Get 13th Age: Deep Magic PDF

By Ash Law

ISBN-10: 1936781336

ISBN-13: 9781936781331

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 complete realm, magic is a crucial a part of any delusion international. And now its secrets and techniques are yours!

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

Designer ASH legislations (also the dressmaker of the Midgard Bestiary: thirteenth Age appropriate variation) brings an mind-blowing 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 classification skills 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 colleges of magic together with the Cult of Ouroboros, the pink Inquisition and the students of dirt, with guidance for developing your personal magical tradition
• five magical crusade strategies: 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 ideas, this large tome is the ebook you’ve been dreaming of.

Dive into Deep Magic at the present time!

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Extra info for 13th Age: Deep Magic

Sample text

The target takes 5 damage the first round, 10 the second, 15 the third round, 20 the forth and so on. The spell ends when one of you dies or falls unconscious, when you willingly end the spell, or when you or your target flees the battle. Special: If your enemy has no blood or equivalent bodily fluid it takes no damage. Constructs of solid rock, bloodless skeletons, etc. can’t bleed. 3rd level spell You gain +1 to hit your bleeding enemy. 5th level spell You gain +1 to all defenses against your bleeding enemy.

DIMENSIONAL BLEED Close-quarters spell Cyclic (cast once per battle OR at-will when the escalation die is even) Target: One nearby or far away creature Effect: With an outstretched arm that passes into an alternate dimension, you reach into a target creature and attempt to slash one of its arteries. Once hit, the target begins bleeding freely into extradimensional space. Attack vs: PD Hit: 1d8, and 1d8 ongoing damage. 3rd level spell 1d12 ongoing damage. 5th level spell 2d12 ongoing damage. 7th level spell 3d12 ongoing damage.

Until the end of your next turn you can see through the eye, and can cast spells that originate from your ally’s location. Any enemy that provokes an oportunity attack from your ally also provokes an opportunity attack from you. Adventurer Feat: You can target a helpless or unconscious ally when you cast this spell. Champion Feat: On your next turn you can rally and apply the hp to your ally instead of you. DIMENSIONAL BLEED Close-quarters spell Cyclic (cast once per battle OR at-will when the escalation die is even) Target: One nearby or far away creature Effect: With an outstretched arm that passes into an alternate dimension, you reach into a target creature and attempt to slash one of its arteries.

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13th Age: Deep Magic by Ash Law


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