08 - Deep Magic.pdf
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Edited by Wade Rockett and Cal Moore
By ASH LAW
13th Age Compatible Edition
13th Age Compatible Edition
13th Age Conversion Credits
Design and Development by
ASH LAW
Edited by
Wade Rockett and Cal Moore
Sage Advice by
Rob Heinsoo
Publisher
Wolfgang Baur
Compiled and Expanded by
Wolfgang Baur and Ben McFarland
Developed and Edited by
Amanda Hamon Kunz
Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori,
Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr.,
Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle,
Stephen Radney-Macfarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer,
Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky,
Dan Voyce, and Mike Welham
Cover Artist
Marcel Mercado
Interior Artists
Brom, Michael R. Burns, Emile Denis, Michael Jaecks, Guido Kuip, Pat Loboyko,
Design by
Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers,
Deep Magic Credits
Marcel Mercado, Corwin Paradinha, Brian Syme, Leanna TenEycke, and Ben Wootten
Art Direction & Graphic Design
Marc Radle
Editorial Assistance
Wolfgang Baur
Accountant
Shelly Baur
Publisher
Wolfgang Baur
Kobold Press and Midgard are trademarks of Open Design. ©2014 Open Design. All rights reserved. www.koboldpress.com
13th Age is a trademark of Fire Opal Media. ©2014 Fire Opal Media. All rights reserved.
Open Game Content:
The Open Content in this book includes the new talents and spells. All other material is Product Identity, especially place names,
character names, locations, story elements, and fiction. No other portion of this work may be reproduced in any form without permission.
© 2014 Open Design LLC.
TM
First Edition
www.koboldpress.com
2
Table of Contents
Introduction
...............................................................
4
Chapter 1 – Deep Magic ..............................................5
Deep Magic and Wizards ...........................................5
Deep Magic and Other classes .................................. 6
Spell Feats ................................................................ 6
Recharge Spells ........................................................ 6
Schools of Magic ...................................................... 6
New Talents ............................................................. 6
Mana & Empowering Spells......................................7
New Talent: Deep Magic Initiate ...............................7
New Talent: Deep Magic Adept .................................8
New Talent: Deep Magic Wizard ...............................8
New Talent: Deep Magic Dilettante .......................... 9
Chapter 2 – Specialty Schools .................................. 10
The Acolytes of the Prism ........................................ 11
The Arbonesse Academy .......................................... 11
The Champions of Light.......................................... 11
The Children of the Stones ...................................... 11
The Cult of Ouroboros ...........................................12
The Daughters of Freyja ..........................................12
The Doom Tollers ...................................................12
The Faceless League ................................................ 13
The Forlorn Elementalists ....................................... 13
The Free Cantons Mages’ Lodge ..............................14
The Hammer of Valhalla ..........................................14
The Inklings ...........................................................14
The Lorekeepers .....................................................14
The Oracles of Fate .................................................. 15
The Order of the Inverted Tower .............................. 15
The Osteomancers’ Guild ........................................16
The Outsiders .........................................................16
The Red Inquisition ................................................16
The Scholars of Dust ............................................... 17
The Scions of Leoflyn .............................................. 17
The Servants of Akyishigal ....................................... 17
The Shadow Dancers of Allain ................................. 18
Shield Maidens and Sword Brothers ........................ 18
The Temple of Veneration ........................................ 18
The Treasure Keeper’s Guild .................................... 18
The Vindicators .......................................................19
The Vril Seekers .......................................................19
The Watchers of the Sky ...........................................19
The Wizards of the Clockwork Tower ..................... 20
The Zobeck School for Scoundrels ......................... 20
Chapter 3 – The Spells ...............................................21
Cantrips .................................................................21
1st level spells ..........................................................25
3rd level spells .........................................................67
5th level spells .........................................................98
7th level spells ....................................................... 167
9th level spells ....................................................... 128
Chapter 4 –Magical Campaign Options .................134
Hubris ...................................................................135
Guild War ............................................................. 136
Guild Membership & Secrets ................................ 136
The Secret of the Alchemists’ Guild ........................ 136
The Secret of the Conjurors’ Guild ......................... 136
The Secret of the Dark Tower of Necromancy ........ 136
The Secret of the Guild of Abjurors ........................ 137
The Secret of the House of Illusion ........................ 137
The Secret of the Noble Guild of Diviners .............. 137
Ley Lines .............................................................. 137
The Ley Caster ...................................................... 137
Awaken the Deep Magic ....................................... 138
Ride Ley Path ....................................................... 138
Stones of Power .................................................... 139
Mana Stones ......................................................... 139
Vril Energy .......................................................... 140
The Vril Controller .............................................. 140
Wield Vril .............................................................. 141
Vril Battery ............................................................ 141
Vril Wand .............................................................. 141
Vril Weapon ..........................................................142
Mixing magical campaigns ....................................142
Chapter 5 - Parting words .......................................143
Make Magic Your Own
..........................................144
Spells As Plot Hooks ............................................. 145
3
So a couple of months back, I was helping Wolfgang
Baur put on a wizard’s robe so he could cast a fireball.
The occasion was the filming of the infamous ‘fire’
promotional video for
Deep Magic,
the newly released,
massive tome of spells for
Pathfinder Roleplaying Game.
I happen to own a couple of wizard robes, quite a few
wizard hats, and can hold a camera semi-still, so I ended
up surrounded by professional real-world pyromancers
as they helped Wolfgang blow up bits of the countryside.
While I recovered from the many blasts of heat on that
flame-filled evening, I mentioned that somebody should
really do a 13th Age Roleplaying Game compatible
version of
Deep Magic.
Wolfgang stomped out the fire
that was threatening to climb his borrowed robe and
flambé him, and said, “Why not?”
So I did, and here it is.
I’d like to pause here and thank my wife Carrie who
has for the past four weeks patiently listened to my
breathless explanation of how this charm or that hex
works (often in the early hours of the morning), and my
son Martin for making me take time out to play. I’d also
like to thank Em, Aaron, Ryven, and Rob for reading
the initial draft and providing feedback (especially Rob,
because without him there would be no 13th Age).
If you already have the
Pathfinder Roleplaying
Game
version of this book you’ll see much that’s
familiar in concept, though sometimes different in
Introduction
implementation. Some of the spells have gained new
variants during the conversion project, some have
merged with similar spells, and some have blossomed
into strange and wonderful stars. There are many brand
new spells glittering among the constellation, because I
saw that there were over 500 spells, and there were some
conceptual niches yet to be filled, and said to myself
“Why not 555?”.
This is very much a book of “Why not?”
This book isn’t just for wizards. Oh, no. For the price
of a class talent, any character can gain access to a small,
yet powerful, array of magical spells. Rogues seeking
shadow magic and disguise spells, rangers looking for
a way to give their arrows mystic potency, fighters who
burn to possess the heroic power of their ancestors, and
anybody else seeking the Deep Magic… this book is for
you.
6 new styles of magical campaign.
30 new schools of magic to explore.
More than 1,000 new spell feats to enjoy.
… and 555 new spells for your
13th Age
game.
Welcome to Deep Magic!
—ASH LAW, Friday the 13th June 2014
4
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