TEXT: GREG MARKS
  11
  
  2
  Credits
  Design: Greg Marks
  Development & Editing: Steve Winter
  Art Director & Graphic Design: Marc Radle
  Cover Art: Marcel Mercado
  Interior Art: Marcel Mercado, Florian Stitz
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License  
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,  
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.  
  (Elements that have previously been designated as Open Game Content are not included in this declaration.) 
  Open Game Content: The Open content in this book includes the Ritual Savant tradition and the Elven High Magic 
  school spells. No other portion of this work may be reproduced in any form without permission.
  © 2016 Open Design
  www.koboldpress.com
  Elven High Magic
  ELY GUTIERREZ ATHRON - ETGOTHOME@YAHOO.CO.UK - 44971
  
  3
  he ancient high magic of the elves is the 
  thing of legend. This branch of the arcane is 
  said to use rituals to enchant entire cities, 
  to change fate, and even to reshape worlds. It is a 
  power that nearly infringes upon the authority of the 
  gods. Powerful practitioners of this school are rarely 
  seen today, however, and they guard their secrets so 
  jealously that it’s widely believed elven high magic 
  has died out and its power can no longer be found in 
  this world. 
  Magic School:  
  Elven High Magic
  Elven high magic is very powerful and extremely 
  rare. With high magic and sufficient time, an elven 
  wizard can accomplish just about anything. It is a 
  closely guarded secret, practiced only by the elves 
  and their shadow fey relatives. Non-elves are never 
  taught the ways of this school. That’s both a sign of 
  the elves’ sense of superiority and an unfortunate 
  practicality. High magic can take centuries to master, 
  and humans and other short-lived races simply don’t 
  live long enough to become skilled in this art.
  Elven High Magic
  11
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  4
  RITUAL SAVANT
  Beginning at 2nd level when you select this school, 
  the gold and time you must spend to copy a high 
  magic spell into your spellbook is halved. 
  RITUAL FOCUS
  Starting at 2nd level, you can spend 10 minutes 
  centering your mental energy and creating a ritual 
  focus. When you choose to do so, you can expend 
  your ritual focus to create one of the following effects 
  when casting the ritual version of a spell.
    • You can cast a ritual version of a spell without 
  adding the additional 10 minutes to the casting 
  time that’s normally required.
    • You can expend a spell slot one or more levels 
  higher than the spell’s nominal level as you 
  cast the ritual version of the spell, provided 
  the spell allows that as an option. The ritual 
  takes effect at the level of the expended spell 
  slot instead of the minimum.
    • Some spells have additional, specific 
  effects that you can invoke by expending 
  your ritual focus.
  You can’t use your ritual focus again until 
  after you complete a short or long rest.
  BOUND MAGIC
  At 6th level, you begin to master an 
  understanding of elven high magic. You 
  bind magic into the fabric of a place, making 
  it last without any concentration. Choose 
  a ritual spell you know that targets an area. 
  Cast the ritual version of the spell and 
  expend your ritual focus while burning 
  expensive herbs worth 200 gp per level 
  of the ritual. The spell’s duration in that 
  location becomes a year and a day. If 
  you cast the ritual every day for 30 
  consecutive days, the spell becomes 
  permanent in that location until it’s 
  dispelled or otherwise destroyed. 
  Additionally, you can expend your 
  ritual focus twice between rests. 
  RITUAL MASTER
  Beginning at 10th level, you can copy any 
  spells with the ritual tag, regardless of class, into 
  your spellbook. Ritual spells that you copy into 
  your spellbook using this ability must be no 
  higher in level than half of your wizard level 
  (rounded up). You can cast these spells only 
  as rituals unless you also learn them by 
  other means.
  HIGH MAGIC
  Starting at 14th level, ritual versions of spells that you 
  cast are treated as if they were cast using a spell slot 
  one level higher than the slot you actually use. High 
  magic can be combined with the increased spell level 
  benefit of expending your ritual focus. This applies 
  only to spells that can be cast at higher levels.
  Additionally, you can expend your ritual focus three 
  times between rests. 
  ELY GUTIERREZ ATHRON - ETGOTHOME@YAHOO.CO.UK - 44971
  
  5
  Deep Magic Elven High Magic
  Elven High Magic Spell List
  New Spells
  AFFLICT LINE
  9th-level necromancy (ritual; cleric, warlock, wizard)
  Casting Time: 1 hour
  Range: 1 mile
  Components: V, S, M (a statuette carved in the 
  likeness of the victim worth 1,250 gp)
  Duration: Permanent; one generation
  You invoke the darkest curses upon your victim and 
  his or her descendants. This spell does not require 
  that you have a clear path to your target, only that 
  your target is within range. Your target must make a 
  successful Wisdom saving throw or be cursed until 
  the magic is dispelled. The victim has disadvantage 
  on ability checks and saving throws made with the 
  ability score that you choose when you cast the spell. 
  In addition, the target’s firstborn offspring is also 
  targeted by the curse. The firstborn is allowed a saving 
  throw of their own if they currently live, or they make 
  one upon their birth if they’re not yet born when the 
  spell is cast. If the target’s firstborn has already died, 
  the curse passes to their next oldest offspring. 
  Ritual Focus. If you expend your ritual focus, the 
  curse becomes hereditary, passing from firstborn to 
  firstborn for the entire length of the family’s lineage 
  until one of them successfully saves against the curse 
  and throws off your dark magic. 
  1ST LEVEL
  Extract Foyson (bard, druid, warlock, wizard)
  Guest of Honor (bard, wizard)
  2ND LEVEL
  Black Swan Storm (sorcerer, warlock, wizard
  Clearing the Field (druid, ranger, wizard)
  Heartache (bard, sorcerer, warlock, wizard)
  Shadows Brought to Light (bard, cleric, paladin,  
  warlock, wizard)
  Vine Trestle (druid, ranger, wizard)
  3RD LEVEL
  Song of the Forest (druid, ranger, wizard)
  4TH LEVEL
  Shadowy Retribution (cleric, sorcerer, warlock, wizard)
  5TH LEVEL
  Tongue Tied (bard, cleric, warlock, wizard)
  6TH LEVEL
  Encroaching Shadows (cleric, sorcerer, warlock, wizard)
  7TH LEVEL
  Celebration (bard, sorcerer, warlock, wizard)
  8TH LEVEL
  Bloom (cleric, druid, wizard)
  Desolation (cleric, druid, wizard)
  Harsh Light of Summer’s Glare (druid, sorcerer, wizard)
  9TH LEVEL
  Afflict Line (cleric, warlock, wizard)
  Cosmic Alignment (wizard)
  BLACK SWAN STORM
  2nd-level evocation (sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a feather from a black swan)
  Duration: Concentration, up to 1 minute
  You call forth a whirlwind of black feathers that fills 
  a cube 5 feet on each side. The feathers deal 2d8 force 
  damage to creatures inside the cube’s area and radiate 
  darkness, causing the illumination level within 20 feet 
  of the cube to drop by one step (from bright light to 
  dim light, from dim light to darkness). Creatures that 
  make a successful Dexterity saving throw suffer only 
  half damage but are still affected by the change in light. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, the feathers do an 
  additional 1d8 force damage for each slot level above 
  2nd.
  Ritual Focus. If you expend your ritual focus, then 
  you can move the whirlwind up to 15 feet by using a 
  bonus action on your turn. If the whirlwind moves 
  more than 30 feet from you, the spell ends. 
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  BLOOM
  8th-level conjuration (ritual; cleric, druid, wizard)
  Casting Time: 1 hour
  Range: 1 mile
  Components: V, S, M (a silver acorn worth 500 gp, 
  which is consumed in the casting)
  Duration: 1 year
  You plant a silver acorn in solid ground and spend an 
  hour chanting a litany of praises to the natural world, 
  after which the land within 1 mile of the acorn becomes 
  extremely fertile, regardless of its previous state. Any 
  seeds planted in the area of effect grow at twice the 
  natural rate. Food harvested regrows within a week. 
  After one year, the land slowly reverts to its normal 
  fertility, unable to stave off the march of nature. 
  Choose one of the following effects, which appears 
  and grows immediately:
  •   A field planted with vegetables of your choice, 
  ready for harvest. 
  •   A thick forest of stout trees and ample 
  undergrowth.
  •   A grassland with wildflowers and extensive 
  fodder for grazing. 
  •   An orchard of fruit trees of your choice, growing 
  in orderly rows and ready for harvest. 
  Living creatures that take a short rest within the 
  area of a bloom receive the maximum hit points for 
  hit dice expended. Bloom counters the effects of a 
  desolation spell. 
  Ritual Focus. If you expend your ritual focus, the 
  duration becomes permanent.
  CELEBRATION
  7th-level enchantment (ritual; bard, sorcerer, warlock, 
  wizard)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a small party favor)
  Duration: 1 hour
  You create a 30-foot-radius area around a point that 
  you choose within range. Intelligent creatures that 
  enter the area or begin their turn there and fail a 
  Wisdom saving throw engage in revelry: drinking, 
  singing, laughing, and dancing. Affected creatures 
  are reluctant to leave the area until the spell expires, 
  preferring to enjoy the festivities. Affected creatures 
  forsake appointments, cease caring about their woes, 
  and generally behave in a cordial (if not hedonistic) 
  manner. This preoccupation with merrymaking 
  extends regardless of an affected creature’s agenda 
  or alignment. Assassins procrastinate, servants join 
  in the celebration rather than serve, guards abandon 
  their posts. The effect ends on creatures that are 
  attacked, that take damage, or that are forced to 
  leave the area. Those whose saving throw succeeds 
  can enter or leave the area without danger of being 
  enchanted. A creature that failed the saving throw 
  and is removed from the area must repeat the saving 
  throw if they return to the area. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 8th level or higher, the spell lasts for an 
  additional hour for each slot level above 7th.
  Ritual Focus. If you expend your ritual focus, 
  unaffected intelligent creatures must make a new 
  saving throw every time they begin their turn in the 
  area of effect, even if they’ve previously saved against 
  the spell.
  CLEARING THE FIELD
  2nd-level transmutation (ritual; druid, ranger, wizard)
  Casting Time: 1 action
  Range: 40 feet
  Components: V, S
  Duration: 1 hour
  With a harsh word and a vicious chopping motion, 
  every tree, shrub, and stump within 40 feet of you 
  sinks into the ground, leaving the vacated area clear 
  of plant life that might otherwise hamper movement 
  or obscure sight. Overgrown areas that counted as 
  difficult terrain become clear ground and no longer 
  hamper movement. The original plant life rises 
  from the ground instantly when the spell ends or is 
  dispelled. Plant creatures are not affected by clearing 
  the field.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the spell lasts for an 
  additional hour for each slot level above 2nd.
  Ritual Focus. If you expend your ritual focus, plant 
  creatures within the area of effect must make a 
  successful Constitution saving throw or be affected as 
  though a by a reduce spell. 
  COSMIC ALIGNMENT
  9th-level conjuration/illumination (ritual; wizard)
  Casting Time: 1 hour
  Range: Self
  Components: V, S, M (a piece of quartz) 
  Duration: 24 hours
  You arrange the forces of the cosmos to your benefit. 
  Choose a cosmic event from the Comprehension 
  of the Starry Sky ability that affects spellcasting 
  (conjunction, eclipse, or nova; see Deep Magic 4: 
  Illumination Magic for details). You cast spells as if 
  under the effect of the cosmic event until the next 
  sunrise or 24 hours have passed. When the ability 
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  7
  Deep Magic Elven High Magic
  requires you to expend your insight, you expend your 
  ritual focus instead. This spell must be cast outdoors, 
  and the casting of this spell is obvious to everyone 
  within 100 miles of its casting when an appropriate 
  symbol, such as a flaming comet, appears in the sky 
  above your location while you are casting the spell.
  DESOLATION
  8th-level necromancy (ritual; cleric, druid, wizard)
  Casting Time: 1 hour
  Range: 1 mile
  Components: V, S, M (an obsidian acorn worth 500 
  gp, which is consumed in the casting)
  Duration: 1 year
  You plant an obsidian acorn in solid ground and 
  spend an hour chanting a litany of curses to the 
  natural world, after which the land within 1 mile of 
  the acorn becomes unfertile, regardless of its previous 
  state. Nothing will grow there, and all plant life in 
  the area dies over the course of a day. Plant creatures 
  are not affected. Spells that summon plants, such as 
  entangle, require an ability check using the caster’s 
  spellcasting ability against your spell save DC. If the 
  check succeeds, the spell functions normally; if the 
  check fails, the spell is countered by desolation. 
  After one year, the land slowly reverts to its normal 
  fertility, unable to stave off the march of nature. 
  Living creatures that take a short rest within the 
  area of a desolation halve the result of any hit dice they 
  expend. Desolation counters the effects of a bloom spell. 
  Ritual Focus. If you expend your ritual focus, the 
  duration becomes permanent. 
  ENCROACHING SHADOWS
  6th-level illusion/illumination (ritual; cleric, sorcerer, 
  warlock, wizard)
  Casting Time: 1 hour
  Range: 150 feet
  Components: V, S, M (a drop of blood smeared on a 
  silver rod worth 100 gp)
  Duration: 12 hours
  You cause menacing shadows to invade an area 200 
  feet on a side and 50 feet high. Illumination in the area 
  drops one step (from bright light to dim, from dim 
  light to darkness). Any spell that creates light in the 
  area that’s cast using a lower-level spell slot than was 
  used to cast encroaching shadows is dispelled, and spells 
  that create light don’t function in the area if they are 
  of a lower spell slot level. Nonmagical effects can’t 
  increase the level of illumination in the affected area.
  Spells with “shadow” in their names and spells that 
  create darkness or shadow take effect in the area as if a 
  one-level-higher spell slot was used casting them.
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the effect lasts for an 
  additional 12 hours for each slot level above 6th.
  Ritual Focus. If you expend your ritual focus, the 
  spell’s duration increases by 12 hours and it cannot 
  be dispelled by spells that create light, even if they are 
  cast with a higher-level spell slot. 
  EXTRACT FOYSON 
  1st-level transmutation (ritual; bard, druid,  
  warlock, wizard)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a wooden bowl)
  Duration: Permanent
  You extract the goodness in food, pulling all the 
  nutrition out of three days’ worth of meals and 
  concentrating it into about a tablespoon of bland, 
  flourlike powder. The flour can be mixed with liquid 
  and drunk or baked into elven bread. Foyson used in 
  this way still imparts all the nutritional value of the 
  original food, for the amount consumed. 
  The original food appears unchanged and though it’s 
  still filling, it has no nutritional value. Someone eating 
  nothing but foyson-free food will eventually starve.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, an additional three 
  meals’ worth of food can be extracted for each slot 
  level above 1st.
  Ritual Focus. If you expend your ritual focus, you 
  can choose to have each day’s worth of foyson take the 
  form of a slice of delicious elven bread. 
  GUEST OF HONOR
  1st-level enchantment (ritual, bard, wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, M (a signet ring worth 25 gp)
  Duration: 10 minutes
  You whisper words of encouragement, and a target 
  that you touch gains confidence along with approval 
  from strangers. For the spell’s duration, the subject 
  puts their best foot forward and strangers associate 
  the target with positive feelings. The target adds 1d4 
  to all Charisma (Persuasion) checks made to influence 
  the attitudes of others and gains a +2 bonus to their 
  status score (if used).
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the effect lasts for an 
  additional 10 minutes for each slot level above 1st.
  Ritual Focus. If you expend your ritual focus, the 
  effect lasts for 24 hours. 
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  8
  HARSH LIGHT OF SUMMER’S GLARE
  8th-level enchantment (druid, sorcerer, wizard)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: 1 round
  Your visage radiates the wrath of the shadow fey, 
  which bears down oppressively upon your targets in 
  a burst of brilliant light. Only creatures that can see 
  you are affected. Creatures with darkvision that fail a 
  Constitution saving throw are blinded and stunned. 
  Creatures without darkvision that fail a Constitution 
  saving throw are blinded. This is not a gaze attack, 
  and it cannot be avoided by averting one’s eyes or 
  wearing a blindfold.
  Ritual Focus. If you expend your ritual focus, 
  affected creatures without darkvision are charmed 
  instead of blinded. 
  HEARTACHE
  2nd-level enchantment (bard, sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a silver locket)
  Duration: Instantaneous
  You force an enemy to experience pangs of unrequited 
  love and emotional distress. These feelings manifest 
  with such intensity that the creature suffers 5d6 
  psychic damage a failed Charisma saving, or half 
  damage on with a successful saving throw. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can target an 
  additional enemy for each slot level above 2nd.
  Ritual Focus. If you expend your ritual focus, the 
  target is also incapacitated for 1 round, if it fails the 
  saving throw. 
  SHADOWS BROUGHT TO LIGHT
  2nd-level divination/illumination (ritual; bard, cleric, 
  paladin, warlock, wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  If the target fails a Charisma saving throw, you cause 
  the target’s shadow to come to life and reveal one 
  of the creature’s most scandalous secrets: some fact 
  that the target would not want widely known (GM’s 
  choice). When casting the spell, you choose whether 
  everyone present will hear the secret, in which case 
  the shadow speaks loudly in a twisted version of the 
  target’s voice, or if the secret is only whispered to you. 
  The shadow speaks Common, unless the target does 
  not speak Common, in which case it speaks in the 
  target’s native language. 
  If the target creature does not have a scandalous 
  secret or does not have a spoken language, the spell 
  fails as if the creature’s saving throw had succeeded.
  If the secret was spoken aloud, the target takes a 
  −2 penalty to Charisma checks with anyone who was 
  present when it was revealed, for the remainder of the 
  day, in addition to any information you obtain or any 
  scandal it provokes.
  Ritual Focus. If you expend your ritual focus, the 
  target has disadvantage on Charisma checks instead 
  of the −2 penalty, and the target’s status score is 
  reduced by 1 for the remainder of the day (see the 
  Midgard Campaign Setting for status rules). At the 
  end of the day, the target makes a Charisma saving 
  throw against your spell save DC. If this saving throw 
  fails, rumors of the target’s indiscretion become 
  widespread and the loss of status is permanent.
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  9
  Deep Magic Elven High Magic
  SHADOWY RETRIBUTION
  4th-level necromancy (ritual; cleric, warlock, sorcerer, 
  wizard)
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (a silver goblet filled with the 
  caster’s blood)
  Duration: 12 hours
  You fill a silver cup with your own blood (taking 1d4 
  piercing damage) while chanting vile curses in the 
  dark. Once the chant is completed, you consume the 
  blood and swear an oath of vengeance against any who 
  harm you. 
  If you are reduced to 0 hit points, your curse is 
  invoked; blood pours from your mouth and steams 
  away into a red mist that transforms into a shadow. 
  The shadow attacks the creature that reduced you to 
  0 hit points, ignoring all other targets, until it or the 
  target is slain, at which point the shadow dissipates 
  into nothing. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, an additional shadow 
  is conjured for each slot level above 4th.
  Ritual Focus. If you expend your ritual focus, the 
  spell summons a banshee instead of a shadow. If you 
  also use a higher-level spell slot, additional undead are 
  still shadows.
  SONG OF THE FOREST
  3rd-level transmutation (ritual; druid, ranger, wizard)
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (a dried leaf crumpled  
  and released)
  Duration: Concentration, up to 10 minutes
  You attune your senses to the natural world, so you 
  detect every sound that occurs within 60 feet: wind 
  blowing through branches, falling leaves, grazing 
  deer, trickling streams, and more. You can clearly 
  picture the cause of each sound in your mind. The 
  effect gives you tremorsense with a range of 10 feet. In 
  addition, you have advantage on Wisdom (Perception) 
  checks that rely on sound. Creatures that make no 
  noise or that are magically silent cannot be detected 
  through this spell’s effect.
  Song of the forest only functions in natural 
  environments; it fails if cast underground, in a city, 
  or in a building that isolates the caster from nature 
  (GM’s discretion).
  Ritual Focus. If you expend your ritual focus, the 
  spell’s effect is equivalent to blindsight with a range of 
  30 feet. 
  TONGUE TIED
  5th-level enchantment (bard, cleric, warlock, wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You make a choking motion while pointing at a target, 
  which must make a successful Wisdom saving throw or 
  become unable to communicate verbally. The target’s 
  speech becomes garbled and it has disadvantage on 
  Charisma checks that require speech. The creature can 
  cast a spell with a verbal component only by making 
  a successful Constitution check against your spell 
  save DC. If the Constitution check fails, the creature’s 
  action is used but the spell slot isn’t expended. 
  Ritual Focus. If you expend your ritual focus, the 
  affected target also takes 2d6 psychic damage every 
  time it tries to talk. 
  VINE TRESTLE 
  2nd-level conjuration (ritual; druid, ranger, wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a 1-inch piece of green vine 
  that is consumed in the casting)
  Duration: 1 hour
  You cause a vine to sprout from the ground and crawl 
  across a surface or rise into the air in a direction 
  chosen by you. The vine must sprout from a solid 
  surface (the ground, a wall), but it is strong enough to 
  support 600 pounds of weight along its entire length. 
  The vine collapses immediately if that 600-pound 
  limit is exceeded. A vine that collapses from weight or 
  damage instantly disintegrates into nothing.
  The vine has many small shoots, so it can be climbed 
  with a successful DC 5 Strength (Athletics) check. It 
  has AC 8, (5 x your spellcasting level) hit points, and a 
  damage threshold of 5.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the vine can support 
  an additional 30 pounds and its damage threshold 
  increases by 1 for each slot level above 2nd.
  Ritual Focus. If you expend your ritual focus, the vine 
  is permanent until destroyed or dispelled. 
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  10
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   15. COPYRIGHT NOTICE 
   Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
   System Reference Document 5.0 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and 
  Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson. 
   Deep Magic: Elven High Magic © 2016 Open Design; 
  Author: Greg Marks.
  OPEN GAME LICENSE Version 1.0a
  ELY GUTIERREZ ATHRON - ETGOTHOME@YAHOO.CO.UK - 44971
  
  AN ADVENTURE 
  ON EVERY PAGE
  Tome of Beasts brings more than 400 new foes  
  to 5th Edition, from vicious dungeon vermin  
  to earth-shaking personifications of evil!
  Every entry comes with full-color art by  
  some of the top talent in the industry.  
  Here, Game Masters will find:
  • Clockwork creatures
  • Drakes and dragons
  • Devils and arch-devils
  • Dangerous flavors of the fey
  ...and much more! These monsters are ready to  
  wreak havoc in any fantasy setting, from  
  fan-favorite realms to worlds of your own creation.
  Flip to any page in the Tome of Beasts and you’ll  
  find an encounter that players won’t soon forget...
  Available now from www.KoboldPress.com  
  and better game stores everywhere!
  ©2016 Open Design. Kobold Press logo is a trademark 
  of Open Design. 5E bullet is used by kind permission 
  of Sasquatch Game Studio.
  ELY GUTIERREZ ATHRON - ETGOTHOME@YAHOO.CO.UK - 44971
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Kobold Press/Deep Magic 11 Elven High Magic.pdf