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Deep Magic Volume 1 (Kobold Press)Kobold Press has released Deep Magic Volumes 1 and 2 for 5E Dungeons & Dragons. Each book contains not only over 400 spells but also new options for magic wielding player characters. You can score both hardcover volumes in a slipcase set for an MSRP of $129.99, get each volume separately for an MSRP of $59.99, or score the PDFs at DriveThruRPG for $29.99 each.

About the volumes:

Deep Magic Volume 1

Command 400 New Spells for 5th Edition!

No matter how you slice it, magic is at the heart of fantasy—and nothing makes that more real than a massive tome of spells.

Deep Magic Volume 1 collects, updates, tweaks, and expands on years of magic from Kobold Press with more than 400 new and revised spells and other options:

  • Theurge base class, blending the arcane and the divine in one caster
  • 16 divine domains, such as Beer, Frost, Justice, Moon, and Time
  • 11 arcane traditions, such as the Elementalist and the Timekeeper
  • 4 sorcerous origins, including the Farseer and Serophage
  • 3 otherworldly patrons, 3 druid circles, 3 ranger and martial archetypes, 2 bard colleges, and 2 sacred oaths
  • Plus expanded rules for familiars and much more!

Deep Magic Volume 2 (Kobold Press)Deep Magic Volume 2

Master 400 New Spells for Fifth Edition!
Deep Magic Volume 2 is a sequel to the spell-filled Deep Magic Volume 1 and further expands on that first volume. Volume 2 features over 400 new spells as well as:

  • The Witch base class, a spellcaster that communes with and commands the spirits of the natural world
  • 19 new subclasses, from the College of Cuisine bard to the Circle of Scavengers druid, to the Oath of the Spellsworn paladin, to the Fey Mage wizard
  • 3 new backgrounds to bring your characters to life: Cometborn, Curio Collector, and Storyteller
  • 14 styles of spellcasting, such as Dream, Pyromancy, or Weather, to give your spellcaster a distinctive theme with fun, new features
  • 15 magical grimoires with unique stories, motifs, and art that are capable of growing in power as the character grows
  • 3 new downtime activities for characters who want to do something more than carousing: Enchanting Arms and Armor, Potion Brewing, and Researching Magic
  • GM guidance for including epic and legendary magic in games, allowing characters—or villains—to magically shape the world and story
  • 10 spellcasting NPCs to help or hinder characters
  • Over a dozen tables, from descriptions of magical effects to reverse summoning quests, to the odd effects from drinking an old or badly brewed potion
  • 16 adventure site location descriptions and encounter hooks to go along with the 24 Arcane Map Tiles
Jeff McAleer

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