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13th Age: Slow Spell

Previously, we’ve shared two low-level spells from the recently released 13 Wizard Cantrips and Spells: web and mirror image. Today we are sharing with you a 7th level spell, perfect for high level characters—the slow spell. This classic spell makes it harder for enemies to attack. With this spell, it is impossible for an enemy to both move an attack, tipping the balance of power into the players’ favor. Check out this new spell now.

Slow

Ranged spell
Daily
Target: One nearby enemy
Attack: Intelligence + Level vs. MD
Hit: On the target’s next turn, it can only take either a standard action or a move action, but not both.
In addition, at the start of each of the target’s turns this battle, if the escalation die is odd, roll a d20 and add the escalation die; on a 16+, this effect persists for that turn.
Miss: You regain this spell during your next quick rest.
9th level spell The roll to repeat the effect is now 11+ instead of 16+.

Download 13 Wizard Cantrips and Spells today for your 13th Age game today at JonBrazer.com. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

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Cast The Spells You Want in the 13th Age

Ancient Spells Are Yours To Wield

Harness the fury of storms and stone! Snare, confound, and spy on your foes! Bend gravity and light to your whim! Wizards develop their starting spells into intricate dweomers that define their adventuring careers and leave enemies cowering beneath the yoke of their arcane might as their power reaches its apex. Now you can go beyond the core book and expand your character’s knowledge of both fundamental and esoteric spellcraft.

13 Wizard Cantrips and Spells is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 12-page PDF, you will find:

  • 2 New 1st Level Spells to create illusionary doubles of yourself and shrink or enlarge objects
  • 2 New 3rd Level Spells to conjure up webs to keep enemies in their places or recklessly throw snowballs at your enemies
  • 3 New 5th Level Spells to make it rain down acid, harness the strength of a titan, or shrink or enlarge your friends and enemies for fun and profit
  • 2 New 7th Level Spells to send your enemies hurling skywards or slow down enemy attacks
  • 1 New 9th Level Spell to protect yourself with a rainbow of defenses
  • 2 New Utility Spells that let you see far away or create walls of stone
  • 1 New Cantrip designed to quench campfires or other small flames

Bend Reality to Your Will in the 13th Age.

Download 13 Wizard Cantrips and Spells today for your 13th Age game today at JonBrazer.com. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

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13th Age: Make More of You with Magic

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.

Mirror Image

Close-quarters spell

Daily

Target: You

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.

Download 13 Wizard Cantrips and Spells today for your 13th Age game today at JonBrazer.com. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.