By Ash Law
An Age of Wizardy has arrived!
Magic is in every single place. even if it’s a hidden strength wielded through a mystery few or the power that powers a whole realm, magic is a crucial a part of any delusion global. And now its secrets and techniques are yours!
Deep Magic: thirteenth Age appropriate version is for thirteenth Age gamers who wish new concepts that permit them to bend truth to their wills and practice miraculous feats of sword and sorcery.
Designer ASH legislations (also the clothier of the Midgard Bestiary: thirteenth Age appropriate version) brings an fantastic number of new magic techniques to the sport, including:
• 555 wizard spells starting from shrewdpermanent tips to summoning the area Serpent itself to wreak havoc
• four new category skills that placed wizard spells in the clutch of each class—play an arcane ranger, a spirit-calling barbarian, a time-warping commander or face-stealing trickster druid
• 30 new faculties of magic together with the Cult of Ouroboros, the crimson Inquisition and the students of dirt, with directions for growing your individual magical tradition
• five magical crusade concepts: post-apocalyptic vril magic, the mysteries of the ley strains, a class-warfare arcanopunk crusade choice, and more!
For GMs searching for new fabric, or gamers searching for personality customization ideas, this huge tome is the ebook 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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Additional resources for 13th Age: Deep Magic
Champion Feat: You can move once during this battle without provoking an attack of opportunity. Epic Feat: You can cause one ranged hit against your AC or PD this battle to miss. DEVIL’S CHARM Close-quarters spell (utility spell) Recharge 16+ after quick rest Target: You Effect: You gain a bonus equal to the level at which the spell was cast for your next Charisma-based skill check. The Charisma-based skill check after that you gain half that bonus (rounded down), then the spell effect ends. Adventurer Feat: When you take this feat choose a specific Charisma-based skill check (seduction of guards, carousing in taverns, cheating at cards, diplomacy with elves, dancing at high-society balls).
After the spell effect ends there is a chance (12% chance per level at which the spell was cast) that the duskling creeper metamorphoses into the dead person and returns to life as per reborn in flames. DARK JESTER’S LAMENT Ranged spell At-Will Target: One nearby or far away enemy Effect: A ghostly mask hovers around the target. If the target attacks an ally, the mask attacks the target and then disappears. If not, the mask disappears at the end of the battle. You can conjure only one mask at a time.
Adventurer Feat: The spell does an extra 1d6 damage against bony creatures such as skeletons and bone devils. Champion Feat: You can use boneshatter to gain a +2 bonus to skill checks when breaking locks, opening stuck doors, and similar tasks by turning a fragment of bone into a small explosive charge. Epic Feat: You can now target 1d4+1 creatures, and the creatures do not have to be in a group. BREATH OF THE DEAD Close-quarters spell Recharge 11+ after battle Quick action to cast Target: One nearby creature Attack vs: PD Hit: 1d6 negative energy OR poison damage (you choose which type when you learn the spell).