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Deep Magic (13th Age Compatible)
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Deep Magic (13th Age Compatible)

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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!

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 (also the designer of the 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!

WINNER: Best RPG Supplement of 2014!

The Escapist Awards: Best RPG Supplement 2014

 
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Reviews (3)
Discussions (4)
Customer avatar
Jarrod M December 05, 2014 3:39 pm UTC
PURCHASER
Is this mostly wizard centric, or are there things for the other arcane casters in the game? (Sorcerer, Necromancer, Bard, etc.)
Customer avatar
Perry R December 05, 2014 3:58 pm UTC
PURCHASER
All of the spells are wizard spells. Other classes can access them by multiclassing, by taking a class talent that gives them access to wizard spells, or by using one of the new class talents in the Deep Magic book that give non-wizard classes access to Deep Magic spells. If you're the tinkering type you could also reskin appropriate spells as sorc, necromancer, bard, etc.
Customer avatar
Timothy B November 28, 2014 11:51 pm UTC
PURCHASER
I just noticed that the cover image here on DTRPG doesn't credit Ash, Wade, or Cal. You may want to update that.
Customer avatar
Wolfgang B December 03, 2014 4:00 pm UTC
PUBLISHER
Fixed, though it may take a bit for all the servers at DriveThru to register the change.
Customer avatar
Timothy B December 03, 2014 5:13 pm UTC
PURCHASER
It's looking good, now. Thanks!
Customer avatar
Christoph F November 19, 2014 3:56 pm UTC
PURCHASER
Thanks! 8D
Customer avatar
Christoph F November 18, 2014 4:05 pm UTC
PURCHASER
Really interesting book, but I am a bit confused about the Deep Magic Wizard Talent.

1) Can a Wizard memorize his Deep Magic Spells like a normal Wizard does or does it only work with Mana?
2) Can he use Mana on Spells that are not on his speciality schools?

Also do Wizards know Deep Magic Spells automatically, like the Spells in the 13th Age book?
Customer avatar
Perry R November 19, 2014 12:36 am UTC
PURCHASER
The spells in the book are an extension of the wizard spell list in 13th Age. It's up to the GM to decide whether some or all 555 spells are included in the default "wizards know all these spells" list in the campaign.

Spending a talent to become a Deep Magic Wizard represents a specialization in a certain school of magic - they get some perks when casting those spells, but spend mana to cast them. The Deep Magic wizard:
- Knows all 10 spells from one school of magic at 1st level, though are limited in the amount of magic they can cast each day by mana points and the number of spells that they can prepare.
- Gains 2 additional points of mana at every level.
- Has all of the available feats for the spells from their school that they know, for free.
- Can empower their specialty school spells as a free action at any time, even while casting them.
- During a rest, a Deep Magic Wizard can spend additional points of mana to raise the level that a spell is empowered...See more
Customer avatar
ASH L November 19, 2014 1:12 am UTC
PURCHASER
Yep, that's accurate.
To address the specific points:
1. Yes, a wizard can memorize his or her deep magic speciality spells just like normal spells; though spending mana on them often works out best because then you still have your standard spell slots to use on other spells.
2. A wizard can only spend mana on his or her speciality school spells.

>Also do Wizards know Deep Magic Spells automatically, like the Spells in the 13th Age book?
Yes, that is the idea... though ultimately it is down to your GM if they want to exclude any spell from their game (why not buy your GM their own copy so they can browse it at their leisure).
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Electrum seller
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144
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File Last Updated:
November 18, 2014
This title was added to our catalog on November 17, 2014.