Pathfinder Roleplaying Game: Mythic Adventures (OGL)

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Pathfinder Roleplaying Game: Mythic Adventures (OGL)
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Heroes of Legend

Not all heroes are created equal. Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!

Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:

  • Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.
  • New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.
  • A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!
  • Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!
  • A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!
  • A complete mythic adventure for 7th-level characters.
  • Advice on running a mythic game and forging your own legends.
  • ... and much, much more!

ISBN-13: 978-1-60125-549-5

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Paizo's only major failure

1/5

This is my only 1 star review of a Paizo product. So I feel the need to explain why.

Mythic Adventures is a based on a great idea. Instead of restricting epic play to (say) characters after level 20, create a mythic system that runs orthogonal to standard level advancement, and which allows players to do things and explore themes not allowed by the standard ruleset.

In the abstract, here are the kinds of things one would want such a product to do:

--1. Provide new mythic abilities which provide plot hooks, inspire the imagination, and suggest ideas for various campaigns or adventures.

--2. Provide new mythic abilities which allow players to do qualitatively different kinds of things than the standard ruleset allows.

Now, D&D 3.5 and Pathfinder have a number of problems when it comes to high-level play: everything takes too long to resolve, and the combat starts turning into rocket-tag -- whoever goes first wins. In part this is because the core game offers more means of boosting offense than defense, and in part this is because the D&D 3.5 math doesn't extend well to high level play. Given this, here are the kinds of things one would hope such a product would avoid:

--3. Avoid positing many more mythic abilities that boost offense than defense.

--4. Avoid new abilities which just add static bonuses to everything. (Increasing everyone's BAB and AC by 10 doesn't make your game more mythic -- it just leaves you with the same game but different numbers.)

--5. Avoid positing abilities which do little other than boost the numbers into the high-level regime where the D&D 3.5 and Pathfinder math breaks down.

--6. Avoid adding abilities which add new sui generis ways of making the game rocket-tag like, by adding yet more "I win"-types of abilities (either by themselves, or in combination with other Pathfinder material that's been published elsewhere).

Unfortunately, for the most part, the mythic ruleset doesn't satisfy these desiderata. Most mythic abilities and spells offer what are effectively bland numerical boosts. There are many more ways to boost offense than defense. There are a handful of abilities inspire plot hooks and feel epic (mythic Levitate and mythic Sleep, for example), but they're surprisingly few in number -- the spells in Ultimate Intrigue offer more interesting plot hooks and adventure ideas than can be found in this entire book. And the mythic rules introduce a huge number of ways to break the game, especially when considered in combination with abilities offered in other books: attacks that do over a 1000 points of damage, spells that ignore SR, give no save, and could kill any creature published in the Bestiary, and so on. (The 3rd party product Mythic Solutions offers some helpful suggestions for how to tone down the mythic rules a bit, but in my experience, most of the game-breaking abilities and combos we ran into are left intact.)

It's not all bad. As I mentioned, there are a handful of mythic spells that feel epic and are plot-hook inspiring, and the book offers some tools for DMs to use to make opponents more deadly. But on the whole, most of what's in this book is best avoided.


Rare mixed, but generally okay, score

3/5

This book presents an excellent way, which I think worked better than 3.0-3.5's epic system, to allow for the truly legendary and heroic heroes of the world. Think less Aragorn and more Beowulf. In general it is a fine product and I don't recommend against getting it.

That said though I found it flawed in two ways which, while they've occasionally crept up into other PF/Paizo books, I think need to be noted.
1) Balance issues. To some extent when you discuss epic you're throwing that out the window anyway but this book, more so than even other books like the ARG or what the Ultimate series offered, needs a GM to keep an eye on what's going on. I wish it had undergone more play testing but I think this might just be an inherent issue at this power level. When you start multiplying character power as a DM you need to be ready to regulate that.
2) Print quality. The bigger issue I had. I've tried to physically own this book 4 times now. Twice from game stores in two different states and twice from a credible online store. In all four cases I found inking issues on some of the artwork, 3 of the times on the same few pictures. This is problematic because one of the biggest reasons to get the printed book and not just use the online info for free is the artwork. I am about to try and buy it again now, hopefully it's on a later run at this point and that's been fixed. That said, if you buy it and care about the artwork make sure to look at the larger pictures in the book and make sure they aren't faded or have streaks at any points.

In summary though, I want to make it clear that for it's price it's not a bad book. I'd give it a C++ or B-, it won't be something you regret (especially if you don't care much about a few images being a little off). It was a good, and unique, Paizo/Pathfinder book just not one of their very best.


5/5

I've reviewed this book over on RPGGeek.com.


Hopefully More To Come

3/5

I was thrilled at the concept of this book. Sometimes the story, the characters, need to step up to a more rareified level and really bring the oomph and this book provides the oomph. I especially love some of the little pieces added therein that make a mythic adventure less roll-play and more role-play; the concept that mythic power can simply go away, that the leveling of tiers is solely up to the DM, that in fact much of the advancement and introduction should be story-based.

Loved all of that.

But for what I didn't love.

1. The powers offered are wildly inconsistent in effectiveness. I don't mean powers that are taking for a roleplaying reason. I mean powers that are obviously crunch-based when compared to another crunch power and you cannot fathom how one is supposed to anywhere near equal another. The same with the feats.

2. The very limited scope of mythic paths. I get that this is the intro book and we cannot get a ton of paths right off the bat, but really, six paths? Only 37 pages of path descriptions and powers out of 250+ pages? I've played more characters that wouldn't fit into these paths thematically than would.

3. Mythic monsters takes 57 pages and could have been done in 10. Paizo has been awesome about not reprinting crunch from one book to another, really guaranteeing the value you get in a book. But the monsters presented are basically mythic versions of creatures we all know already. And the mythic build rules for creatures are simple enough (a good thing!) that all we really needed was one example.

So, I like the idea, was a little less than thrilled with the execution, but I am awaiting more.


BAD *SS book

5/5

Here is why I like it. The system is so flexible that a GM can attach the rules to his or her game anywhere, anytime. Additionally, said GM can pace advancement to fit his or her campaign. Want PCs that are only marginally more powerful than standard PCs? Simply space or limit the number of trials.

Walks like its mythic, quacks like its mythic. It's mythic.


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Shisumo wrote:
Rogue Eidolon wrote:
It actually isn't even an exaggeration with the qualifiers I gave. Granted, to ensure this works, your scythe ally may have to use a mythic point to get an extra action (using it to move next to the enemy, then coup de grace), so in that case, it's limited by your ally.
It's limited by a few other things as well, like there only being one target you and your ally can afford to concentrate on for a round, there being no other enemies nearby who want to take advantage of the AoO provoked by performing a coup, that sort of thing. But still, yeah. It's really ridiculously potent.

Yep, certainly--when I said "any non-mythic creature", I just meant one creature. But that one creature can be arbitrarily high-CR (unless it has Fortitude saves in the +40s or so, in which case it can just shrug off the coup de grace, but I don't think we have any nonmythic monsters right now who do). Since it only uses up two party members to do so, I suppose that also means that any level 1 tier 1 party of Size N (composed of half witches and half scythers) winning initiative can one round a group of N/2 nonmythic enemies regardless of CR, but there we start running into AoOs if the enemies have Combat Reflexes or Uncanny Dodge, so it's not fully applicable in all cases.


Well, I know that my witch player who doesn't use slumber hex will greatly appreciate that mythic power... he has horrible luck with enemy saving throws.


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Rogue Eidolon wrote:
Shisumo wrote:
Matrix Dragon wrote:
Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.
Not exactly. Non-mythic targets are automatically affected by a mythic hex for 1 round; they don't save until round 2. RE is just saying that mythic slumber is basically game over for any non-mythic target. That's a bit of an exaggeration... but only a bit of one. That's a ridiculously potent combo, for sure.
It actually isn't even an exaggeration with the qualifiers I gave. Granted, to ensure this works, your scythe ally may have to use a mythic point to get an extra action (using it to move next to the enemy, then coup de grace), so in that case, it's limited by your ally. I mean, I expect mythic PCs to be very strong against nonmythic enemies, but a CR 15 monster, say, should be able to defeat (or at least non automatically lose if it loses initiative against) a level 1 tier 1 party.

I can see where this can be a problem. I'm just gonna bring it to my group and houserule it that potent hexes like slumber and such when used as mythic (with or without the expenditure of mythic power) targets get a -5 or some penalty to the save. Things like misfortune and such I'm not too concerned about.


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Mythic Owlbear by Ben Wootten


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Ok, that mythic owlbear is awesome.


Shisumo wrote:
Matrix Dragon wrote:
Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.
Not exactly. Non-mythic targets are automatically affected by a mythic hex for 1 round; they don't save until round 2. RE is just saying that mythic slumber is basically game over for any non-mythic target. That's a bit of an exaggeration... but only a bit of one. That's a ridiculously potent combo, for sure.

*looks at Baba Yaga again*

Hoo boy. That's gonna suck.

What's the spread of abilities like in terms of offensive, middle-range and defensive? For example, a lot of Baba Yaga's crazy defensive stuff comes from additional boosts to her build beyond the norm for a mythic character (e.g. her Dancing Hut). Is it possible with the mythic rules to basically make a super-offensive character ("glass cannon"), or do they trend towards making characters able to survive a great deal more and generally provide extreme defensive buffs?

Also, if mythic hexes are that good, do other classes have mythic options that are of similar power?

Oh, and with the mention that Leadership comes up a lot, is there an option to get an extra cohort anywhere in there, out of curiosity? Right now, I think it only exists as a 3PP feat (based on d20pfsrd).


Pathfinder Lost Omens, Rulebook Subscriber

Haven't gotten my download yet, le sigh. Oh well, will just have to content myself with reading the bits mentioned here,


To people with the PDF already, are there mythic lycanthropes


Nope.

The Exchange

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I love love love Mythic Kyra's outfit.

Contributor

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Wouldn't a mythic lycanthrope just be a mythic humanoid who contracted lycanthropy?


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Not quite. There is the Mythic Vampire and Mythic Lich, which are both templates that specifically replace the Mythic Tiers of a creature with Mythic Ranks. And they are templates. So I think there's room for a Mythic Lycanthrope.


Mythic lich?

Erm... how powerful is it? Any intriguing new abilities?


Well, the one presented in the book is CR 17 with a Mythic Tier of 7. It gets all the stuff a normal lich does, plus it gets increased channel resist, a phylactery that can't be harmed by non-mythic people, Mythic Spell casting, and the ability to, as an immediate action, counter a spell. Higher ranking ones can also heal every time they cast magic spells and treat level 1 spells like cantrips. It can auto detect casters within 60 ft of it and gets some Hierophant and Archmage abilities. All in all, very nasty.


Odraude wrote:
Well, the one presented in the book is CR 17 with a Mythic Tier of 7. It gets all the stuff a normal lich does, plus it gets increased channel resist, a phylactery that can't be harmed by non-mythic people, Mythic Spell casting, and the ability to, as an immediate action, counter a spell. Higher ranking ones can also heal every time they cast magic spells and treat level 1 spells like cantrips. It can auto detect casters within 60 ft of it and gets some Hierophant and Archmage abilities. All in all, very nasty.

Ouch. The bolded in particular is a nasty one. Basically means that if the PCs aren't mythic, then a hypothetical mythic lich BBEG is unkillable (permanently, anyway, since he'll always regenerate)?

The playtest had the Ascension spell, that could allow a group of characters to "become mythic" for a time with the focus on a minor artifact. Is that one still there? My mind is spinning out an adventure where beating the mythic lich is possible, but first the players have to find a way to ascend to mythic status themselves, even if only temporarily, so they'd need to hunt down the Ascension spell or an item that could cast it.

And speaking of artifacts, any new and/or interesting ones in the book?


The Ascension spell is still there, no worries.

I'd have to reread artifacts. I really loved the Aegis. Gives you bonuses to AC and you can turn people into stone.


Odraude wrote:

So this is the definition of DR/Epic, italicized for emphasis.

** spoiler omitted **

So does this mean that a +5 flaming sword could bypass DR/Epic?

That seems like a pretty large nerf. It makes DR/Epic much less potent. Well maybe not that much since people could get normal builds that do way more than the most DR anyway I guess. I suppose if they kept it the way it was they would have had to include rules for making +6 and higher weapons though, and mythic and epic rules are not the same and that could have caused problems. I still think it seems too easy to get a weapon that's qualifies as "epic".

I also wonder how it will effect the balance of using old epic level monsters, not only from material Paizo has put out but also from the old Epic Level Handbook.


I wouldn't really consider it a nerf, since for a while, the only thing that had DR/Epic was the tarrasque. And a +6 and beyond weapon is pretty expensive, so I wouldn't count on seeing someone with it till the mid teens.

Contributor

At that point, its like, "Oh no! Your mildly expensive weapon is overcoming the damage reduction of my Tarrasque! If only it had nearly two pages of other rules that it could use to remind you why it is the highest CR monster printed before the release of Mythic Adventures!"


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I don't know, I personally think the wording may mean that a +5 Bane or Furious weapon can bypass DR/Epic, since it technically counts as having a higher enhancement bonus than +5 when used properly.


I'm not really a fan of the change to let nonepic weapons bypass epic damage reduction. Basically, it comes down to balance:
a simple fact of weapon optimization is that pure enhancement bonuses are really underpowered compared to the abilities weapons can get. If you are optimized, then for most of the game your fighter should have a +1 <good abilities> weapon, and very rarely is a +5 weapon preferable.

Back in 3.5, when weapons with enhancement bonuses higher than +5 were allowed (but for 10 times the cost, and only craftable by epic characters), DR/epic was pretty much the only incentive to get an enhancement bonus higher than the required +1.

Now, with abilities counting towards epicness, there is even less reason to get weapons with enhancement bonuses rather than abilities.

On the other hand, the abilities on weapons, in addition to being far more powerful, tend to be, IMO, more interesting, so perhaps removing the last shred of incentive to get +X weapons is a good thing.

Silver Crusade

Pathfinder Adventure Path Subscriber

F5, F5, F5, F5, F5, F5 ... damn, I've had to cancel this one subscription due to overseas shipping costs :/

At least the PDF comes early.


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137ben wrote:

I'm not really a fan of the change to let nonepic weapons bypass epic damage reduction. Basically, it comes down to balance:

a simple fact of weapon optimization is that pure enhancement bonuses are really underpowered compared to the abilities weapons can get. If you are optimized, then for most of the game your fighter should have a +1 <good abilities> weapon, and very rarely is a +5 weapon preferable.

Back in 3.5, when weapons with enhancement bonuses higher than +5 were allowed (but for 10 times the cost, and only craftable by epic characters), DR/epic was pretty much the only incentive to get an enhancement bonus higher than the required +1.

Now, with abilities counting towards epicness, there is even less reason to get weapons with enhancement bonuses rather than abilities.

On the other hand, the abilities on weapons, in addition to being far more powerful, tend to be, IMO, more interesting, so perhaps removing the last shred of incentive to get +X weapons is a good thing.

Just a minor point they is a reason to get weapons with a greater than +1 bonus due to the new rules on DR.

Page 562 CRB on Damage reduction: +3 overcomes cold/iron, +4 overcomes adamantine, and +5 overcomes alignment based DRs.

Figured you might have been aware of that change.


The Adamantine Golem also has DR/epic. And I for one like the new change to how to overcome epic. Most people at least in my group pick up weapons from encounters and use that as their main weapon and yes we could buy +6 and higher weapons but we mostly don't since there's so many other magic items people want. I think at best 1 player, maybe two, out of 5 will be able to bypass DR/epic. Just my 2cp.


Ah, I figured there was a creature I forgot. Also include the Hekatonkheires and Thanatonic Titans. Surprisingly not the Elysian Titan


So, can someone that has it tell me how To the Death and Mythic Toughness stack up to how they used to? Also, Sustained by Faith?


I am still waiting for the printed version and we are still using the playtest .. maybe someone can answer a quick question:
Is there a mythic version of the feats TwoWeaponFighting and Weapon Focus in the book?


Eridan wrote:

I am still waiting for the printed version and we are still using the playtest .. maybe someone can answer a quick question:

Is there a mythic version of the feats TwoWeaponFighting and Weapon Focus in the book?

Yes

Silver Crusade

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Dragon78 wrote:

I really don't feal that this cover art makes me think mythic or anything close, kinda disapointing. Maybe if the dragon was covered in glowing runes or had a halo of light around it.

This book and Ultimate Campaign have not convinced me to reniew my subscription to this line anytime soon.

Is it the art that keeps you from renewing your subscription or the actual content of the book?

If it is the latter, then I totally agree with you for Ultimate Campaign. Mythic Adventures, however, is an outstanding book IMO.

Love the mythic tier abilities and spells. I would put the mythic feats at the bottom of the things I like about the book (and I still liked those too!)

Archmage was my favorite Tier


Cornellius Aggredor wrote:
Love the mythic tier abilities and spells. I would put the mythic feats at the bottom of the things I like about the book (and I still liked those too!)

Playtest had a lot of mythic feats that required non-mythic qualifier feats (e.g. Weapon Finesse before getting the mythic upgrade). Does MA have a lot of "feat tree" style mythic feat options?

And do they all feel suitably mythic in nature?


Shisumo wrote:
Odraude wrote:
So where is the ability to grant spells? Couldn't find it.
It's the Tier 3 Universal Path ability Divine Source (yes, your fighter can grant spells), on page 51.

Let's go back to this for a moment. How does this work?

Owner - House of Books and Games LLC

Argh. Got ship notices for the minis, but not the books *sigh*

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

gbonehead wrote:
Argh. Got ship notices for the minis, but not the books *sigh*

I feel your pain. Nothing yet...


Matthew Morris wrote:
gbonehead wrote:
Argh. Got ship notices for the minis, but not the books *sigh*
I feel your pain. Nothing yet...

My subscription has been pending since Friday. It's maddening!

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
voska66 wrote:
Matthew Morris wrote:
gbonehead wrote:
Argh. Got ship notices for the minis, but not the books *sigh*
I feel your pain. Nothing yet...
My subscription has been pending since Friday. It's maddening!

Be warned - Paizo have said this batch of shipping will probably take until the 23rd to complete, and we all started pending Thursday/Friday


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I was looking over the pdf, and besides seeing that casters have a massive upper hand as usual, I noticed an error in the mythic spells part. On page 103 it says "POWER WORD KILL
Treat the target’s current hit point total as though it were
lowered by 5 times your tier. For example, a 3rd-tier archmage
casting mythic power word kill would instantly kill a creature
with 85 hit points or fewer."
This is incorrect, they did the math backwards. It would instantly kill a creature with 115 HP or fewer, as lowering the 101 hit point threshold makes the spell weaker.


The wording is correct. In your example, you would treat a 115 HP creature as if it had 100 HP.


Talomyr wrote:
The wording is correct. In your example You treat a 115 HP creature as if it had 100 HP.

Yes, my point exactly. That is treating it as if its HP(115>=) is lowered by the tier*5 (15) to 100>=.

With the book's wording, it's treating the creature's HP(85>=) as if it were raised by the tier*5(15) to 100>=.


lorderok wrote:
Talomyr wrote:
The wording is correct. In your example You treat a 115 HP creature as if it had 100 HP.

Yes, my point exactly. That is treating it as if its HP(115>=) is lowered by the tier*5 (15) to 100>=.

With the book's wording, it's treating the creature's HP(85>=) as if it were raised by the tier*5(15) to 100>=.

Can you post the actual language?


The target number for PWK does not change (i.e 100 HP). The way that reads (to me anyway). Is that the 3rd tier guy can now target the 115 HP guy, but as far as the caster is concerned, the target would only have 100 for purposes of the effect of the spell.

Granted it could have been worded a bit more clearly by simply saying add 5 HP/Tier to the upper end of the range for the spell, but as written it is saying that exact same thing.


Evil Midnight Lurker wrote:
F5 F5 F5

...F5 F5 F5 F5 DING!

'Scuse me, back in a few hours :)


Though I do know that it's an imposition, would anyone be able to perhaps say if TTD, Sustained by Faith, and Mythic Toughness have changed too much? Those are pretty much the only things I need to worry about ASAP for my game before being able to grab the proper book...


Peter Stewart wrote:
lorderok wrote:
Talomyr wrote:
The wording is correct. In your example You treat a 115 HP creature as if it had 100 HP.

Yes, my point exactly. That is treating it as if its HP(115>=) is lowered by the tier*5 (15) to 100>=.

With the book's wording, it's treating the creature's HP(85>=) as if it were raised by the tier*5(15) to 100>=.
Can you post the actual language?

I did in my original post, it's in quotes.

Shadow Lodge

lorderok wrote:
and besides seeing that casters have a massive upper hand as usual...

Sorry to hear this, but not exactly surprised. Can't wait to see the Mythic Campaign Setting poduct, chock full of mythic wizards and clerics...and some 3rd/2nd level Warrior/Expert with a single mythic tier to represent non-casters.


Nothing on Mythic Wish?

Silver Crusade

Pathfinder Adventure Path Subscriber
Kthulhu wrote:
lorderok wrote:
and besides seeing that casters have a massive upper hand as usual...
Sorry to hear this, but not exactly surprised. Can't wait to see the Mythic Campaign Setting poduct, chock full of mythic wizards...and some 3rd/2nd level Warrior/Commoner with a single mythic tier.

Named Yrag Xagyg, to add insult to injury. ;-)


Sauce987654321 wrote:
Nothing on Mythic Wish?

What do you mean?


lorderok wrote:
Sauce987654321 wrote:
Nothing on Mythic Wish?
What do you mean?

The Wish spell that is mythic in this book.

Scarab Sages

So... If we don't get our subscription shipping notice by tomorrow when the PDF goes live... do we get access to the pdf anyway?


Sauce987654321 wrote:
lorderok wrote:
Sauce987654321 wrote:
Nothing on Mythic Wish?
What do you mean?
The Wish spell that is mythic in this book.

What do you want to know about it?

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