** Cast a Spell When you channel the flow of Chaos to [[file:../../arcanum.org::*Manipulations][Manipulate]] an [[file:../../arcanum.org::*Essences][Essence]], envision [[*How Spells are Cast][how the spell takes effect]] to: * *Act:* You may make [[file:../adventure/face-danger.org][Face Danger]], [[file:../adventure/secure-advantage.org][Secure an Advantage]], [[file:../combat/strike.org][Strike]], [[file:../combat/clash.org][Clash]], [[file:../adventure/gather-information.org][Gather Information]], [[file:../relationship/compel.org][Compel]], [[file:../adventure/heal.org][Heal]], [[file:../adventure/resupply.org][Resupply]], [[file:../combat/enter-the-fray.org][Enter the Fray]], and [[file:../relationship/aid-your-ally.org][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 *** Details :PROPERTIES: :move-stats: spell|chaos :VISIBILITY: folded :END: **** 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 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.