By Ash Law
An Age of Wizardy has arrived!
Magic is all over the place. no matter if it’s a hidden energy wielded via a mystery few or the power that powers a whole realm, magic is a crucial a part of any fable global. And now its secrets and techniques are yours!
Deep Magic: thirteenth Age appropriate variation is for thirteenth Age gamers who wish new recommendations that permit them to bend fact to their wills and practice marvelous feats of sword and sorcery.
Designer ASH legislations (also the fashion designer of the Midgard Bestiary: thirteenth Age suitable variation) brings an surprising number of new magic innovations to the sport, including:
• 555 wizard spells starting from shrewdpermanent tips to summoning the area Serpent itself to wreak havoc
• four new type abilities that placed wizard spells in the snatch 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 airborne dirt and dust, with guidance for developing your personal magical tradition
• five magical crusade recommendations: post-apocalyptic vril magic, the mysteries of the ley strains, a class-warfare arcanopunk crusade alternative, and more!
For GMs searching for new fabric, or avid gamers trying to find personality customization recommendations, this huge tome is the publication you’ve been dreaming of.
Dive into Deep Magic at the present time!
Read or Download 13th Age: Deep Magic PDF
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Additional info for 13th Age: Deep Magic
9th level spell heal 26 hp. Adventurer Feat: If the person being healed forgoes their next standard action they heal twice the amount.
3rd level spell 2d10 damage. 5th level spell 4d8 damage. 7th level spell 4d12 damage. 9th level spell 4d20 damage. Adventurer Feat: If you pick acid or fire as the damage type it also deals an additional amount of ongoing damage equal to the level at which the spell was cast (2x level if the caster is 8th level or above). Champion Feat: If you pick cold as the damage type and crit with an attack, the target becomes stuck (easy save ends). Epic Feat: If you pick lightning as the damage type and miss all targets you can make the attack again this turn as a move action.
The scent is as strong as your own, but a creature tracking both can differentiate the host from the subject by the Strength of the scent with a difficult skill check. Adventurer Feat: You exchange scents with the animal. Champion Feat: You can change the target’s scent to anything you desire, provided you have encountered the scent before (you can’t make a skunk smell like a dragon if you’ve never smelt dragon). Epic Feat: If you take this feat you no longer have a scent of your own, but may cast this spell on yourself to change your smell to anything that you wish (or remain completely scent-less).
13th Age: Deep Magic by Ash Law