- Command 700 New Spells for 5th Edition!
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 356-page 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!
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.
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).
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.
No hardcover option?
Head Kobold –
Yes, the hardcover is printed and available!