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Published by archangel777, 2023-02-19 11:10:54

Deep Magic [Collected]

Deep Magic [Collected]

350 APPENDIX MOONLIGHT CHARM 5th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Up to 1 month You attempt to charm a humanoid you can see within range. It makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid remains charmed until the spell’s duration expires, until you or any of your companions do anything harmful to it, or until a full moon rises in the sky. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. Raise Dead Variants Raise dead is another spell with roots in the earliest days of RPGs. The variants here are twisted, limited, or expanded in several ways. They all return a creature to life but in unexpected ways: as ghosts, for a short period, without memories or skills, or under a particular compulsion. CHARACTER AND EFFECT CHANGES Two aspects of raise dead are easy to change: the raised creature’s appearance and the traumatic effect of returning to life. The Raise Dead Random Effects table offers a dozen options for reskinning raise dead in random ways. When the spell is cast, roll a d12 or choose the option that best suits the situation or the caster. This change need not be a one-time thing; it can be emblematic of that caster, as recognizably personal as a signature, a catchphrase, or a coat of arms. RAISE GHOST 3rd-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature you touch to a ghostly and incorporeal form, provided it has been dead no longer than 10 days. The creature can see and hear, and it can speak in a hollow, sepulchral tone if it chooses to. Whether it’s willing to speak to you depends on its whim and its prior relationship with you, if any. The affected creature is not undead; it is alive but incorporeal, with 1 hit point. It can’t interact with the physical world, attack or cause damage, or cast spells. It is immune to nonmagical damage. It can move through creatures and objects as if they were difficult terrain, but it takes 1d10 force damage if it ends its turn inside an object. It regains hit points normally through resting or spending hit dice but never recovers hit points via magic spells, items, or potions. This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t remove magical diseases, curses, or similar effects; if these aren’t removed prior to casting the spell, they take effect when the creature returns to life. The spell also closes mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target has a −4 penalty to saving throws and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. A creature affected by raise ghost is restored to normal, physical life by raise dead or comparable magic. Raise ghost has no effect if cast on an undead creature. RAISE HERO 4th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: 24 hours This spell is identical to raise dead in every way except duration; the creature is restored to life for only 24 hours. The spell can be recast on the same creature, but on the second and subsequent castings, the caster must roll a d20. If the roll equals or is less than the number of prior castings on the same creature, the spell fails and cannot affect that creature again. Each new casting resets the clock to 24 hours; it doesn’t stack another 24 hours onto a previous casting.


APPENDIX 351 RAISE SHADE 4th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous This spell is identical to raise ghost in every way, except the ghostly figure can manipulate, hold, or carry objects weighing up to 5 pounds. Note that while 5 pounds of force is enough to pick up many melee weapons, it’s not sufficient to wield one in combat, or to draw a bow. RAISE NEMESIS 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous This spell is identical to raise dead, except it simultaneously raises two creatures with opposite alignments. For example, if you raise a Lawful Good paladin, then somewhere nearby, a Chaotic Evil warrior of similar power also returns to life. The second corpse must be within 100 miles. The two raised creatures have a vague sense of the direction and distance to their nemesis. They aren’t compelled to battle one another or even to seek each RAISE DEAD RANDOM EFFECTS D12 EFFECT 1 Nimbus. The target is surrounded by a glow or halo equivalent to faerie fire. 2 Thundercrack. When raise dead is cast, the target’s return to life is heralded by a crack of thunder and a stroke of lightning. These can be heard and seen for at least a mile and may be accompanied by a sudden, brief storm. 3 Neophyte. The raised creature forgets one language, one spell or feat, one friend, and one class ability. These memories return in a random sequence at a rate of one per week until all are recovered. 4 Exhaustion. Restoring a soul is as debilitating on the caster as on the dead. The caster suffers the same penalty on attack rolls, saving throws, and ability checks as the raised creature. 5 Voice of the Afterlife. The raised creature gained subconscious knowledge of a distant plane during its sojourn in the realm of the dead. It now speaks either Abyssal, Celestial, Infernal, Satarre, or Umbral (player’s choice). 6 Breath of Life. The caster absorbs one magical disease, curse, or similar effect from the target creature into him- or herself. The affliction ends on the newly-raised creature but takes full effect on the caster, who must get it cured or removed by standard means. 7 Gravetouched. The raised creature has an uncanny voice or appearance that frightens nonhostile animals (including mounts), children, and even adults unaccustomed to such things. Charisma (Intimidation) checks are made with advantage. 8 Raging Spirit. The raised creature returns to life in the grip of intense and uncontrollable rage. It immediately attacks the caster and anyone else nearby, including friends, acolytes, etc. This anger ends when the creature becomes unconscious or when it’s affected by calm emotions or comparable magic. 9 Mild Spirit. The raised creature returns to life possessed of a gentle kindness. It refuses to fight, argue, or even defend itself for a period of 1d6 + 1 days. This unnatural calm can be removed by a calm emotions spell. It also ends if the creature is rendered unconscious by an attack. 10 Altered Spirit. The raised creature returns to life with a random alignment different from its previous one. This lasts for 1d6 + 1 days. The creature’s alignment returns to normal if the creature is affected by a remove curse spell or if it’s rendered unconscious by an attack. 11 Armor of the Planes. The raised creature gains resistance to necrotic, fire, cold, or lightning damage for seven days (caster’s choice). 12 Servitor. The raised creature is charmed by the caster. While charmed in this way, the creature serves the caster loyally as repayment for restoring him or her to life. The length of this service is determined by the caster’s spellcasting level: up to level 11 = one week; level 12 to 14 = two weeks; level 15 or higher = one year. The effect is broken if the caster or the caster’s companions cause direct harm to the charmed creature or its loved ones.


352 APPENDIX other out. Their lives are, however, inextricably bound together in such a way that if either of them dies, the other also drops dead instantly. Evil NPCs brought back with raise nemesis typically see it as an opportunity to create every sort of trouble imaginable. If the spell is cast on a creature of true Neutral alignment, only that creature is restored to life. RAISE ELDER 6th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous This spell is identical to raise dead, but it works only on a creature that died of old age. The spell grants the raised elder one additional year of life. The raised creature has entirely white hair, its eyes are weak, and it loses 2 points each from Strength and Constitution; no magic less potent than a wish can restore these lost points. In all other respects, the creature can live out its life normally until the added year elapses. Raise elder has no effect if it’s cast on the same creature a second time. RAISE QUESTING DEAD 6th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous This spell is identical to raise dead, except it empowers you to impose a geas on the creature you raise. The targeted soul can opt to decline the geas, in which case it isn’t restored to life. If the creature accepts your geas, it must complete the task within 30 days. If it accepts but fails to meet the conditions of the geas, it dies on the dawn of the 31st day and its spirit again departs the mortal world. If it accomplishes the task, it’s free to live out the remainder of its restored life as it chooses. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the creature has a year to fulfill its geas, allowing for much more complex demands. When you cast this spell using a spell slot of 9th level, the geas lasts until it’s fulfilled, no matter how long that takes, or until it’s ended by remove curse, greater restoration, or wish. Fireball Variants Fireball is perhaps the most iconic damage-dealing spell in fantasy RPGs, so why mess with it? Partly to add an interesting twist to something familiar, partly to give it a story or character spin, and partly just for fun. Here are three options to consider for variant fireballs used by your PC or NPC casters. APPEARANCE AND TYPE CHANGES Fireball can be easily spiced up by changing its appearance and damage type. The following table offers twenty options for reskinning fireball; roll a d20 or choose the options that best suit the character who’s casting the spell. The new appearance can become emblematic of that caster, as personal as a signature, a catchphrase, or a distinctive facial feature. All items created by a variant appearance vanish as soon as their damage is done; no items or materials can be recovered. RESKINNING FIREBALL D20 APPEARANCE DAMAGE TYPE 1 Blue fire Fire 2 Ball of fiery serpents Acid 3 Fiery rain Thunder 4 Cloud of adamantine needles Piercing 5 Swarm of bees Poison 6 Tiny spheres of antimatter Necrotic 7 Screaming skulls Necrotic 8 Hail the size of oranges Cold 9 Flurry of sparks Lightning 10 Stones falling from the sky Bludgeoning 11 A whirling sphere of scimitars Slashing 12 A burst of light from a tiny, exploding sun Radiant 13 Darting imps that siphon life essence Necrotic 14 Crackling rays of static electricity Lightning 15 Plunging magical arrows Piercing 16 A holy word echoes in the air Radiant 17 Slashing, flensing knives Slashing 18 A whirling, icy tornado Cold 19 Flesh-eating orange slime Acid 20 Spheres of pure, explosive energy Force


APPENDIX 353 POWER CHANGES Fireball is an instantaneous spell, but it might just as easily resemble heat metal, with a round of warning, a round of damage, and a round of additional damage. Spreading out the damage this way could be called a slow-burn fireball. Though this is a bit more bookkeeping, such a spell would be appropriate for limited use by a pyromaniacal spellcasting NPC. While fireball is an area of effect spell, a smaller version could attack a single target. This might be called solitary fireball, and could easily find a place in an elementalist’s spellbook or in the hands of a fire imp or an efreet. Finally, the third variant here is a bouncing fireball, which (as the name implies) strikes one location, then bounces according to the caster’s direction to a second location and explodes again. This is similar to how chain lightning works, but bouncing fireball attacks multiple targets in both locations. The tradeoff is lower damage against each creature when compared to chain lightning. SOLITARY FIREBALL 2nd-level evocation Range: 150 feet Casting Time: 1 action Duration: Instantaneous Components: V, S, M (a candle and a pinch of sulfur) A bright streak flashes from your pointing finger to a point you choose within range, where it blossoms with a low roar to engulf a single creature in searing flame. That creature takes 6d6 fire damage, or half damage with a successful Dexterity saving throw. Solitary fireball does not ignite other flammable objects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. SLOW-BURN FIREBALL 3rd-level evocation Range: 150 feet Casting Time: 1 action Duration: 3 rounds Components: V, S, M (small chunks of coal and sulfur) A bright streak flashes from your pointing finger to a point you choose within range, where it slowly ignites the air itself with phlogiston. Each creature in a 20-foot-radius sphere around the target point takes 4d6 fire damage, or half damage with a successful Dexterity saving throw. Every target that takes damage takes the same amount of damage again at the start of your next two turns unless it uses an action to put out the flames on its clothing, hair, and other accoutrements. Flammable objects in the area that aren’t being worn or carried are also ignited. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. BOUNCING FIREBALL 6th-level evocation Range: 150 feet Casting Time: 1 action Duration: Instantaneous Components: V, S, M (a tiny ball of bat guano and sulfur, and three iron pins) A bolt of flame streaks from your finger toward a point you choose within range, then explodes into an inferno of flame. Each creature within 20 feet of the explosion takes 7d6 fire damage, or half damage with a successful Dexterity saving throw. Immediately afterward, a second bolt of flame streaks from that explosion to a second target point you can see exactly 40 feet from the first explosion. It explodes again at the second target point, causing another 7d6 fire damage (halved by a successful Dexterity saving throw). Then the flame jumps instantly again to a third target point, also within your line of sight and exactly 40 feet from the second explosion, where it detonates for the final time with identical results. Note that for the second and third bursts, the flame jumps exactly 40 feet—never more, never less—and if any part of a burst area overlaps the area of a previous burst, the burst fails to happen and the spell ends immediately. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.


Kobold Press logo is a trademark of Open Design. By ethereal messengers and stealthy couriers, Kobold Press brings you WARLOCK: a black and white print booklet full of new material for your 5th Edition game. Focusing on the world of Midgard—but usable in any 5e campaign—WARLOCK offers new monsters, mini-adventures, magic items, and more! Plus, every once in a while, we’ll throw in a sticker, patch, or other special surprise… Dark Fantasy for 5th Edition www.patreon.com/koboldpress Become a patron today, and discover the dark magic of WARLOCK!


Midgard and the Kobold Press logo are trademarks of Open Design. S Welcome to a world of dark roads and deep magic, where you can match wits with Baba Yaga, set sail for uncharted islands with minotaur corsairs, and face the fury of the giants in the icy north! The Midgard Heroes Handbook for 5th Edition has everything you need to create a character for a 5th edition Midgard campaign, including full details on 11 new races and 4 variants on standard races. Roll up a trollkin barbarian, a ravenfolk fighter, a kobold rogue, and more. You’ll also get more than four dozen new class options, including bard colleges and paladin oaths; martial, ranger, and rogue archetypes; cleric domains and a druid circle; sorcerous bloodlines, warlock pacts, and arcane traditions. There are also feats for new types of magic, 20 backgrounds, and nearly 300 new spells! The shadow roads are open, and the World Serpent stirs in its sleep. Adventure awaits the bold! Includes updated and expanded material from the fan-favorite Deep Magic series! PO Box 2811 | Kirkland WA 98083 MSRP $39.99 www.koboldpress.com ISBN 978-1-936781-83-6 Printed in the USA The flame of heroes must light a dark world BY DAN DILLON, RICHARD GREEN, AND CHRIS HARRIS TM TM TM HEROES HANDBOOK MIDGARD HEROES HANDBOOK Find Adventure in Midgard Take your players on fantastic 5th Edition adventures in Midgard—from the wastelands of the magic-blasted west to the ancient mountain strongholds of the dwarves, through deep forests and dark realms that lie outside the world. MIDGARD WORLDBOOK Everything you need to run a Midgard campaign in 5th Edition! Discover a dark world of deep magic, flavored with Central European myth and folklore. MIDGARD HEROES HANDBOOK Players! Create a hero ready for adventure in Midgard, with new races, variants, archetypes, and backgrounds—plus new cleric domains, weapons and equipment, and Deep Magic spells and traditions. ZOBECK GAZETTEER Zobeck is the crossroads of Midgard, a free trade city forged in the fires of revolution. Study clockwork magic at its Arcane Collegium, defend it from the depredations of neighboring vampires and ghouls, and venture into its labyrinthine Kobold Ghetto! www.KoboldPress.com TM James Haeck Z beck G A Z E T T E E R The Free City of Zobeck stands proud at the crossroads of Midgard—a booming trade town where adventurers, merchants, and scoundrels from all walks of life and all nations intermingle. Here, wondrous inventions are dreamt and great tales of glory begin. The Zobeck Gazetteer is your guide to 5th‑Edition adventure in this merchant city forged in the fires of revolt. Use it with the Midgard Worldbook, or bring Zobeck into your homebrew campaign setting. Within its pages you’ll find: • Zobeck’s districts and locations, including the famed Arcane Collegium and the notorious Kobold Ghetto! • Guilds, gangs, and gods, along with NPCs to challenge or aid your players! • A new clockwork wizard school, and new magic items including the bag of traps, chronomancer’s pocket clock, and Red Lady’s scalpel! • New player character backgrounds, mounts, and racial feats for humans and gearforged! …And much more. Whether you’re riding into the Free City via its Great Northern Road or creeping in through a smuggler’s tunnel, Zobeck awaits you! For the 5th Edition of the World’s First Roleplaying Game $29.99 ISBN 978-1-936781-90-4 PO Box 2811 Kirkland WA 98083 www.koboldpress.com CITY AT THE CROSSROADS! ZOBECK GAZETTEER FOR 5TH EDITION HAECK KOBOLD PRESS BY WOLFGANG BAUR AND RICHARD GREEN TM TM WORLDBOOK TM MIDGARD WORLDBOOK I t is an age of war. Civilization slowly gives way to encroaching wilderness, and once-mighty empires now lie beneath the waves. Only magic and the warmth of hope keeps lights aglow when dread things prowl, and priestly wardings are bent by demonic rage. The omens are dire. The roads to the shadow realm are open again, and the fey have returned to claim their ancient tribute. In the north the giants prepare for Ragnarok, while the goblins in the west grow restless. In the Crossroads, the shadow of the vampire princes falls across the land. The World Serpent is stirring—and not even all-knowing Baba Yaga can say what will happen next. Now more than ever, Midgard needs heroes to stand against the dark, driving it back with spell, steel, and cunning! PO Box 2811 | Kirkland WA 98083 www.koboldpress.com MSRP $49.99 ISBN 978-1-936781-82-9 Printed in the USA adventure in a dark world of deep magic!


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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Deep Magic: Alkemancy © 2019 Open Design LLC; Author: Phillip Larwood. Deep Magic: Angelic Seals and Wards © 2016 Open Design; Author: Dan Dillon. Deep Magic: Battle Magic © 2016 Open Design; Author: Greg Marks. Deep Magic: Blood and Doom © 2017 Open Design; Author: Chris Harris. Deep Magic: Chaos Magic © 2016 Open Design; Author: Greg Marks. Deep Magic: Clockwork © 2016 Open Design; Author: Scott Carter. Deep Magic: Combat Divination © 2019 Open Design LLC; Author: Matt Corley. Deep Magic: Dragon Magic © 2017 Open Design; Author: Shawn Merwin. 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PO Box 2811 Kirkland WA 98083 command 700 New Spells For Fifth Edition ISBN: 978-1-936781-31-7 No matter how you slice it, magic is at the heart of fantasy— and nothing says magic like a massive tome of spells. This tome collects, updates, tweaks, and expands spells from years of the Deep Magic for Fifth Edition series—more than 700 new and revised spells. And it adds a lot more: • 19 divine domains from Beer to Mountain and Speed to Winter; • 13 new wizard specialties, such as the elementalist and the timekeeper; • 6 new sorcerous origins, including the Aristocrat and the Farseer; • 3 otherworldly patrons for warlocks, including the Sibyl; • expanded treatments of familiars and other wizardly servants; • and much more! This tome is not just for wizards, warlocks, and sorcerers. Deep Magic also expands the horizons of what’s possible for bards, clerics, druids, and even rangers and paladins. It offers something new for every spellcasting class! 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 break down the walls of reality, or just bend them a bit. Deep Magic contains nothing but magic from start to finish!


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