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Deep Magic for 5th Edition (2018)

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Original price was: $24.99.Current price is: $9.99.
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Product Stats

Weight 3 lbs
Format

Bundle (Print and PDF), Print, PDF

Audience

Everyone

Game System

D&D 5e

Subject

Spells and Items

Page Count

356

Description

Deep Magic for 5th Edition!

Our kobold minions have traveled the planes, seeking the secrets of magic: unearthing ancient tomes of forgotten civilizations, bargaining with demons and creatures of the void, and scaling the towers of shadow fey mages.

Now they pass along their hard-won knowledge to you in DEEP MAGIC, an arcane series for 5th edition! Here you’ll find new schools of magic, arcane traditions, new and variant spells, magical feats, spell-slinging NPCs, and more.

Deep Magic for 5th Edition Hardcover, Pocket Edition, Softcover, and PDF
Compiling, updating, and expanding the prior installments in one PDF with combined spell lists, new spells and subclasses, and appendixes of dark magic and variant spells. This PDF is 356 pages of pure magic!

DM1: Clockwork Magic

A clockwork cleric domain, warlock pact, wizards’ school, and 45 new and updated spells.

DM2: Rune Magic

Runes, feats, rituals, magic items, monsters, and 32 new or updated rune spells.

DM3: Void Magic

A Void school of magic and an arcane tradition, feats, and 13 new spells.

DM4: Illumination Magic

An Illumination school of magic, a new feat, 21 new spells, and an illuminator NPC.

DM5: Ley Lines

Specific to the Midgard setting, this installment includes a Geomancer arcane tradition, 2 new feats, new spells, and all the effects of tapping minor and major ley lines. Only the spells are included in the compiled book and PDF, not the Midgard material.

DM6: Angelic Seals

A celestial arcane tradition, 2 new feats, new spells, and the seals and wards of the heavenly powers.

DM7: Chaos Magic

A wizard tradition, details for arcane surges, a bardic college of entropy, plus spells of pure chaotic power.

DM8: Battle Magic

All the powers of a battle magic, ready to shape the battlefield! Includes 8 new feats and 25 spells.

DM9: Ring Magic

The power of the dwarven lords, imbued into magical rings and spells! Includes an arcane tradition, 12 spells, 4 magic items, and a new monstrous servant.

DM10: Shadow Magic

Make the darkness your friend, with a new rogue archetype in the Whisper, plus spells of deepest night!

DM11: High Elvish Magic

The magic of ancient days, restored to the present! Rituals and high magic galore!

DM12: Blood & Doom

One for the DM’s villains and blackguards! Evil magic for villains, blood mages, and antipaladins. Your doom is upon you, heroes!

DM13: Dragon Magic

Born in the bone, the magic of the scaled folk is ancient and powerful as the dragon mage tradition itself!

DM14: Elemental Magic

Fire, earth, wind, and water! You know these elements, but these spells are new takes on familiar elements.

DM15: Heiroglyphic Magic

Ancient gods and timeless magic from desert tombs! With some similarities to Rune Magic, this form of magic depends on writing and ritual.

DM16: Time Magic 

Skip around a timeline and run circles around foes—just don’t trip yourself up in the process!

DM17: Mythos Magic

From the Necronomicon to the elder things from beyond time, this 20-page collection of horrific magic is not for the faint of heart!

DM18: Combat Divination

Always seeing slightly into the future, this 20-page collection of powerful battle magic puts combat casters a few seconds ahead!

DM19: Winter Magic

With an icy hand and a bitter heart, this 20-page collection of chilling magic proves that winter has come at last!

DM20: Alkemancy

With quicksilver and potions and an Eastern spin, this 20-page collection of infusions, acid rains, and transformation distills the arcane to its essences!

Compilation Errata Sheet

The official errata for the Deep Magic for 5th Edition hardcover compilation is available for free. These changes are already incorporated in the PDF version.

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Reviews

  1. Tim Junge

    I own a physical copy of Deep Magic for 5e and I love it.
    I am currently playing a boreal bloodline sorcerer from the book and a friend of mine started to play an entropy bard and I like both character concepts really much.
    The different additional magic types like hieroglyph magic and also ring magic are great and I also like how the book is organized.
    There are some spells with a great sense of humor to them and I like the way the stuff here is designed. Overall a great addition for my collection of rulebooks.

    Nevertheless, for the future when physical sessions are possible (or at least reasonable) again ,I’d really prefer having a pocket edition of this book instead of carrying the big version. I won the tome of beasts and creature codex as pocket editions and I think it’s the better format.

  2. grimafellheart

    Hey I bought the pocket edition book from Amazon but here is the thing. I love it but I can’t have my friends see it which is why I would like a pdf. I have the book for proof. Over all I love it but how can I put it on a dpf without literally writing down each spell on one so my friends can see and use them.

  3. Head Kobold

    The upside to buying a copy from Kobold Press is that you do get a PDF (Amazon doesn’t offer PDF sales).

    Other than writing it down, your next-best options are to take a photo and share with your friend, or to look up the spell on an Open Gaming site like Open5E.com and share that!

    https://open5e.com/spells/spells-table

  4. Matthew Woodward

    I got this with big sale going on to get rid of stock I believe. this thing is so worth 12 plus shipping for hardcover and Pdf its not even funny. If this sale is still going you cant go wrong and get this now! its thick at 350 pages and get pdf as well. this is a extremely valuable resource. 🙂

  1. Head Kobold

    Yes, the hardcover is printed and available!

  2. kinjin.zero

    No hardcover option?

  3. Christopher Jones

    So far I love it and all the updates to material from the individual folios.

    What happened to ley magic and clockwork magic? Ley wasn’t included at all and clockwork got just a collection of spell lists.

  4. keith.marshall

    It’s fine. They seem to have made the cleric domains here a bit more unique than they were in the Midgard Heroes Handbook. Namely by giving them access to some of the new spells. But the formatting in this book makes it kind of difficult to use. Especially with subclasses and spells not only having their own section but also then having individual sections where they come up.

    One thing I don’t like is that there are a few cases where the book references statblocks or creatures in either the Tome of Beasts and Creature Codex. It feels like you shouldn’t have to buy two other full products just to be able to use the spells in this product.

    I’m pretty disappointed also to see the Clockwork school not getting any treatment. In theory, it could be an awesome school. But unfortunately at the moment there are too many problems with it when it comes to actually animating constructs. The current subclasses and spells for it really don’t break down just how long it would take to make these things or make it clear to players what spells are needed for it. The spells that are available for it also are very short duration. Which creates the problem of how they would be used in combat (especially for moving around larger constructs).

  5. thomas.tarach

    This book is fantastic and there are so many amazing things in it that is hard to justify giving it a lower score than 4 starts. The mythos spells and items are especially inspired and I can’t wait to use them against my players. However, there are a few content issues that prevent this from being perfect.

    Many of the subclass options lack features at certain levels. This is especially prevalent in the cleric domains, but druids have this issue as well. Warlock pacts are given spells already on their list as well.

    I was also a little disappointed in the clockwork spell lists. It doesn’t refer to any of the spells already in the Heroes Handbook so it very difficult to cross reference what should and shouldn’t be on the list especially considering some spells in the handbook are listed at the wrong level.

    Overall I can not understate how much of a pleasure reading this book has been.

  1. Christopher Schiere

    The book seems cool, maybe not the best balance ever since there’s an aoe invisibility spell where the party still casts a purple shadow and you can throw the object of the spell for a blinding Dex save and the invis is 1 minute long and requires concentration. Crazy strong sure, but not for an 8th level spell slot… It’s also laid out in a very confusing manner as at first it seemed like they grouped all the spell lists and then descriptions followed by subclasses. Turns out some of the spells and subclasses aren’t described until later chapters. I get it’s a compilation of numerous other source material but it gets a bit confusing at times.

  1. Head Kobold

    Fortunately, those options are available at https://open5e.com/ , so buying additional volumes is not required!

  2. jasa.znidar

    The book is great, it offers many different spells and subclasses. The only issue I have with it is that 7 elements (spells, options) of the book are unusable if you don’t have the Creature Codex or the Tome of Beasts, while 4 elements are severely limited in their options if you don’t own the aforementioned books. While the sheer volume of options the book gives you makes this insignificant, it does bother me that they don’t bother to mention this fact.

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