Game Info

Title  Deep Magic
Authors  Wolfgang H. Baur, Jason Bulmahn, Ed Greenwood, Jim Groves, Stephen Radney-MacFarland, Amber E. Scott, Owen K.C. Stephens
Book Type  Other Rules
Rank: [ 1467 / 2673 ]
Genre  Fantasy
Setting  Generic

Show [ All Covers ]

Game Summary

Deep Magic is a tome filled with some of the strangest, most wondrous, and most powerful arcane and divine magic ever devised—ready for use in any Pathfinder Roleplaying Game campaign.

You’ll find:
  • 733 arcane and divine spells, including elemental-tinged dragon magic, ley line magic, and spells for mythic heroes
  • New spellbooks to easily introduce these spells into your game
  • 31 new glyphs and runes, plus rules for creating a wide array of magical symbols
  • 19 new sorcerer bloodlines, and 8 oracle mysteries
  • 11 new incantations granting powerful magic options to non-casters
  • More than a dozen new archetypes, with some ready-made examples to serve as quest-givers, villains, or rivals in your campaign
  • All-new magical specialities, curses, and subschools, including rakshasa magic, chaos magic, and new forms of necromancy and ioun magic
  • And much more!

With these new spells and options, your characters (or your villains) can become masters of blood magic, clockwork magic, dragon magic, or shadow magic. Seek out hidden colleges and academies of lost lore. Learn new runes, glyphs, and incantations to crack open the walls of reality—or just bend them a bit.

Game Editions

Notes on Editions
There are 2 editions of Deep Magic. Click on an individual title, below, for more information on that edition.

Game Editions

Comments & Reviews

Your Thoughts

Played On:  
You must login in order to record usage, rate, and comment on entries.