Reach for the Stars: One with the Stars
Is your D&D game sailing the astral seas? Be a hotshot pilot with this new rogue archetype!
Is your D&D game sailing the astral seas? Be a hotshot pilot with this new rogue archetype!
Is your D&D game sailing the astral seas? Try out these new player races for your adventures!
Is your D&D game sailing the astral seas? Try out these new monsters for your adventures!
Is your D&D game sailing the astral seas? This installment contains new spells to keep you ready for the Void!
Is your D&D game sailing the astral seas? This installment contains rare materials you might find out there, their stories, and rules for using them in your game!
Are you taking your D&D game into the great beyond, sailing the astral seas? Reach for the Stars explores rules to augment a game with options beyond your campaign’s home world. Start with an adventure generator!
Let’s look at spells that can be used to build up a village and enhance, or curse, the production of a landlord’s fields. Bountiful Lands 5th-Level Transmutation | Bard, Cleric, Druid, Ranger, WizardCasting Time: 1 hourRange: TouchComponents: V, S, M (an apple covered in honey)Duration: 1 year You enhance a patch of land up to …
In this installment of Arcane Adventures,we look at spells that bless or curse a family line, affecting them for many generations until some condition is met. Fruit of the Twisted Line 8th-Level Conjuration (Bard, Cleric, Druid, Wizard)Casting Time: 10 hoursRange: 5 milesComponents: V, S, M (a drop of blood, hair, or fingernail from the target)Duration: …
In this chapter,we look at spells that summon a nature spirit to infuse a natural feature with aspects of its being, either aiding those that travel its borders or driving them away. Spirit of the Comforting Vista 5th-level conjuration (bard, cleric, druid, ranger, warlock)Casting Time: 1 hourRange: TouchComponents: V, S, M (a seed from a …
In this installment of Arcane Adventures,we look as four spells that target a fortification like a castle or keep. Bickering Whispers 5th-level enchantment (bard, warlock, sorcerer wizard)Casting Time: 10 minutesRange: TouchComponents: V, S, M (a rose dipped in blood that is burned during the casting)Duration: 1 day You enchant a fortification such that those humanoids …
Here we look as three related spells that affect the ability to use magic within a large area. With them, magic might become more frequent, harder to call upon, or even draw other planes closer. Eldritch Abundance 7th-level transmutation (bard, druid, wizard)Casting Time: 8 hoursRange: TouchComponents: V, S, M (a wondrous item of uncommon rarity …
In this section, we look as two related spells that affect settlements (a village, town, or city). Useful if your characters want to improve life in the village that has sprung up around their keep—or if their rival wants to make the populace suffer. City of Gold 7th-level enchantment (bard, cleric, wizard)Casting Time: 1 hourRange: …
Step one is finding the trap. We’re going to assume that you have either done that or at least suspect the presence of a trap—otherwise you’d be dead and not reading this advice. So let’s just skip past that part and assume you think you know there is danger ahead, and we can focus on …
So how do you convince PCs to follow specific paths in your dungeon or during an encounter or to bunch closely for those few big spells or for an ambush by making the characters think there is a trap when there isn’t? In particular, how can your monsters create the appearance of a trap quickly …
So instead, what if we look at traps that move the victim instead of trying to keep them in the same place. It’s a lot harder to predict where you don’t want to be if the danger itself, or the victim, are on the move. There is also something inherently more exciting—and often more comedic …
Stay informed with the newest Kobold Press news and updates delivered to your inbox weekly. Join now and receive a PDF copy of Deep Magic: Elemental Magic!