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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: Web Your Enemies and Dance Like a Spider

Tomorrow sees the much anticipated release of 13 Wizard Canitrips and Spells—the second in our series of 13 Class Options for the 13th Age Roleplaying Game—and we couldn’t be more excited. Last week we showed off the mirror image spell, a classic spell with a 13th Age twist. This week we are sharing with you another classic spell updated with 13th Age that is also one of my favorites. Like last week, this spell has a nice twist to it.

Web

Close-quarters spell
Daily
Target: One or more nearby enemies (see below)
Special: You can choose more than one target for this spell, but you take a –2 penalty when attacking two targets, a –3 penalty for three targets, and so on.
Attack: Intelligence + Level vs. PD
Hit: The target is dazed for a number of rounds equal to the escalation die; a normal save (11+) ends the condition. On an attack roll of natural 16+, the target is also stuck until the end of your next turn.
Natural Even Miss: The target is dazed until the end of its next turn.
5th level spell On any miss, the target is dazed until the end of its next turn.
7th level spell On an attack roll of natural 12+, the target is also stuck until the end of your next turn.
9th level spell You can target far-away enemies with this spell, and you suffer no penalty for targeting up to 3 enemies (targeting 4 or more enemies incurs all penalties as normal, however).
Adventurer Feat: The dazed effect ends only on a hard save (16+).
Champion Feat: You summon a swarm of spiders into the webbing, which deal 4d10 poison damage to anyone stuck in the web at the start of their turn.

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.

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5 Questions Every Wizard Should Be Able to Answer

Wizards are the geeks of the fantasy realm. They spend quite some time in books, prefer to spend time in a library instead of with other people, and they are frequently imagined as wearing glasses. They are the studious ones, the one that went to a university and can bend the universe with a gesture of their hand, words of power on their tongue, the right magical material within their grasp and an investment of power from their mind. The road to become a wizard or wizardess is far from easy and many burn out along the way. You are one of the lucky ones that was able to achieve such a lofty goal without losing your mind or worse.

Experiences that you had while learning to harness such power will shape your outlook on the world, and these questions will help you define that outlook. Previously we had similar questions for fighters, clerics, monks, bards, rogues, and paladins.

1) Why Did You Start Learning Wizardry?

Did your parents scrimp and save in order to send you to wizarding school? Did you exemplify some basic talent and a traveling wizard took you on as their apprentice? Are you from a rich family and going to wizarding school was always in your future whether you wanted it or not? Were you a blacksmith that wanted to learn to enchant your swords because enchanted swords sell so much better? Did you simply decide that that is what you wanted to do with your life? Did you follow someone you were in love with? There are all kinds of answers to this question and yours should be both unique and interesting.

2) How Did You Learn to Wield Arcane Power?

The two most obvious answers to this questions are at an arcane college/university or as an apprentice to a great wizard. Other less common answers include self taught, a tutor as part of your upbringing in a great wizarding family, and other similar examples. The important distinction in this answer is that you are taught from another source as opposed to a sorcerer where the magic was always inside them.

Describe what your schooling was like. Did you learn illusion magic quickly so you could make an image of yourself taking notes while you cut class? Did you have to perform hundreds of menial tasks for your teacher in exchange for them teaching you the basics? Did you take up mud artistry in addition to leaning transmutation magic so you can change your clay statue into stone?

What where your classmates like? In a sizable school you’d have dozens, hundreds of peers. As an apprentice, you’d have only two or three. Do you have close friends or bitter rivals? Come up with a memory involving classmates that happened during your schooling years that you remember fondly and another one that still causes you pain.

3) Why Did You Leave?

If you start off as a 1st level wizard, you are far from accomplished. Sure you can cast cantrips all day and a few 1st level spells, but there is so much you cannot do yet. First year Hogwarts students could levitate a troll’s club. While a first level wizard could levitate the feather with a cantrip, the club is out of the question. Nor can you locate your lost keys, unlock a door because you lost your keys, nor walk on the walls to get to the open second floor window which you wouldn’t have to do if you could find those dang keys. Like I said, you’re barely competent as a wizard, yet you left your studies behind. Why did you do that?

4) How Do Others Perceive You?

As I said above, wizard are the nerds of the fantasy world, and nerds are not known for their popularity. So how do others see you? Does your family get you and what you are doing, or do they just not understand what you study and why you do it? Do the people that you grew up with respect you or fear you? At the same time, do you hold a grudge against those that picked on you when you were young and now seek revenge now that you wield immense power? Do you make friends easily, or do people risk getting blasted by magic just to punch your face within ten minutes of meeting you?

5) What Have You Learned From Your Fellow Adventurers?

The thing about wizards is that they never stop trying to learn. Every moment is an opportunity to learn something new. So what is it you learned from your fellow adventurers? Do you learn to always expect an ambush from the ranger or how to secure your belongings from the rogue? Did the monk teach you that meditating can help focus your mind? Or rather is it that your fellow adventurers inspired you to learn something new? Did you learn to make someone large to help make the fighter more deadly in combat? Did the bard teach you the value of enchanting someone?

Luis is our signature halfling wizard. He learned wizardry from his tribal mage because he was one of the clever people in his tribe and wanted to learn arcane secrets. When the tribe was taken over by a priest that wanted to return to the old ways, he and the others well schooled were thrown out of the tribe. Being a halfling, he was able to make friends faster than other wizards. From his fellow adventures, he learned to accept himself for who he is since he no longer had to hide his intellect to appease religious extremists.

Deadly Delves: Reign of Ruin features Luis blasting a black dragon with ice. Help us bring you more great role playing game posts by downloading Deadly Delves: Reign of Ruin for Fifth Edition, Pathfinder, 13th Age, and Swords and Wizardry. Use the “holiday2017” coupon code to get 30% off your order today.