercenary with a
Helm Ceralle. penchant for theatrics.
Fynn Barrow: Mage defending
Characters Thornspire. Slight, unassuming, and
Kerri Heafstaag: A stout, young weary-looking, but very cunning. It was
healer. Just like you, she was forcibly his spell that hit you when you started
drafted into service due to her healing casting after your rest.
skills. Her duty is to keep you alive so
you can take more risks by drawing Sites
power to cast spells. She's desperate ◆ Thornspire (Fortified Stronghold)
to escape the battlefield.
Carmine Devryn: Infamous warrior
and general of the Empire, in Artifacts
command of the siege. Wary and Chained Braces: Decorated with
calculating. broken chain links, these braces are
a symbol of your struggles and hard-
won battles. Infused with iron will and
determination, they empower your
actions and reinforce your focus.

20 Spellforge
Inspirations Negative resolution
Immediately after the attack, you If you fail to escape, you are
must choose whether to help the recaptured and suffer consequences
survivors or escape alone. Kerri appropriate to your crimes. You
shares your plight and will join you remain a valuable asset, though you
willingly, her body language makes should prepare for a life of hardship
that obvious. The witch hunter is until another chance at liberation
another matter. You’ll need to either arises.
deal with him directly or find a way to
compel him. But even if you succeed,
can you trust that he won’t betray you
later?
The battlefield surrounds you and
the castle completely. Will you seek
refuge in the besieged castle and join
the defenders? Or will you attempt to
break through the Empire's lines and
flee as far as possible? There is also
the option of remaining with the
army, attempting to earn their trust
and status. Will that be a sincere effort
or merely a diversion?
The Empire is relentless and won’t
easily forget you. A wizard is an
extremely valuable and dangerous
asset, and escaping the battlefield
alone won’t end your troubles. What
will the Empire do to bring you back?

Positive resolution
You can fulfill the vow in several ways,
but each should ultimately lead to
regaining your full freedom. You may
pursue new goals, join the defenders
and try to stop the Empire's conquest,
gain the Empire’s trust and willingly
join its forces to continue the
campaign, or seek new adventures as
a wanderer, far from the horrors of
war.

Siege of Thornspire 21
Crimson Vines
Suggested asset: Druid
Introduction Locations
A few months ago, a group of Lostcairn: A druids' grove located
adventurers visited Gleannsong, relatively close to Gleannsong,
following rumors of hidden treasures. occasionally visited by the town's
Aided by Liv Shaern, they scouted the residents seeking help with various
Crimson Fen and, after about a week, afflictions.
left empty-handed and frustrated, Gleannsong: A nearby town
mumbling that the mosquitoes were plagued by corrupted beasts and
worse than anything they had ever animals. Its residents often harvest
faced. About a week ago, Sacrast herbs from the nearby fen.
Melander, a fellow druid, went to Crimson Fen: A shadowy fen where
investigate troubling reports of the a characteristic crimson-red creeper
flora and fauna in the Crimson Fen grows.
becoming aggressive toward those
who ventured deeper into the forest.
Since then, he has neither returned
Characters
nor sent word. You have been tasked Ainsbrith Stormwind: Elder druid.
with finding out what happened to Covered in arcane tattoos, he looks
him and helping him if he's in trouble. ancient but moves and acts with
surprising efficiency and purpose. He
is always accompanied by an animal,
Vow each time a different one,
Stop the spreading corruption. communicating with them and
assigning them unknown tasks.
Threat Sacrast Melander: Missing druid.
Corrupted druid. Proud and aloof, it is not uncommon
for him to go completely silent during
Threat milestones a mission, as he prefers to get the job
◆ Beasts attack Gleannsong. done himself without any help.
◆ A corrupted bog fever spreads Liv Shaern: Huntress from
among the townspeople. Gleannsong. Friendly and helpful, she
◆ Hunters from Gleannsong go on the guided the adventurers through the
offensive and suffer heavy fen, ensuring they returned safely.
casualties if not stopped or They paid her well and even gave her
assisted. a nice-looking acorn they had found
◆ Townspeople evacuate to Lostcairn. in the caverns as a thank-you gift
◆ The corruption has engulfed before they left.
Gleannsong.

22 Spellforge
Sites their path, possibly unintentionally
causing more trouble, or did they find
◆ Crimson Fen (Corrupted
a buyer who recognized the powers
Shadowfen + Cavern)
hidden inside?

Artifacts Negative resolution


Moonstone Amulet: A bluish, milky Gleannsong is lost, and it will take even
light emanates from the amulet. Its more effort to reclaim it. More
weight alone soothes you, and with dangerous monstrosities have started
its power subtly guiding your actions, appearing, and the druids are now on
everything feels effortless. the defensive. On top of that, the
Gleannsong refugees need to relocate
Inspirations to a safer place, as Lostcairn cannot
The adventuring party explored the sustain such a large population.
Crimson Fen caverns but found only Escorting them to a new home might
peculiar acorns. Were they thorough, take some time, but without this
or is there a chance they missed burden, the druids might stand a
something? better chance against the corruption.
By default, the acorns are meant to
be the cause of the corruption, but
what if they are actually the solution
instead? What, then, could be the true
cause of the abnormalities in Crimson
Fen?
What happened to Sacrast? Was he
influenced by the corruption and
unintentionally accelerated it, or was
he a prisoner, incapacitated
somewhere? Or perhaps he is still
looking for a solution, unable to
resolve it on his own but too proud to
ask for help, at least not yet.

Positive resolution
The corruption was stopped at its
roots, and Gleannsong is safe once
again. But there's still the case of the
adventurers who left months ago.
They didn’t find the treasures they
were looking for, but that doesn’t
mean they didn’t take the peculiar
acorns secured in the caverns. Did
they toss them somewhere along

Crimson Vines 23
Ice Maiden
Suggested asset: Spellweaver
Introduction Vow
One evening, while enjoying your free Liberate Ellie.
time at a tavern, you were
approached by a man. He introduced Threat
himself as Arren Stormfall and Regiment of the Shining Blades.
explained that he’s organizing a
perilous rescue mission, and that you Threat milestones
are its key element. His dear friend,
◆ You receive a warning not to get
Ellie, was recently captured and is now
involved.
held in captivity far to the north, in
some abominable icy prison, a doubly ◆ You are sabotaged, or your path is
cruel fate. He alone is helpless, but blocked.
with the help of a team of capable ◆ One of the powerful warclans sends
individuals, he believes he’ll be able their raiders to stop you.
to liberate Ellie. The task won’t be ◆ Ellie is relocated to a new, unknown
easy, but you’ll be compensated location.
accordingly.
Having said that, he put a sizable Factions
pouch on the table and slid it toward
Regiment of the Shining Blades: An
you. It was heavy, worth far more than
old order monitoring the region. They
what you're typically paid for your arts.
are not as strong as they once were
“The other half will be paid upon and avoid direct confrontation,
completion, of course.” instead using whatever means are
That was all you needed to hear. A available. When the order imprisoned
few days later, after securing all the Ellie decades ago, her brother always
necessary equipment, you are nearing managed to stay one step ahead and
the town gates, where the others avoid capture.
await. It’s just after dawn. The streets
are still mostly empty, the morning air Locations
cold and fresh. You join the others at Hammerfalls: One of the towns in
the gate, a small team of four people, the northern region, where winters
including you. Apparently, a larger are cold and snowy, but still livable. In
group would attract too much the past, Hammerfalls saw many
attention. You depart by blending in battles between warclans and
with the first caravans. shamans.
Monastery of the White Flame:
An old monastery of the Regiment of

24 Spellforge
the Shining Blades. It was once a very Artifacts
important and well-protected site,
Breachmaker: A plain-looking
but after decades of peace, it lost its
magical focus in the shape of a chisel,
significance and fell into disrepair.
etched with the symbol of the sun. A
Warren of Dark Lament: Ellie’s long time ago, it was crafted and used
secret prison. An ancient cavern deep to defeat the devilish siblings.
in the wilds, hidden among the hills.
Inspirations
Characters In the eyes of others, you are merely
Arren Stormfall: At first glance, he a mercenary, and they feel no
appears to be a charming and obligation to tell you anything. If you
generous man with a very friendly somehow learn about the siblings’
demeanor. In truth, he is cruel, origin anyway, will you continue with
opportunistic, and manipulative. He your quest or abandon it? What would
is a devil and Ellie’s brother, his real the consequences be?
name is Arrenskadmalaz. He wants to
You might decide to actively seek
free his sister and take revenge on the
out the Regiment of the Shining Blades
order pursuing him.
as soon as you learn of their existence.
Ellie: Currently held captive in the What would happen to the original
Warren of Dark Lament, far to the team then? Would you become rivals,
north. Her real name is Elliedrialmexa. or would you be able to persuade
She is a devil who was imprisoned long others to join you?
ago by the Regiment of the Shining
If you uncover Arren’s true identity
Blades in a magically enhanced prison
and decide to betray him just before
of ice, protected by arcane wards.
reaching your goal, how would you
Conny Immerstar: A member of prepare for it? Without his sister, he
your group. A skilled rogue and an is weaker, but not helpless.
expert in all sorts of traps. She is
scarred and guarded,a testament to
experience earned through hardship.
Positive resolution
You successfully reached Ellie’s prison
Juro Halbar: A member of your
and were able to release her, either
group. A ranger, capable scout,
with the help of the recovered
hunter, and herbalist. Stout and
Breachmaker artifact or by some other
brutish, he is hot-headed and
means. At that point, Arren and Ellie
impatient when dealing with people.
revealed their true forms, paid the
party what was owed, and, overjoyed
Sites and laughing, left the caverns, leaving
◆ Monastery of the White Flame you all behind.
(Ancient Ruin) Upon returning to Hammerfalls, you
◆ Warren of Dark Lament (Ancient find the town ravaged, the siblings
Frozen Cavern) nowhere in sight.
You can now choose to seek out

Ice Maiden 25
what’s left of the Regiment of the If you retrieved the Breachmaker
Shining Blades and join them, pursue from the monastery and the
the siblings yourself, or enjoy your Regiment found it on you, it was
riches somewhere far away. confiscated. You can try to compel
them to tell you the full story and offer
Negative resolution your aid in a new task, pursuing Arren.
You were stopped or unable to release Or you might decide to pursue him on
Ellie from her prison. If you reached your own, to complete unfinished
the prison but couldn’t free her, the business.
Regiment of the Shining Blades caught
up to you with overwhelming force.
Arren disappeared the moment he
realized the plan had failed, and you
were escorted back to Hammerfalls
for interrogation.
The Regiment has no interest in
telling you the full story, they just
want you to abandon your task. Since
the prison’s location was
compromised, it has been moved to
a new, unknown location.

26 Spellforge
Spell Oracles
Here you'll find a collection of tables meant to quickly generate a spell, ritual,
or mystic effect.

Spell Intent
This table determines the intent of the spell or its type. It answers the first
question when casting a spell: What do I want to achieve?

1–20 Conjure

21–40 Perceive

41–60 Transform

61–80 Destroy

81–100 Control

Spell Essence
Use this table to determine the essence or element the spell uses.

1–11 Fire

12–22 Water

23–33 Air

34–44 Earth

45–52 Plant

53–60 Animal

61–68 Light / Darkness

69–76 Life / Death

77–84 Body

85–92 Mind

93–100 Perception

Light and Darkness, just like Life and Death, are two sides of the same coin.
Decide which aspect is more appropriate for the spell you're weaving.

Spell Oracles 27
Spell Target Spell Range
1–25 Individual 1–20 Sefl

26–45 Group 21–40 Touch

46–65 Circle or Sphere 41–60 Medium

66–85 Area 61–80 Sight

86–95 Structure 81–100 Arcane connection

96–100 Boundary

The spell target’s area would usually be a room, hall, or chamber, while boundary
affects everything within a well-defined natural or man-made limit. For the
Arcane Connection range, distance is immaterial, like in the Scry Ritual. Combine
the spell target with its range to envision the spell’s true influence. For example:
◆ Sphere + Self could mean a personal sphere of protection.
◆ Group + Touch might describe a spell initiated by a touch, affecting a small
group gathered around the caster.
◆ Area + Self could be a spell centered on the caster, like conjuring a cloud of
fog to engulf the campsite and confuse hostile bandits.

Spell Duration
Spell duration ranges from instantaneous to permanent. Roll on this table to
decide how long the spell effect lasts.

1–25 Instant

26–50 About 1 minute

51–65 About 10 minutes

66–75 About 1 hour

76–85 About 8 hour

86–95 About 24 hours

96–100 Permanent / Until dispelled

Tracking time in Ironsworn is purely narrative, but this table helps determine
the likely effect of the spell. A spellcasting trickster might invoke an illusory
sound that lasts about one minute to divert guards’ attention during a heist. A
powerful curse could permanently alter the landscape, unless dispelled.

28 Spellforge
Spell Rank
Is the spell a quick and easy chant or a long, complex, and dangerous ritual?

1–20 Troublesome

21–55 Dangerous

56–80 Formidable

81–93 Extreme

94–100 Epic

Spell Components
A subtle gesture and a single word of power could be all it takes to cast a
powerful spell.

1–11 Chant

12–14 Gesutre

15 Material

16–45 Chant + Gesutre

46–50 Chant + Material

51–53 Gesutre + Material

54–100 Chant + Gesture + Material

Spell Oracles 29
Spell Name
Construct a perfect chant for your spell. To generate a spell name, first roll or
choose a Spell Name Template. Then follow the structure of the template to
build the name using the individual tables.

Spell Name Template


1–15 [ ► Essence ]

16–30 [ ► Intent ] [ ► Essence ]

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

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

61–75 [ ► Attribute ] [ ► Essence ]

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

91–100 [ ► Attribute ] [ ► Intent ]

Spell Intent Name


Roll Conjure Perceive Transform Destroy Control

1–15 Facio Veritas Praeses Incertus Manus

1–15 Voco Credo Alia Pulcher Potentis

1–15 Ferre Oculos Fero Imperio Paro

1–15 Creo Scio Cupio Efflige Modero

1–15 Fingo Didici Virtus Rue Dux

1–15 Concalo Pecto Licet Interfice Regere

1–15 Accerso Ecce Immuta Perime Impero

1–15 Evoco Cernentia Alta Letare Regna

1–15 Prodo Tuor Innova Evoca Praeeo

1–15 Pario Senti Cambium Exci Vergo

30 Spellforge
Fire Essence Water Essence
1–10 Ignis 1–10 Aqua

11–20 Ardor 11–20 Irrora

21–30 Fieri 21–30 Imber

31–40 Ambustio 31–40 Rigare

41–50 Aedilicius 41–50 Mersa

51–60 Fax 51–60 Icere

61–70 Malleolus 61–70 Procella

71–80 Igniculus 71–80 Unda

81–90 Incende 81–90 Confluctua

91–100 Exarde 91–100 Glacia

Air Essence Earth Essence


1–10 Aer 1–10 Terra

11–20 Spiraculi 11–20 Glaria

21–30 Caelus 21–30 Tellus

31–40 Tempestas 31–40 Cespes

41–50 Tonitrus 41–50 Solum

51–60 Fulgur 51–60 Ager

61–70 Attona 61–70 Occo

71–80 Caligo 71–80 Intreme

81–90 Ventus 81–90 Scopulus

91–100 Perurere 91–100 Contreme

Spell Oracles 31
Plant Essence Animal Essence
1–10 Plare 1–10 Animalis

11–20 Arsella 11–20 Averium

21–30 Arbor 21–30 Fera

31–40 Aceris 31–40 Trux

41–50 Ramus 41–50 Atrox

51–60 Termes 51–60 Junge

61–70 Vis 61–70 Amicus

71–80 Vitis 71–80 Entis

81–90 Grandesce 81–90 Dedoma

91–100 Aucta 91–100 Cicura

Light / Darkness Essence


1–10 Lux

11–20 Luminis

21–30 Tenebra

31–40 Lucide

41–50 Clarica

51–60 Radia

61–70 Illustre

71–80 Divini

81–90 Sol

91–100 Orior

32 Spellforge
Life / Death Essence
1–10 Vita

11–20 Anima

21–30 Aeternus

31–40 Aesi

41–50 Cordis

51–60 Neuma

61–70 Pneuma

71–80 Mortis

81–90 Exitus

91–100 Fateri

Mind Essence Body Essence


1–10 Cordis 1–10 Corporis

11–20 Animi 11–20 Entis

21–30 Sentis 21–30 Essentia

31–40 Mentis 31–40 Fortitudo

41–50 Adversa 41–50 Robor

51–60 Cogitare 51–60 Postestatis

61–70 Arbitra 61–70 Vigesce

71–80 Reor 71–80 Vigor

81–90 Compertus 81–90 Virtus

91–100 Experi 91–100 Careo

Spell Oracles 33
Perception Essence
1–10 Cordis

11–20 Animi

21–30 Sentis

31–40 Mentis

41–50 Adversa

51–60 Cogitare

61–70 Arbitra

71–80 Reor

81–90 Compertus

91–100 Experi

34 Spellforge
Attributes
1 Altum 26 Congelate 51 Curvabiliter 76 Pubenter

2 Elatum 27 Rigenter 52 Flexibiliter 77 Strenue

3 Celere 28 Dure 53 Mollis 78 Vehementer

4 Actuarium 29 Ferroe 54 Longiturne 79 Vivax

5 Immanis 30 Perardue 55 Procere 80 Integre

6 Vaste 31 Nimbifere 56 Spatiose 81 Truciter

7 Viripotens 32 Tempestuose 57 Odore 82 Feri

8 Forte 33 Procellose 58 Spinee 83 Efferate

9 Belliate 34 Fluctuose 59 Spinose 84 Bellualis

10 Valens 35 Incitate 60 Acanthie 85 Ferox

11 Empyrea 36 Hiemaliter 61 Lucide 86 Vesane

12 Flammide 37 Hiberne 62 Illustris 87 Furiosi

13 Pyrie 38 Turbide 63 Clarus 88 Saevum

14 Ignee 39 Intempeste 64 Nitide 89 Vementer

15 Impirie 40 Celeriter 65 Clare 90 Optume

16 Empyrie 41 Petrose 66 Serenus 91 Valorose

17 Empyree 42 Edure 67 Albenter 92 Bellatore

18 Infere 43 Praedure 68 Atre 93 Mas

19 Inferus 44 Aspere 69 Fusce 94 Obnixe

20 Flagranter 45 Confragose 70 Tenebrose 95 Ecfate

21 Algide 46 Confrage 71 Inanimanter 96 Effate

22 Frigide 47 Severum 72 Strenuus 97 Certa

23 Perfrigide 48 Immitis 73 Vigens 98 Sagax

24 Hiemanter 49 Maeste 74 Vigorose 99 Acris

25 Glacialiter 50 Torve 75 Vegete 100 Alacris

Spell Oracles 35
Spell Additional Oracles
Spell Descriptor
1 Abandoned 26 Decaying 51 Haunted 76 Preserved
2 Abundant 27 Deep 52 Hidden 77 Prominent
3 Active 28 Defended 53 Hoarded 78 Protected
4 Ancient 29 Dense 54 Hostile 79 Rare
5 Barren 30 Depleted 55 Inaccessible 80 Remote
6 Blighted 31 Desolate 56 Infested 81 Rich
7 Blocked 32 Destroyed 57 Inhabited 82 Ruined
8 Breached 33 Diverse 58 Isolated 83 Sacred
9 Broken 34 Empty 59 Legendary 84 Safe
10 Captured 35 Ensnaring 60 Living 85 Sealed
11 Charged 36 Expansive 61 Lost 86 Secret
12 Chaotic 37 Exposed 62 Lush 87 Settled
13 Charted 38 Fertile 63 Makeshift 88 Shrouded
14 Collapsed 39 Fiery 64 Artifical 89 Stolen
15 Colossal 40 Flooded 65 Misleading 90 Stormy
16 Confined 41 Foreboding 66 Moving 91 Stranded
17 Conspicuous 42 Forgotten 67 Mysterious 92 Strange
18 Constructed 43 Forsaken 68 Natural 93 Sunken
19 Contested 44 Fortified 69 New 94 Toxic
20 Corrupted 45 Foul 70 Obscured 95 Trapped
21 Created 46 Fragile 71 Open 96 Unnatural
22 Cursed 47 Frozen 72 Peaceful 97 Unstable
23 Damaged 48 Functional 73 Perilous 98 Valuable
24 Dead 49 Grim 74 Pillaged 99 Violent
25 Deadly 50 Guarded 75 Powerful 100 Wrecked

36 Spellforge
Spell Focus
1 Air 26 Derelict 51 Message 76 Shelter

2 Ammunition 27 Dimension 52 Mind 77 Shortcut

3 Anchorage 28 Discovery 53 Mist 78 Sound

4 Animal 29 Earth 54 Monument 79 Storm

5 Apparition 30 Enclosure 55 Obstacle 80 Structure

6 Art 31 Energy 56 Outbreak 81 Supply

7 Artifact 32 Environment 57 Outpost 82 Symbol

8 Battleground 33 Equipment 58 Path 83 Terrain

9 Beast 34 Fire 59 People 84 Territory

10 Being 35 Force 60 Person 85 Threshold

11 Blockade 36 Fortification 61 Person 86 Time

12 Body 37 Grave 62 Plant 87 Tool

13 Boundary 38 Habitat 63 Portal 88 Transport

14 Commander 39 Hazard 64 Provisions 89 Trap

15 Commodity 40 Hideaway 65 Reality 90 Treasure

16 Confinement 41 Home 66 Refuge 91 Vault

17 Connection 42 Illusion 67 Relic 92 Vegetation

18 Construct 43 Intelligence 68 Remains 93 Vessel

19 Container 44 Lair 69 Rendezvous 94 Viewpoint

20 Corpse 45 Leader 70 Resource 95 Void

21 Creation 46 Life 71 Rock 96 Water

22 Creature 47 Light 72 Ruins 97 Weapon

23 Darkness 48 Map 73 Salvage 98 Weather

24 Death 49 Material 74 Sea 99 Wind

25 Debris 50 Medicine 75 Settlement 100 Wreckage

Spell Oracles 37
Spell Action
1 Abandon 26 Coordinate 51 Guard 76 Release

2 Acquire 27 Create 52 Hide 77 Remove

3 Advance 28 Debate 53 Hold 78 Resist

4 Affect 29 Defeat 54 Hunt 79 Restore

5 Aid 30 Defend 55 Impress 80 Reveal

6 Arrive 31 Deflect 56 Initiate 81 Risk

7 Assault 32 Defy 57 Inspect 82 Scheme

8 Attack 33 Deliver 58 Investigate 83 Search

9 Avenge 34 Demand 59 Journey 84 Secure

10 Avoid 35 Depart 60 Learn 85 Seize

11 Await 36 Destroy 61 Leave 86 Serve

12 Begin 37 Distract 62 Locate 87 Share

13 Betray 38 Eliminate 63 Lose 88 Strengthen

14 Bolster 39 Endure 64 Manipulate 89 Summon

15 Breach 40 Escalate 65 Mourn 90 Support

16 Break 41 Escort 66 Move 91 Suppress

17 Capture 42 Evade 67 Oppose 92 Surrender

18 Challenge 43 Explore 68 Overwhelm 93 Swear

19 Change 44 Falter 69 Persevere 94 Take

20 Charge 45 Find 70 Preserve 95 Threaten

21 Clash 46 Finish 71 Protect 96 Transform

22 Command 47 Focus 72 Raid 97 Uncover

23 Communicate 48 Follow 73 Reduce 98 Uphold

24 Construct 49 Fortify 74 Refuse 99 Weaken

25 Control 50 Gather 75 Reject 100 Withdraw

38 Spellforge
Spell Theme
1 Ability 26 Faction 51 Mysticism 76 Safety

2 Advantage 27 Fame 52 Nature 77 Secret

3 Ally 28 Family 53 Opinion 78 Shelter

4 Balance 29 Fear 54 Opportunity 79 Solution

5 Barrier 30 Fellowship 55 Passage 80 Spirit

6 Battle 31 Freedom 56 Path 81 Stranger

7 Blood 32 Greed 57 Peace 82 Strategy

8 Bond 33 Hate 58 Portent 83 Strength

9 Burden 34 Health 59 Possession 84 Structure

10 Community 35 History 60 Power 85 Superstition

11 Corruption 36 Home 61 Price 86 Supply

12 Creation 37 Honor 62 Pride 87 Survival

13 Creature 38 Hope 63 Prize 88 Time

14 Danger 39 Idea 64 Problem 89 Tool

15 Death 40 Innocence 65 Protection 90 Trade

16 Debt 41 Knowledge 66 Quest 91 Truth

17 Decay 42 Labor 67 Relationship 92 Vengeance

18 Deception 43 Land 68 Religion 93 Vow

19 Desolation 44 Language 69 Renown 94 War

20 Destiny 45 Law 70 Resource 95 Warning

21 Direction 46 Leader 71 Revenge 96 Weakness

22 Disease 47 Loss 72 Risk 97 Wealth

23 Dream 48 Love 73 Rival 98 Weapon

24 Duty 49 Memory 74 Ruin 99 World

25 Enemy 50 Momentum 75 Rumor 100 Wound

Spell Oracles 39
Chaos Oracles
Chaos Magic Effect
1–90 Controlled

91–100 Chaotic

Chaos Magic Surge


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

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

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

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

63–68 Summon a hostile ► Creature up to medium size

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

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

81–84 Magic runs through you, gain 2 momentum

85–92 Overwhelming magic, Pay the Price

93–98 Recover 1 health, spirit or supply

99–100 ► Mystic backlash

40 Spellforge
Mystic Backlash
1–4 Your ritual has the opposite affect
5–8 You are sapped of strength
9–12 Your friend, ally, or companion is adversely affected
13–16 You destroy an important object
17–20 You inadvertently summon a horror
21–24 You collapse, and drift into a troubled sleep
25–28 You undergo a physical torment which leaves its mark upon you
29–32 You hear ghostly voices whispering of dark portents
You are lost in shadow, and find yourself in another place without
33–36
memory of how you got there
37–40 You alert someone or something to your presence
41–44 You are not yourself, and act against a friend, ally, or companion
You affect or damage your surroundings, causing a disturbance
45–48
or potential harm
49–52 You waste resources
53–56 You suffer the loss of a sense for several hours
You lose your connection to magic for a day or so, and cannot
57–60
perform rituals
Your ritual affects the target in an unexpected and problematic
61–64
way
65–68 Your ritual reveals a surprising and troubling truth
69–72 You are tempted by dark powers
73–76 You see a troubling vision of your future
You can't perform this ritual again until you acquire an important
77–80
component
81–84 You develop a strange fear or compulsion
Your ritual causes creatures to exhibit strange or aggressive
85–88
behavior
89–92 You are tormented by an apparition from your past
93–96 You are wracked with sudden sickness
Roll twice more on this table. Both results occur. If they are the
97–100
same result, make it worse

Chaos Oracles 41
Creature Oracles
Summoned Creature Oracles are a curated version of standard creature oracles
from Ironsworn, slightly limited to avoid narratively challenging outcomes, such
as summoning a colossal monster into a small room.

Creature Rank Creature Size


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

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

50–100 Medium (person-sized)

Creature Form
1–15 Beast / mammal 67–69 Crustacean

16–25 Humanoid 70–71 Fish

26–31 Bird 72–73 Octopoid

32–37 Spider 74–75 Amphibian

38–43 Snake 76–77 Plant

44–49 Worm / slug 78 Incorporeal

50–55 Lizard 79 Mineral

56–61 Insect 80 Elemental

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

42 Spellforge
Creature Characteristics
1–5 Extra limbs 67–69 Mandibles / pincers

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

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

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

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

26–30 Oversized mouth 82–84 Bony protuberances

31–35 Spikes / spines 85–87 Corrupted flesh

36–40 Tail 88–90 Semi-transparent

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

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

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

55–58 Many-eyed 98 Mummified / desiccated

59–62 Distinctive sound 99 Multi-headed

63–66 Tentacles / tendrils 100 Etched with mystic runes

Creature Oracles 43
Creature Abilities
1–4 Keen senses 70–71 Parasitic

5–8 Intimidating vocalization 72–73 Vibration sense

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

13–16 Intelligent 76–77 Mimicry

17–20 Swift 78–79 Shapeshifting

21–24 Powerful bite 80–81 Control lesser creatures

25–28 Stealthy / ambusher 82–83 Echolocation

29–32 Horrid visage 84–85 Electric shock

33–36 Strong 86–87 Acidic

37–40 Camouflaged 88–89 Symbiotic

41–43 Flier / glider 90–91 Shoot projectiles

44–46 Poisonous 92 Paralyzing

47–49 Semiaquatic / swimmer 93 Immune to iron

50–52 Grappler / entangler 94 Feels no pain

53–55 Leaper 95 Enact rituals

56–58 Crusher / constrictor 96 Create illusions

59–61 Armored 97 Mind control / telepathy

62–64 Burrower 98 Move between realities

65–67 Noxious smell 99 Wield weapons

68–69 Trap-setter 100 Control elements

44 Spellforge
Thank you for getting
“Spellforge: Magic for Ironsworn”!

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