An Age of Wizardy has arrived!
Magic is everywhere. Whether it’s a hidden power wielded by a secret few or the energy that powers an entire realm, magic is a vital part of any fantasy world. And now its secrets are yours!
Now available from the Kobold Store, DriveThruRPG, Paizo and Amazon, Deep Magic: 13th Age Compatible Edition is for 13th Age players who want new options that allow them to bend reality to their wills and perform spectacular feats of sword and sorcery.
Designer ASH LAW (Midgard Bestiary: 13th Age Compatible Edition) brings an astounding variety of new magic options to the game, including:
- 555 wizard spells ranging from clever tricks to summoning the World Serpent itself to wreak havoc
- 4 new class talents that put wizard spells within the grasp of every class—play an arcane ranger, a spirit-calling barbarian, a time-warping commander, or face-stealing trickster druid
- 30 new schools of magic including the Cult of Ouroboros, the Red Inquisition, and the Scholars of Dust, with guidelines for creating your own magical tradition
- 5 magical campaign options: post-apocalyptic vril magic, the mysteries of the ley lines, a class-warfare arcanopunk campaign option, and more!
For GMs looking for new material, or players looking for character customization options, this massive tome is the book you’ve been dreaming of. Dive into Deep Magic today!
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Chapter 2 of Deep Magic: 13th Age Compatible Edition describes 30 specialty schools and magical traditions, each with flavor text to give you an idea of how the school fits into the world, a brief description of how they like to use their spells, and a list of their spells. Here are some of our favorites: The Daughters of Freyja, The Forlorn Elementalists, The Inklings, The Red Inquisition and the Zobeck School for Scoundrels.
Any listed spell with an asterisk (*) next to it indicates that it is your “go-to” spell: a 1st level at-will attack spell or equivalent. Some schools of magic teach a particular feat with a spell, but if you choose that feat, it has to be taken normally per the 13th Age rules — it doesn’t come free.
The Daughters of Freyja
The Daughters of Freyja claim that their tradition was founded by the goddess of beauty herself, taught to her mortal offspring to protect them in a harsh and often ugly world. The Daughters maintain a tower somewhere in the far north, far from the eyes of most mortals. Despite their name, the Daughters of Freya contain a number of men, and even some living constructs.
If you were taught magic by the Daughters of Freyja, you have a travelling dress, a fancy dress for society functions, a fur-lined cloak and boots, a dagger to keep yourself safe on the road, and a hair brush with a sharp blade concealed in the handle. (When casting princess’ tresses or mane of glory your hair tends to grow quickly, so a brush and a way to cut it is vital or you’ll end up tangled.)
- Beguiling Bauble
- Dizzying Bolt*
- Dream Princess’ Silk (known as mane of glory as per the spell description)
- Exalted Chance
- Face of Deception
- Fate Warp
- Finbrule’s Fabulous Follicles— With the adventurer feat variant princess’ tresses.
- Princess’ Perfume*
- Spellcaster’s Recoil— With the adventurer feat that allows the caster to be the target
- Witch’s Escape
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I’m busy editing the manuscript for Deep Magic: 13th Age Compatible Edition by ASH LAW, now available to pre-order. There’s so much cool stuff in here that I can’t wait to share with you. So I wont!
Here’s a sneak preview from the book: a conversion of the duel cantrip.
You create an illusory combat terrain for magical duels, lasting 1 hour or until you end the effect. Duelists go through all the motions of casting spells, and experience the effects of those spells, as if they were real. The dueling casters can cast any spells they know, and normal casting requirements apply. However, no spells are actually cast and no true damage is done.
The caster of duel decides whether the terrain and spell effects are visible to non-duelists. Any duelist who drops to 0 hit points or less falls prone and is helpless until an opponent helps them to their feet, or the spell ends. All illusory damage to the fallen duelist is healed and all conditions are removed. When the duel is finished the combat terrain vanishes, and all illusory damage and conditions end for all duelists.
The winner is the duelist (or team of duelists) who meets the victory conditions set when the spell was cast. Common victory conditions include scoring the first hit, scoring three hits, “killing” all enemy duelists, capturing an object or reaching a goal marker. If any duelist draws a real weapon, uses a magic item that does not benefit spell casting, or uses any ability or attack that causes real damage; or if any non-participant interferes with the duel; the duel spell immediately ends.
At the champion tier you can add special effects to make the duel more exciting for onlookers. For example, duelists could “die” in spectacular ways, a disembodied voice could provide a play-by-play commentary on the action, and music could play at appropriate moments. You can also create illusory jesters, jugglers, clowns, announcers and heralds. Whether this causes trouble with the local entertainers’ guild is up to the GM.
At the epic tier you can conjure a lavish pavilion or tent from which an audience can watch the duel, with refreshments served by magical sprites. Whether this causes trouble with the guilds for culinary workers, seamstresses and laborers, as well as any organized crime syndicates who have an investment in the financial success of such guilds, is up to the GM.
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Anima are raw emotions given tangible form. Unfortunately for those encountering this creature, the strongest emotions can come at the time of death. Fear, pain, and despair are some of these passions turned into monstrosities.
Some among society know the secrets of pulling the power of emotions from a dying person; the time when emotions can be at their highest peak. An even smaller subset of these individuals even know how to manipulate the swell of emotions that linger over battlefields and other places of intense circumstances.
All anima have a vaguely humanoid shape of corporeal shadow. Streaked throughout this form are dull colors that relate to the emotion has been captured. The easiest way to tell when you have encountered an anima is how your own emotions begin to become manipulated and brought to the fore in disastrous ways.
Anima can be created from a variety of emotions. If you want a specific emotion, pick one from the following list; otherwise you can roll. Included is the color that identifies the type of emotion.
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For days, schools of dead deep-sea fish washed ashore on tall waves violent with green foam. An olive-colored cloud then stretched across the entire horizon, blotting out the rising sun and casting bolts of jagged lightning down into the tempestuous sea.
All ships were moored, and the people of the coastal cities were warned to flee to steadings more inland. The cloud continued to creep toward shore with a malign intelligence, bringing with it noxious gusts of wind and heavy rains that burned through wood, iron, and flesh-like embers on a piece of parchment.
The only mortals to survive the living cloudkill hurricane’s landfall were the ones that had prayed for its arrival for decades.
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