Deep Magic for 5th Edition
Deep Magic for 5th Edition: Essentials:
- No. of players: --
- Playing time: -- minutes
- Age: --+
Deep Magic for 5th Edition: - Rules of Play says:
H.P. Lovecraft invented the Necronomicon. Dungeons & Dragons had its Unearthed Arcana, and every fantasy RPG has a grimoire worth of rituals, summonings, and cantrips. No matter how you slice it, magic is at the heart of fantasy. Nothing says magic like a massive tome of spells. That’s exactly what we’re compiling here. A tome collecting, updating, tweaking, and expanding every awesome spell, cantrip, and glamour derived from years of the Deep Magic for 5th Edition series—more than 600 new and compiled spells by the best in the business, including Wizards of the Coast staffers and A-list freelancers. And we’re adding a lot more to that list: divine domains, new arcane subclasses, expanded familiars and conjured servants, and yes, even more new spells. This project is not just for wizards and sorcerers. Deep Magic expands the horizons of what’s possible for wizards, sorcerers, clerics, and even for rangers and paladins. It offers something new for every casting class, from alkemancy to druid rituals, and from bard to warlock! With these new spells and options, your characters (or your villains) can become masters of winter magic, chaos magic, or shadow magic. Seek out hidden colleges and academies of lost lore. Learn new runes, hieroglyphs, and cantrips to crack open the walls of reality, or just bend them a bit. Deep Magic is the ultimate sourcebook for new and variant magic in any fantasy setting, offering over 300 full-color pages.