TEXT: GREG MARKS
  4
  
  2
  Credits
  Design: Greg Marks
  Development & Editing: Steve Winter
  Art Director & Graphic Design: Marc Radle
  Cover Art: Marcel Mercado
  Interior Art: Eric Lofgren, Marcel Mercado, Bryan Syme
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: he following items are hereby identiied as Product Identity, as deined 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: he Open content in this book includes Illumination arcane tradition, the star and shadow feats, and spells.  
  No other portion of this work may be reproduced in any form without permission.
  © 2016 Open Design. 
  www.koboldpress.com
  Illumination Magic
  
  3
  irst created by the shadow fey, the school 
  of illumination blends observations of the 
  heavens with the manipulation of light and 
  shadow into an arcane tradition that’s closely tied with 
  the shadow plane. Many of its spells have much in 
  common with divination, illusion, and necromancy. 
  Unlike those schools, illumination magic is obscure 
  and rarely practiced outside the shadow plane. Its 
  practitioners have been likened to elementalists who 
  manipulate shadow instead of ire, earth, air, or water. 
  his school is not simply about controlling shadow, 
  however; its focus is simultaneously light and the 
  absence of light. Starlight, in particular, holds special 
  meaning within this school. Illumination mages study 
  the ever-shiting alignment of the stars in their efort 
  to read the road map of fate—a study that inevitably 
  leads them out of the starless shadow plane and into 
  contact with the mortal world. 
  Illumination Magic
  4
  
  4
  School of Illumination
  Members of the School of Illumination, called 
  illuminators, use the stars to predict when danger 
  is near, and draw on the power of darkness to atack 
  their foes. his school is popular with delvers into the 
  underworld, because its spells work best where light 
  is dim or absent.
  Illumination Savant
  Beginning when you select this school at 2nd level, 
  the gold and time needed to copy illumination spells 
  into your spellbook is halved.
  Omen of Warning
  Starting at 2nd level, you can forecast danger 
  for the next 24 hours by studying the stars 
  for one hour. he stars must be visible to 
  you for you to use this ability. Studying 
  the stars this way gives you advantage on 
  up to two initiative checks. he bonus 
  remains available for 24 hours or until the 
  end of your next long rest. Instead of using 
  an omen yourself, you can grant advantage on 
  an initiative check to one other creature you can 
  see when initiative checks are being made, but this 
  prevents you from using the beneit yourself in that 
  combat. You can choose whether to use an omen at 
  the moment when initiative is rolled, but you must 
  make the decision before rolling the die.
  Master of the Endless Night
  At 6th level, the spell atack modiier and spell 
  save DC for cantrips you cast in dim light or 
  darkness increases by 1.
  Illusions of Permanence
  Beginning at 10th level, illusions cast 
  by you that require concentration 
  last for 1 round ater you lose 
  concentration or stop concentrating, provided the 
  spell hasn’t exceeded its maximum duration.
  Comprehension of the Starry Sky
  Starting at 14th level, during a long rest you can 
  consult the stars and comprehend some meaning in 
  a cosmic event. he stars must be visible to you for 
  you to use this ability. he insight you gather is stored 
  
  Deep Magic Illumination Magic
  5
  as a small reserve of magic inside an item that has 
  meaning to you; a star chart or astrolabe is commonly 
  used, but any item that can be held in your hand 
  will suice. hen the item is in your hand, you can 
  consume that stored magic as a bonus action to invoke 
  one of the following efects. he insight is expended 
  by one use, and it’s lost if it hasn’t been used within 24 
  hours or by the start of your next long rest.
  • Comet: Comets are the harbingers of change and 
  instability. You can change your appearance as if 
  you’d cast an alter self spell, but the efect doesn’t 
  require concentration and lasts until you take a 
  long rest.
  • Conjunction: Planetary conjunctions 
  destabilize minds and emotions. You can give 
  one creature you can see disadvantage on a saving 
  throw against one enchantment or illusion spell 
  cast by you.
  • Eclipse: Eclipses plunge the world into darkness 
  and strengthen connections to the shadow plane. 
  hen you cast a spell of 5th level or lower that 
  causes necrotic damage, you can reroll a number 
  of damage dice up to your Intelligence modiier 
  (minimum of one). You must use the new rolls.
  • Nova: he nova is a powerful aid to divination 
  spells. You can treat one divination spell you cast 
  as though you had used a spell slot one level higher 
  than the slot actually used.
  Feats
  Illuminators mine the movements of the heavens to 
  extract valuable insights. Heavenly bodies neither 
  predict nor control the future, but all things are 
  interconnected by paterns of light and darkness. A 
  person who understands the paterns can discern 
  information about one thing by studying another. 
  STAR AND SHADOW READER
  Prerequisite: he ability to cast at least one spell.
  By tracking the movements of the heavens, you gain 
  the following beneits.
  • hen you gain this feat, choose either radiant 
  or necrotic damage. Spells you cast ignore 
  resistance (but not vulnerability) to the type of 
  damage you chose.
  •  You can cast augury once between each of your 
  long rests without expending a spell slot.
  •  You gain darkvision to a distance of 15 feet. If 
  you already have darkvision, increase its range by 
  15 feet.
  Illumination Spell List
  CANTRIPS
  Shadow Bite
  Shadow Blindness
  Silhouete
  Starburst
  1ST LEVEL
  Cloak of Shadow
  Guiding Star
  Shadow Hands
  2ND LEVEL
  Orb of Light
  Slither
  3RD LEVEL
  Compelling Fate
  Shadow Trove
  Shield of Star and Shadow
  4TH LEVEL
  Black Hand
  Flickering Fate
  5TH LEVEL
  Starfall
  6TH LEVEL
  Black Well
  7TH LEVEL
  Icy Grasp of the Ether
  Last Rays of the Dying
  Starry Vision
  Sun
  8TH LEVEL
  Summon Star
  9TH LEVEL
  Star’s Heart
  New Spells
  BLACK HAND
  4th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You gather the powers of darkness into your ist 
  and ling paralyzing, dark lame at a target within 
  30 feet. With a successful ranged spell atack, this 
  spell siphons vitality from the target into you. 
  For the duration, the target has disadvantage and 
  you have advantage on atacks, ability checks, and 
  saving throws made with Strength, Dexterity, and 
  Constitution. An afected target makes a Constitution 
  saving throw (with disadvantage) at the end of its turn, 
  ending the efect with a success.
  BLACK WELL
  6th-level necromancy
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You summon a seething sphere of dark energy 5 feet 
  in diameter. he sphere pulls creatures toward it 
  and devours the life force of those it envelops. Every 
  creature other than you that starts its turn within 90 
  feet of the black well must make a successful Strength 
  saving throw or be pulled 50 feet toward the well. 
  A creature pulled into the well takes 6d8 necrotic 
  damage and is stunned; a successful Constitution 
  
  6
  At Higher Levels. hen you cast this spell using 
  a spell slot of 4th level or higher, the duration is 
  extended by 1 round for each slot level above 3rd.
  FLICKERING FATE
  4th-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  You or a target that you touch can see the lickering 
  shadows of fate a few seconds into the future. hen 
  the spell is cast, all other creatures within range make 
  Wisdom saving throws. hose that fail must declare, 
  in initiative order, what their next action will be. he 
  subject of the spell declares his or her action last, ater 
  hearing what all other creatures will do. Creatures 
  that declared an action must follow their declarations 
  as closely as possible when their turn comes. For the 
  duration of the spell, its recipient has advantage on 
  atack rolls, ability checks, and saving throws, and 
  creatures that declared their action have disadvantage 
  on atacks against the target.
  GUIDING STAR
  1st-level divination (ritual)
  Casting Time: 10 minutes
  Range: Self
  Components: V, S
  Duration: 8 hours
  By observing the stars or the position of the sun, you 
  are able to determine the cardinal directions, and the 
  direction and distance to a stated destination. You 
  can’t become directionally disoriented or lose track 
  of the destination. he spell doesn’t, however, reveal 
  the best route to your destination or warn you about 
  deep gorges, looded rivers, or other impassable or 
  treacherous terrain ahead.
  ICY GRASP OF THE ETHER
  7th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You summon the cold, inky darkness of Stygian space 
  into being around a creature that you can see. he 
  target takes 10d10 cold damage and is restrained; 
  a successful Constitution saving throw halves the 
  damage and prevents restraint. A restrained creature 
  gains one level of exhaustion at the start of its turn 
  from frigid cold and lack of air. Creatures immune 
  to cold and that do not breathe gain no exhaustion. 
  saving throw halves the damage and reduces the stun 
  to incapacitation. A creature that starts its turn inside 
  the well also makes a Constitution saving throw; the 
  creature is stunned on a failure or incapacitated on 
  a success. An incapacitated creature that leaves the 
  well recovers immediately and can take actions and 
  reactions that turn. Creatures take damage only upon 
  entering the well—they take no additional damage 
  for remaining in it—but if they leave the well and are 
  pulled back in again, they take damage again. A total 
  of nine Medium creatures, three Large creatures, 
  or one Huge creature can be inside the well’s 
  upper-dimensional space at one time. hen the well’s 
  duration ends, all creatures inside it tumble out in a 
  heap, landing prone.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 7th level or higher, the damage done by 
  the well increases by 1d8 and the well pulls creatures 
  an additional 5 feet for each slot level above 6th.
  CLOAK OF SHADOW
  1st-level illusion
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  You draw upon the endless night to cloak yourself in 
  shadow, giving you advantage on Dexterity (Stealth) 
  checks against creatures that rely on sight.
  COMPELLING FATE
  3rd-level divination
  Casting Time: 1 action
  Range: 30 feet
  Components: V, M (a sprinkling of silver dust  
  worth 200 gp)
  Duration: 1 round
  You view the actions of a single creature you can see 
  through the inluences of the stars, and you read what 
  is writen there. If the target creature fails a Charisma 
  saving throw, you can predict that creature’s actions. 
  his has the following efects:
  • You have advantage on atack rolls against the 
  creature.
  • For every 5 feet the creature moves, you can 
  move 5 feet (up to your normal movement) on 
  the creature’s turn when it has completed its 
  movement. his is deducted from your next turn’s 
  movement.
  • As a reaction, you can warn yourself and allies that 
  can hear you of the target’s ofensive intentions; 
  any creature targeted by the target’s next atack 
  gains a +2 bonus to AC or on its saving throw 
  against that atack.
  
  Deep Magic Illumination Magic
  7
  A restrained creature repeats the saving throw at the 
  end of its turn, breaking free from the darkness and 
  ending the spell with a success.
  ORB OF LIGHT
  2nd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 round
  An orb of pure light the size of your hand shoots 
  from your ingertips toward the target, which takes 
  3d8 radiant damage and is blinded for 1 round. A 
  successful Dexterity saving throw halves the damage 
  and prevents the blindness.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 3rd level or higher, the damage dealt by the 
  atack increases by 1d8 for each slot level above 2nd.
  SHADOW BITE
  Illusion cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You create a momentary needle of cold, sharp pain in 
  a target creature. he target must make a successful 
  Constitution saving throw or take 1d6 necrotic 
  damage and have its speed halved until the start of 
  your next turn.
  his spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).
  SHADOW BLINDNESS
  Illusion cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  You make a melee spell atack; if it hits, the target’s 
  innate darkvision is negated for 1 round. his spell 
  has no efect against darkvision that derives from a 
  spell or a magic item. he target retains all of its other 
  senses. hen this spell ends, the creature’s natural 
  darkvision returns.
  
  8
  SILHOUETTE
  Illusion cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a shadow play against a screen or wall. 
  he surface can encompass up to 100 square feet. 
  he number of creatures that can see the shadow play 
  equals your Intelligence score. he shadowy igures 
  make no sound but they can dance, run, move, kiss, 
  ight, and so forth. Most of the igures are generic 
  types—a rabbit, a dwarf—but a number of them equal 
  to your Intelligence modiier can be recognizable as 
  speciic individuals.
  SLITHER
  2nd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, M (ashes from a wooden statue of 
  you, made into ink and used to draw your portrait, 
  worth 50 gp)
  Duration: Concentration, up to 1 minute
  You momentarily become a shadow (a humanoid-
  shaped absence of light, not the undead creature of 
  that name). You can slide under a door, through a 
  keyhole, or through any other tiny opening. All of 
  your equipment is transformed with you, and you can 
  move up to your full speed during the spell’s duration. 
  hile in this form you have advantage on Dexterity 
  (Stealth) checks made in darkness or dim light and 
  you are immune to all damage except force, psychic, 
  or radiant. You can dismiss this spell early by using an 
  action to do so.
  If you return to your normal form while in a space 
  too small for you (such as a mouse hole, sewer pipe, 
  or the like), you take 4d6 force damage and are 
  pushed to the nearest space big enough to hold you 
  within 50 feet. If the distance is greater than 50 feet, 
  you take 1d6 extra force damage for every additional 
  10 feet traveled.
  At Higher Levels. hen you cast this spell using 
  a spell slot of 3rd level or higher, you can target an 
  additional willing creature that you can touch for each 
  slot level above 2nd.
  STARBURST
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  SHADOW HANDS
  1st-level evocation
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Components: V, S
  Duration: Instantaneous
  A freezing blast of shadow explodes out from you in a 
  15-foot cone. Any creature caught in the shadow takes 
  2d4 necrotic damage and is frightened; a successful 
  Wisdom saving throw halves the damage and negates 
  the fright.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 2nd level or higher, the damage dealt by 
  the atack increases by 2d4 for each slot level above 1st.
  SHADOW TROVE
  3rd-level transmutation (ritual)
  Casting Time: 1 minute
  Range: 5 feet
  Components: V, S, M (ink made from the blood  
  of a raven)
  Duration: 1 hour
  You paint a small door approximately 2 feet square 
  on a hard surface to create a portal into the void of 
  space. he portal “peels of” the surface you painted 
  it on and follows you when you move, always loating 
  in the air within 5 feet of you. An icy chill lows out 
  from the portal. You can place up to 750 pounds of 
  nonliving mater through the portal, where it stays 
  suspended in the frigid void until you withdraw it. 
  Items that are still inside the shadow trove when the 
  duration ends are lost forever. You can designate a 
  number of creatures up to your Intelligence modiier 
  who have access to the shadow trove; only you and 
  those creatures can move objects through the portal.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 4th level or higher, the duration increases 
  by 2 hours for each slot level above 3rd.
  SHIELD OF STAR AND SHADOW
  3rd-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a star chart)
  Duration: 10 minutes
  You wrap yourself in a protective shroud of the night 
  sky made from swirling shadows punctuated with 
  twinkling motes of light. he shroud grants you 
  resistance against either radiant or necrotic damage 
  (choose when the spell is cast). You also shed dim 
  light in a 10-foot radius. You can end the spell early by 
  using an action to dismiss it.
  
  Deep Magic Illumination Magic
  9
  You cause a mote of starlight to appear at a point you 
  can see within 60 feet. he mote explodes a moment 
  later, doing 1d8 radiant damage to any creature in the 
  mote’s 5-foot space. A successful Charisma saving 
  throw negates the damage.
  his spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8).
  STARFALL
  5th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You cause bolts of shimmering starlight to fall from 
  the heavens, striking ive targets within 60 feet of 
  you and in your sight. Each bolt strikes one creature, 
  doing 8d6 radiant damage, knocking the target prone, 
  and blinding it. A successful Dexterity saving reduces 
  damage to half and prevents blindness and being 
  knocked prone. If there are fewer than ive targets, 
  excess bolts strike the ground harmlessly.
  At Higher Levels. hen you cast this spell using 
  a spell slot of 6th level or higher, you create one 
  additional bolt for each slot level above 5th.
  STAR’S HEART
  9th-level transmutation
  Casting Time: 1 action
  Range: 50 feet
  Components: V, S, M (an ioun stone)
  Duration: 1 minute
  his spell increases gravity tenfold within a 50-foot 
  radius of you. All creatures in the area other than 
  you drop whatever they’re holding in their hands, 
  fall prone, become incapacitated, and can’t move. If 
  some solid object (such as the ground) is encountered 
  when lying or levitating creatures fall, they take triple 
  the normal falling damage. Any creature besides you 
  that enters or starts its turn in the area must make a 
  successful Strength saving throw or fall prone and 
  become incapacitated and unable to move. A creature 
  that starts its turn prone and incapacitated makes a 
  Strength saving throw. Failure means the creature 
  takes 8d6 bludgeoning damage; success means the 
  creature takes 4d6 bludgeoning damage but it’s no 
  longer incapacitated and it can move at half-speed. 
  All ranged weapon atacks inside the area of efect 
  have a normal range of 5 feet and a maximum range 
  of 10 feet. he same applies to spells that create 
  missiles with mass, such as a laming sphere. Creatures 
  under the inluence of a reedom of movement spell or 
  comparable magic have advantage on the Strength 
  saving throws required by this spell, and their speed 
  isn’t reduced once they recover from incapacitation.
  STARRY VISION
  7th-level divination
  Casting Time: 1 reaction
  Range: 100 feet
  Components: V, M (a sprinkling of gold dust worth 
  400 gp)
  Duration: Concentration, up to 1 minute
  As compelling fate except as noted above (starry vision 
  can be cast as a reaction, has twice the range of 
  compelling fate, and lasts up to a minute). At the end 
  of each of its turns, the target repeats the Charisma 
  saving throw. On a success, the spell ends.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 8th or 9th level, the bonus to AC increases 
  by 1 for each slot level above 7th.
  LAST RAYS OF THE DYING SUN
  7th-level evocation
  Casting Time: 1 action
  Range: 40 feet
  Components: V, S
  Duration: Instantaneous
  A burst of searing heat explodes from you, doing 
  6d6 ire damage to all enemies within 40 feet of you. 
  Immediately aterward, a wave of frigid cold rolls 
  across the same area, doing 6d6 cold damage to 
  enemies. A successful Dexterity saving throw halves 
  all the damage.
  At Higher Levels. hen you cast this spell using a 
  spell slot of 8th or 9th level, the damage from both 
  waves increase by 1d6 for each slot level above 7th.
  SUMMON STAR
  8th-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You summon a friendly star from the heavens to do 
  your bidding. It appears in an unoccupied space you 
  can see within 90 feet and takes the form of a glowing 
  humanoid with long, white hair. All creatures other 
  than you who view the star must make a successful 
  Wisdom saving throw or be charmed for the duration 
  of the spell. A creature charmed by the star repeats 
  the Wisdom saving throw at the end of its turn. If 
  successful, that creature is no longer charmed and is 
  immune to the efect from this star. In all other ways, 
  the star is equivalent to a deva. It understands and 
  obeys verbal commands you give it. If you do not give 
  the star a command, it defends itself and atacks the 
  last creature that atacked it. he star disappears when 
  it drops to 0 hit points or when the spell ends.
  
  10
  2nd level (3 slots): misty step, orb of light
  3rd level (3 slots): compelling fate, ireball, shield of star 
  and shadow
  4th level (3 slots): black hand, dimension door
  5th level (1 slot): starfall
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5
  ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage.
  NPC: Talithe Val’Shiar
  Talithe Val’Shiar is an illuminator who uses the 
  secrets of the stars to gain personal power and 
  comfort. She is always on the lookout for adventurers 
  to serve as disposable minions but prefers to meet 
  with them at night when her power is strongest.
  Val’Shiar may be willing to join forces with a 
  group of adventurers on two conditions. First, 
  they must be pursuing a mission that aligns with 
  her own goals, such as exploring ruins where she 
  believes she can ind magical items or knowledge 
  speciically useful to her. Second, she must have 
  an equal voice in the group’s decisions and an 
  equal share in the spoils. Anything less would be an 
  insult to her prowess and to her considerable ego.
  ILLUMINATOR  
  TALITHE VAL’SHIAR
  Medium humanoid (high elf), chaotic neutral
  Armor Class 13 (16 with mage armor)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (–1) 
  16 (+3) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +7, Wis +4
  Skills Arcana +7, Nature +7
  Senses darkvision 75 ft., passive Perception 11
  Languages Celestial, Common, Draconic, Elven
  Challenge 6 (2,300 XP)
  Fey Ancestry. Talithe has advantage on saving throws 
  against being charmed, and magic can’t put her to sleep.
  Innate Spellcasting. Talithe can innately cast the following 
  spell, requiring no material components.
  1/day: augury
  Master of the Endless Night: Talithe increases the spell 
  save DC and spell attack modiier of cantrips she casts in 
  dim light or darkness by 1.
  Omen of Warning. Talithe has advantage on initiative 
  checks.
  Star and Shadow Casting. Spells cast by Talithe ignore 
  necrotic resistance.
  Spellcasting. Talithe is a 9th-level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). Talithe has the following wizard 
  spells prepared.
  Cantrips (at will): light, ray of frost, shadow bite, shadow 
  blindness, silhouette
  1st level (4 slots): cloak of shadow, mage armor, magic 
  missile, shadow hands
  
  Deep Magic Illumination Magic
  11
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  distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content
  You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use
  this License, the Contributors grant You a perpetual, worldwide,
  royalty-free, non-exclusive license with the exact terms of this
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/ 
  or You have sufﬁcient rights to grant the rights conveyed by this 
  License. 
  6. Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to include the exact 
  text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
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  7. Use of Product Identity: You agree not to Use any Product
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  to indicate compatibility or co-adaptability with any Trademark 
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  13. Termination: This License will terminate automatically if
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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: Illumination  Magic © 2016 Open Design; 
  Author: Greg Marks..
  OPEN GAME LICENSE Version 1.0a
  
  AN ADVENTURE 
  ON EVERY PAGE
  Tome of Beasts brings more than 400 new foes  
  to 5th Edition, from vicious dungeon vermin to 
  earth-shaking personiications of evil!
  Every entry comes with full-color art by some 
  of the top talent in the industry. Here, 
  Dungeon Masters will ind:
  • Clockwork creatures
  • Drakes and dragons
  • Devils and arch-devils
  • Dangerous lavors 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 
  ind 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.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Deep Magic 04 Illumination Magic.pdf