13th Age: Deep Magic by Ash Law

By Ash Law

An Age of Wizardy has arrived!

Magic is in every single place. even if it’s a hidden strength wielded via a mystery few or the power that powers a complete realm, magic is a crucial a part of any delusion global. And now its secrets and techniques are yours!

Deep Magic: thirteenth Age suitable variation is for thirteenth Age gamers who wish new innovations that permit them to bend fact to their wills and practice magnificent feats of sword and sorcery.

Designer ASH legislation (also the fashion designer of the Midgard Bestiary: thirteenth Age suitable version) brings an magnificent number of new magic techniques to the sport, including:

• 555 wizard spells starting from smart tips to summoning the area Serpent itself to wreak havoc
• four new type abilities that placed wizard spells in the seize 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 directions for growing your personal magical tradition
• five magical crusade concepts: 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 avid gamers searching for personality customization thoughts, this huge tome is the ebook you’ve been dreaming of.

Dive into Deep Magic this present day!

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Additional resources for 13th Age: Deep Magic

Sample text

9th level spell 40 random energy damage. Adventurer Feat: When you cast this spell; you gain resist 6+ to the first energy damage (acid, cold, fire, or lightning) that you are targeted with, even if the attack that would do the damage does not hit. At champion tier this becomes resist 11+, and at epic tier it becomes 16+. The energy resistance lasts until the end of the battle. ENEMY WITHIN Close-quarters spell At-Will Target: One nearby or far away creature Effect: You spit invective at a target, and the target feels and sees a swarm of insects crawling under its skin (the specific insects can vary, but might include ants, bees, or any insects that particularly frighten the target).

Once the spell duration is over, the beard remains until shaved. If you could normally not grow a beard then shaving removes the beard and it does not regrow until the spell is again cast. Adventurer Feat: You know a variant of the spell called princess’ tresses. This functions as per the standard spell but affects follicles on the scalp rather on the face. Champion Feat: You can use your enchanted hair to wield a light one-handed weapon or an implement. Doing so does not give you a bonus in combat, except for the fact that it leaves your hands free to take actions like climbing or carrying a wounded comrade to safety.

Epic Feat: You can cast this spell on the whole party. Close-quarters spell At-Will Target: 1d4 nearby or far away enemies in a group Effect: Elemental energy erupts from your hand and extends outward in a cone. Attack vs: PD Hit: 2d6 damage. Miss: Damage equal to your level. Special: Each battle when you first cast this spell, pick a damage type (acid, cold, fire, or lightning) that it does. Until the end of the battle, the damage type remains the same. 3rd level spell 2d10 damage. 5th level spell 4d8 damage.

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