By Ash Law
An Age of Wizardy has arrived!
Magic is far and wide. even if it’s a hidden energy wielded via a mystery few or the power that powers a complete realm, magic is an important a part of any fable international. And now its secrets and techniques are yours!
Deep Magic: thirteenth Age suitable variation is for thirteenth Age gamers who wish new strategies that let them to bend truth to their wills and practice incredible feats of sword and sorcery.
Designer ASH legislations (also the dressmaker of the Midgard Bestiary: thirteenth Age suitable variation) brings an spectacular number of new magic innovations to the sport, including:
• 555 wizard spells starting from shrewdpermanent tips to summoning the realm Serpent itself to wreak havoc
• four new category skills that placed wizard spells in the take hold of of each class—play an arcane ranger, a spirit-calling barbarian, a time-warping commander or face-stealing trickster druid
• 30 new colleges of magic together with the Cult of Ouroboros, the purple Inquisition and the students of dirt, with directions for developing your individual magical tradition
• five magical crusade thoughts: post-apocalyptic vril magic, the mysteries of the ley traces, a class-warfare arcanopunk crusade choice, and more!
For GMs searching for new fabric, or gamers searching for personality customization ideas, this large tome is the publication you’ve been dreaming of.
Dive into Deep Magic at the present time!
Read Online or Download 13th Age: Deep Magic PDF
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Extra resources for 13th Age: Deep Magic
Adventurer Feat: Your vision is not obscured; in fact it spreads through the ink allowing you to perceive everything that it touches (even invisible enemies). Champion Feat: You can exclude one ally from the effect. Epic Feat: The effect persists for the whole battle. 42 INKY RAY Close-quarters spell Once per battle Target: One nearby or far away creature Attack vs: PD Hit: Target is blinded (-4 to attack, save ends). Creatures that do not rely on sight are unaffected. Adventurer Feat: Provided you have not yet cast this spell and still have the ability to do so, you can write with a tiny inky ray from your fingertip.
Adventurer Feat: The cypher-snake is invisible. Champion Feat: You can create two cypher-snakes at a time. Epic Feat: You can cast this spell in battle as a quick action. HEARTH CHARM Ranged spell (utility spell) Recharge 6+ after quick rest Target: A nearby pile of loose rocks. Effect: This spell makes a pile of rocks burn like dry wood, and provides a spark to set them alight. Special (wheat from chaff): The spell will fail on magical items or treasure and such items will not burn or become hot, meaning that it is a surefire way to separate out useful items from useless items while enjoying a nice fire.
7th level spell 7d10 damage if negatively charged. 9th level spell 13d10 damage if negatively charged. Adventurer Feat: You can target yourself. Champion Feat: You can target two allies with a positively charged bolt. If the bolt hits them both then they both can heal using a recovery, and they both heal half the hp of the lowest of the two recovery rolls. Epic Feat: If the spell kills a non-mook undead then the next target hit by a positively charged attack heals full hp from the recovery rolled instead of half hp.