Everyone at loves us some 13th Age. Richard Moore, our resident 13th Age expert, has committed more than once that there are some classic spell options missing from 13th Age and that is one we set out to correct when we started the 13 Class Options series.
This is not the first in the series. We started off the first with 13 Fighter Talents and Maneuvers. We are so glad that 13th Age fans love that supplement so much. If you have not checked that one out yet, download it today at the JBE Shop, DriveThruRPG/RPGNow and the Open Gaming Store.
Today we bring you a preview to what you can expect in the new supplement and I think the perfect place to start is a spell that I saw in my very first game of Dungeon and Dragons, approximately 30 years ago: mirror image. For those of you unfamiliar with this classic spell, it produces illusionary duplicates of yourself so there’s a chance that whomever is attacking you will hit one of the fake you’s instead. Naturally, we gave it a 13th Age twist, allowing it to not only get more powerful as you go up in level but also has some cool new tricks when you spend a feat on it.
Read the spell below and see all it has.
Effect: This spell creates 1d2 illusory doubles of yourself which remain close to you in a nearby group. On a natural odd hit from an enemy, one of the doubles took the hit instead of you—it winks out and disappears.
3rd level spell Create 1d2 + 1 doubles
5th level spell Create 1d3 + 1 doubles
7th level spell Whenever you suffer a crit, a double automatically takes the hit.
9th level spell Add half of the current escalation die value to the number of doubles you create.
Adventurer Feat: This spell recharges on 16+ after battle if you have one illusory double left, or 11+ if you have two or more left.
Champion Feat: Your doubles may engage with nearby enemies. They can only make basic melee opportunity attacks identical to yours, which deal psychic damage.
Epic Feat: Your doubles explode in a dazzling display when struck, dealing psychic damage equal to your Intelligence modifier + your level + the current escalation die value.