Friday, October 22, 2021
HomeReviewsReview:: Kobold Press: Deep Magic

Review:: Kobold Press: Deep Magic

Deep Magic by 5e publish Kobold Press is a Kickstarter project designed to present in a single tome the new spells, cantrips, divine domains, new arcane subclasses, expanded familiars and conjured servants. Funded by more than 4,500 backers and raising more than USD $240,000 this 2020 release book is filled with illustrations and ideas to expand your game beyond the core provided by Wizards of the Coast.

The book contains a bevy of new classes drawing from Kobold’s Midgard campaign setting. If you are a fan of wizards, sorcerers, druids, clerics, bards, fighters, warlocks, rangers and paladins the book contains at least one thing you will like to play.

Behold the mind behind Kobold’s Presses: Deep Magic.

Wizards: new arcane traditions include: the Elementalist and the White Necromancer (finally a good necromancer!)

New schools of magic include Alkemancy, Angelic, Chaos, Dragon, Elven Ritual, Heiroglyph, Illumination, Ring, Rune, Shadow, Temporal, and Winter. These directly tie into the law of the Midgard setting but can be dropped into the Forogtten Realms your homebrew setting without difficulty. Speaking of brewing clerics get the Beer Domain these faith casters get access to “Ale-dritch blast” the parody of the overly cast warlock spell.

Clerics: have 16 new domains to choose from includes Cat, Moon, Time, and Winter. Players will have no trouble finding several domains they can relate too.

Bards: Two new domains College of Wyrdsingers who believe that destiny is set but how you wriggle towards is makes all the difference and the Greenleaf College which exclusive for half-elves and builds them a faction and home for those who feel they do not belong to either human or elf society.

Druids: Have access to four new circles, including Oaks, Owls, Roses and Spirits.

Rangers: Aerial Griffon Scouts and a dedicated Vampire Slayer (watch out Strahd!).

Paladins: Oath of Radiance, and Oath of Thunder

Blood Magic: Nothing good will come of this

Sorcerers: Aristocratic Bloodline, Elemental Essence (a sorcerer tied to the elemental planes) and Farseer (a sorcerer whose magic comes from a god of prophecy and prognostication).

Warlocks: Are provided with two new patron options: Genies and the Sibyl (a divine being associated with prophecy, knowledge, and fate).

New Spells

The bulk of book comprises new spells. To say there are a lot is an understatement with 50 new cantrips are available to Wizards alone.

Many spells do not achieve anything new (and sometimes are not as good) for example Douse Light performs the same as Control Flames, and some are just variants of others for example Phase Bolt is almost the same as Lightning Bolt.

Some such as the 3rd level spell Compelled Movement which fuses creatures together has the potential to cause delightful chaos and new experiences at the role playing table.

Temporal Magic


The book contains less artwork that I would have expected and much of it has been resurrected from other Kobold Press books – but it is to a high standard.


The Tome of Deep Magic falls into the category as a useful text for expanding your game options. Dungeon Masters should understand the implications of adding this to your gaming session. By its nature it will make gameplay more complex as you will have one more book to be across. Those who use virtual table tops like Fantasy Grounds (which can be used at a in person game) will find this easier to use.

If you do decide to add Deep Magic to your table you won’t be disappointed.




Deep Magic is an optional book for 5th Edition Dungeons and Dragons. It provides gamers with additional sub domains and spells to expand from the basics to move your game beyond the everyday and sameness that comes with familiarity. If you are playing Kobold Press' Midgard Setting the book is highly recommended as many subclasses are designed to play well in that world.