Deep Magic Review
I will start off by saying that I am not a huge magic-user player and I second guessed myself about backing this book on Kickstarter. I kept eyeing the project page during its funding period and it drew me closer to backing until I finally felt compelled to… Wait! Oh, great. I bet it was those pesky kobolds and their shenanigans. Seriously though, I thought the way the project unfolded was a great way to get a large amount of information in a manageable, condensed time-frame. By having multiple authors design and create a certain theme of spells, this project proved that it could really work. The result was a huge, beautifully illustrated book with so much information that I am surprised that I did not have a brain overload the first night I started reading it.
Let’s break the book down by chapters. The first chapter, New Magic Options, covers new tomes, ley lines and racial magics. It introduces gambling, saint, and other magic that draw their power from unconventional and new sources. New feats and other options are given for each section to complete each theme. Reaver dwarves and their ring magic and the minotaur magic section both look quite interesting and could be fun to experiment with.
The second chapter is all about new spells; 154 pages of spells. With my math skills I have determined that they make up about two fifths of the entire book! Out of those, almost ten percent of them were created by Kickstarter backers. Amazing! There are so many imaginative spells that if you cannot find a spell that suits your needs, it is probably really there but you’ll need an Advanced Search function to help you. I cannot wait for Deep Magic to hit Hero Lab for this exact reason.
Chapters three and four deals with glyphs, runes, ink magic, words and incantations. The symbols for glyphs and runes are illustrated and explained with great examples while words of power are reviewed, and then taken further than Ultimate Magic. Incantations are very interesting since it puts the ritual magic in the hands of any character, not just magic-users. Magic use such as that could really change a campaign in many different ways.
New sorcerer bloodlines and oracle mysteries are detailed in the fifth chapter. The most interesting are the raven-blooded (tengu) and the disgusting ooze. The illustration that goes with the ooze bloodline perfectly describes what that taint involves. Some of the more interesting mysteries for oracles are the clockwork, snake and wine mysteries. Just picture a Greek or Roman blind oracle with the wine mystery lying on a giant pillow, eating grapes, drinking and throwing lavish parties!
The sixth chapter details some very interesting archetypes. Two stand out for the wizard; the clockworker and the iounmancer. The clockwork powers replay throughout the book and the clockworker archetype brings all of that together into a really neat magic-user. The iounmancer looks interesting since ioun stones are so prevalent in Pathfinder and this archetype allows more manipulation of the stones. But the archetype that blew my mind was the Demon Binder for the summoner class. Instead of having an eidolon I can bind demons? Yes please! You mean I can summon AND bind a balor to my will at level 20? Splorch! (head explodes)
Magical constructs make up the seventh chapter with rules detailing the creation of homunculus, leastlings and the undead. The rules for creating the undead are quite detailed and tell exactly what is needed for the desired result; definitely worth the read. There is also a section on clockwork familiars and how to create them using the same forms as normal familiars. This brings to mind Perseus’ Bubo from Clash of the Titans.
Chapter 8 consists of all the high level spellcasters you could hope for. Heroes and villains are presented with full statistics and beautiful illustrations to give you a full feel for each one. Included in this chapter is a certain Rastor Vex, the Undying Hivemind. If its name does not give you an idea of what it looks like, you must see the illustration. Talk about something out of a nightmare!
Overall, this book is a great product. It is overflowing with information and is full of art by very talented individuals. If you are big fan of magic-users and want to play something out of the ordinary or never seen before, this is the book for you. It does not matter if your character is good or evil, there is something for every arcane class. Pick it up, you will not be disappointed.