Mythic Magic: Horror Spells (PFRPG) PDF

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Magic Most Frightful!

Mythic Magic: Horror Spells is the latest all-new Mythic Magic supplement, bringing you 69 all-new mythic spells from Pathfinder Roleplaying Game Horror Adventures! While the original mythic rules for Pathfinder included many cherished favorites from the Pathfinder Roleplaying Game Core Rulebook as well as the other core rules hardback rulebooks and the Mythic Spell Compendium compiled a vast array of mythic spells for your game, new rules for Pathfinder continue to come out and spellcasters have a continual supply of new tricks to try from more recent rulebooks like Pathfinder Roleplaying Game Horror Adventures. That diversity of options that we love so much about the game is what Legendary Games brings to you in the Mythic Magic series. The product before you completes the mythic rules for every spell in Pathfinder Roleplaying Horror Adventures. All of them, from absurdity to wither limb and all spells in between.

Whether you wield arcane, divine, or psychic magic, Mythic Magic: Horror Spells contains mythic spells of every level and every kind, from minor spells to the mightiest magics. You will find combat spells like barbed chain, screaming flames, and waves of blood right alongside defensive magic like ban corruption, impossible angles, and profane nimbus, spells to bring sorrow and despair like mad sultan's melody, dreadscape, and maze of madness and suffering, and of course a huge toolbox of magic designed to tap into the deepest and darkest secrets man was not meant to know, like contact entity, compelling rant, and plundered power!

Grab this 26-page Pathfinder Roleplaying Game supplement by Alex Riggs and Jason Nelson today and Make Your Game Legendary!

This book is a terrific companion to the Mythic Spell Compendium, with over 2000 mythic spells, as well as the other books in the Mythic Magic line!

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An Endzeitgeist.com review

5/5

This installment of the Mythic Magic-series clocks in at 26 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction, 1 page advertisement, 1 page back cover, leaving us with 18 pages of content, so let's take a look!

Well, I know - it does sound a bit like a contradictio in adjecto - horror and mythic gameplay? Well, once one thinks about it, that seeming contradiction is immediately resolved: After all, when dealing with potent, heroic characters, why not even the playing field with high-powered, mythic villains? At the same time, the corruption of true paragons of virtue and demi-gods can indeed make for an intriguing set-up.

As always in this series, we take a massive hardcover's spells and add mythic upgrades to the respective spells, so let us survey how the horrific options fare when upgraded to mythic status! After an alphabetical list of the spells covered (handy), we begin with absurdity, which ties in, penalty-wise, with humor-based spells in addition to numerical escalation of penalties etc. - really creative here would be the 4th tier augment, which adds nauseated to the aftermath of fear-based effects that the spell would provide immunity for, which makes for a rather interesting array of options as far as I'm concerned.

Alleviate Corruption is a spell, at least in its mythic iteration, that should be welcomed by anyone disliking the implementation of the system, allowing for the removal of manifestations and a 2-stage decrease...oh, and via 6th tier augment and 3 uses of mythic power, you can potentially avoid catching corruptions. There also are mythic upgrades that do not require their sometimes problematic components and we have modifications, for e.g. assume appearance allowing for the assumption of a helpless target's appearance in a focus modification, with the augment further enhancing this trick - really cool!

Not all spells, obviously, are thus enhanced in breadth - ban corruption, for example, simply also suppresses the effects on a successful save as well and it also increases the spell's duration. Barbed chains can be used for grappling when properly augmented and blood ties eliminates the damage cap of transferred damage, which enhances the spell's already impressive narrative potential. Nice job there!

Contact entity, just fyi, lets you contact more of them and yields a bonus when interacting with them...oh, and at higher tiers, you can mix the eldritch abominations you contact! The curse of fell seasons is vastly expanded (1 mile per tier radius), also enhancing the cool visuals and potent curse-visuals of the base spell...and yes, obviously, this extends to curse of night. And yes, before you're asking, I'm so making dread lords use mythic spells and abilities. MUAHAHAHA!

...

Sorry, disregard that. The various curse terrain spells all get different entries - beyond control of hazard placement, we get more of them and yes, once again, the radius is vastly enhanced. Using decapitate as a response to a critical threat and get a bonus to confirmation...other than that, we have increased bonus damage and penalized saves for nonmythic creatures - ouch!

Decollate ties in with one of my favorite Ravenloft NPCs, allowing for the removal of heads of even unwilling victims. For this upgrade alone, I'd hug this pdf - to anthropomorphize it slightly...oh, and action economy and interaction are presented in clear and concise ways - pretty damn cool! Flickering Lights allow for slightly more control by rolling twice...while green caress amps up the body horror by making it work *a bit* like a plant apotheosis...not fully, but enough to be weird in an uncanny valley way. Impossible Angles increases the chaos of the direction stumbled in a fun manner, while, guess what, mythic massacre really lives up to its name...and the augment makes it conical and adds necromantic energy to the fray. As a minor complaint, that should probably be negative energy damage, not untyped.

The various effects for maze of madness and suffering are creative and honestly, can be used for really potent terrain hazards, should you choose so. Phobia's upgrade is also devious, providing new and sensible options to the spell. Pure narrative gold: The upgrade of the sacramental seal spell, which now comes with a mighty 10th tier augmentation that allows for at-range maintenance of the seal. "We were all safe while the kind of wizard lived...but now, the darkness has broken free..." It should also be noted that the new types of fear introduced in Horror Adventures have found their respective rules-language. Sleepwalking suggestion, btw., does now allow you to go full-blown Wieland-plot with it! And no, I have not nearly touched upon all of the spells, just tried to provide a nice and varied sampling.

Conclusion:

Editing and formatting are top-notch, I noticed no significant hiccups in either formal or rules-language criteria. Layout adheres to Legendary Games' 2-column full-color standard for the series. The artworks should be mostly familiar ones for fans of LG - they are in full-color and mostly fit the content. The pdf comes fully bookmarked for your convenience.

Alex Riggs and Jason Nelson deliver one furious, amazing upgrade for the spells in the Horror Adventures hardcover. As always in this series, I am impressed by the work that has went into this book, but more so than by the numerical upgrades and escalations, it is the increase in breadth, the better representation of mighty concepts that made me enjoy this. Much like the installment on Intrigue Spells, this amps up the themes and, in my book, the expanded curses and potent abilities herein just scream for being tied to the dread lords! The creative and concise rules-language delivers and, as a whole, this is not only a good options-book - it is a great book for GMs using Horror Adventures to get more out of the tools they have, to tell different stories. And that is more than most spellbooks can ever hope to accomplish. While there are a few cosmetic nitpicks I could field, ultimately, that would not do the book justice. I consider this an awesome expansion, well worth of a final verdict of 5 stars + seal of approval.

Endzeitgeist out.


Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

The horror! The horror!


1 person marked this as a favorite.

Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.

Thanks for the great review, Endy - glad you loved it!


Thanks for making this awesome book!


1 person marked this as a favorite.
Quote:
I consider this an awesome expansion, well worth of a final verdict of 5 stars + seal of approval.

And now it's on my wish list. Curse you!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

shadowkras wrote:
Quote:
I consider this an awesome expansion, well worth of a final verdict of 5 stars + seal of approval.
And now it's on my wish list. Curse you!

Hey, it IS a book of horror spells - cursing comes naturally! :)


2 people marked this as a favorite.

Indeed, it contains mythic curses, dare I say, those of the grandest kind?

Spoiler:
Metal ftw. - that was a reference to a song by Vision Bleak, whose text I used as the base for a curse-monologue. For anyone interested, this is the song-text:

When the moon is on the wave,
And the glow-worm in the grass,
And the meteor on the grave,
And the wisp on the morass
When the falling stars are shooting,
And the answer'd owls are hooting,
And the silent leaves are still
In the shadow of the hill,
Shall my soul be upon thine,
With a power and with a sign.

Though thy slumber may be deep,
Yet thy spirit shall not sleep;
There are shades which will not vanish,
There are thoughts thou canst not banish,
By a power to thee unknown,
Thou canst never be alone;
Thou art wrapt as with a shroud,
Thou art gather'd in a cloud;
And for ever shalt thou dwell
In the spirit of this spell.

Though thou seest me not pass by,
Thou shalt feel me with thine eye
As a thing that, though unseen,
Must be near thee, and hath been;
And when in that secret dread
Thou hast turn'd around thy head,
Thou shalt marvel I am not
As thy shadow on the spot,
And the power which thou dost feel
Shall be why thou are forced to kneel
Shall be what thou must conceal.

And a magic voice and verse
Hath baptized thee with a curse;
And a spirit of the air
Hath begirt thee with a snare;
In the wind there is a voice
Shall forbid thee to rejoice;
And to thee shall night deny
All the quiet of her sky;
And the day shall have a sun,
Which shall make thee wish it done.

From thy false tears I did distil
An essence which hath strength to kill;
From thy own heart I then did wring
The black blood in it's blackest spring;
From thy own smile I snatch'd the snake,
For there it coil'd as in a brake;
From thy own lip I drew the the charm
Which gave all these their chiefest harm;
In proving every poison known,
I found the strongest was thine own.

By thy cold breast and serpent smile,
By thy unfathom'd gulfs of guile,
By that most seeming virtuos eye,
By thy shut soul's hypocrisy;
By the perfection of thine art
Which pass'd for human thine own heart;
By thy delight in others' pain,
And by thy brotherhood of Cain,
I call upon thee! and compel
Thyself to be thy proper hell!

And on thy head I pour the vial
Which doth devote thee to this trial;
Nor to slumber, nor to die,
Shall be in thy destiny;
Though thy death shall still seem near
To thy wish, but as a fear;
Lo! the spell now works around thee,
And the clankless chain hath bound thee;
O'er thy heart and brain together
Hath the word been pass'd - now wither!

(And yes, there are so-called near-rhymes here - eye and hypocrisy.)

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