Mythic Magic

Friday, October 11, 2024

While mythic stories often focus on heroes who use cunning and strength to outwit or overpower their foes, Pathfinder is also a world of high magic. Powerful spellcasters might leverage an understanding of the four essences of matter, mind, spirit, and life to unlock the secrets of reality, or they might create bonds with magical entities who channel the power of one of the four traditions of arcane, divine, occult, or primal magic into them. Whatever the nature of a character’s spellcasting ability, they are certain to extend to entirely new heights by blending it with mythic power.

Not including mythic feats and mythic items, there are two types of mythic magic presented in War of Immortals: mythic spells and mythic rituals.

Art by : pathfinder iconic heroes Samo and Nahoa shelter on a rock on the beach while Samo awakens the water into the shape of a giant hand

Samo awakens the ocean.
Illustration by Oleksii Chernik


Mythic spells can only be cast by mythic characters, and they require expending a Mythic Point as part of their casting. These spells cover all four traditions and cover all spell ranks from 1st to 10th. They span the gamut from the whimsical 3rd-rank travel by turtle, which summons a massive turtle that can eventually carry you and an entire army across oceans, to devastating spells of ultimate power, like the 10th-rank incarnate spell summon Oliphaunt of Jandelay, which brings forth a manifestation of one of the most fearsome avatars of annihilation to obliterate your foes.

Mythic rituals take longer to cast, requiring a primary caster capable of making a given check at mythic proficiency and a number of supporting casters, but their effects are even farther-reaching and typically more permanent. The terrifying 8th-rank awaken curse ritual imbues a curse with life and sentience, transforming it into a predatory force resistant to being counteracted and capable of spreading itself to new victims. The potent 9th-rank ocean’s roar ritual can bring a great body of water to life, transforming a lake or sea into an elemental capable of causing tsunamis and choosing who it allows to travel across, under, or through it.

These spells and rituals aren’t the only tools your magical characters can find in War of Immortals; there are also mythic feats like Mythic Magic and destinies like the limitless Wildspell. Be among the first to follow your Mythic Calling by pre-ordering Pathfinder War of Immortals or subscribing to the Pathfinder Rulebook line today!

Michael Sayre (he/him)
Director of Rules & Lore

More Paizo Blog.
Tags: Pathfinder Pathfinder Remaster Pathfinder Roleplaying Game Pathfinder Second Edition War of Immortals

Pathfinder Rulebook Subscriber

Awakening the ocean wasn't on my bingo card, but it makes me excited.

Also is limitless Wildspell really a mythic destiny? Something about it's name seems a bit off to me compared to the other destinies that we know about.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

OMG!


Pathfinder Roleplaying Game Superscriber

Awaken Curse seems like a fun way to set a BBEG for a campaign. I'm curious to see how these spells and rituals look in their entirety! Just got the notification that my order is being prepped, and I can't wait to see it ship!


8 people marked this as a favorite.

I want whatever spell Geb used on the Field of Maidens


22 people marked this as a favorite.

"So, how long's the march to the enemy nation?"
"Oh, you didn't hear? Some half-god Witch is going to summon a giant turtle to carry us all there."
"…A turtle?"
"Yeah. It's gonna take like a day."
"On the back of a turtle."
"M-hm."
"Huh. Is the shell flat or are some of us gonna have to like, cling to the sides the entire time."
"I did not ask."


24 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Would four people casting Travel by Turtle be able to support an elephant that has a disc shaped planet on its back?


2 people marked this as a favorite.
Starfinder Superscriber
Evan Tarlton wrote:
Would four people casting Travel by Turtle be able to support an elephant that has a disc shaped planet on its back?

I like the way you think sir, and that's what I was going to ask.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

So excited for Mythic Magic and very interested in Wildspell Mythic Destiny.


Travel by turtle? I guess my main question is, can the turtle fight? If so, how high its level would be?

With mythic spell, can I raise an entire island from depth of the ocean, just like Aroden?


Aenigma wrote:
With mythic spell, can I raise an entire island from depth of the ocean, just like Aroden?

Well if not, you can at least raise an entire ocean from around an island!


3 people marked this as a favorite.

Curious if the Awaken Curse ritual is at all inspired by the Kan'tanu heart curses that appear quite late in the Defiance of the Fall book series. They are sentient curses that will kill their host if the host defies the curse's will, aggressively seek a new host upon the host's death and that can even infect an entire world in certain circumstances.

Scarab Sages

7 people marked this as a favorite.

I've always wanted to summon the Oliphaunt of Jandelay. I'll see if I can fit him on the back of that turtle.


Arkat wrote:
I've always wanted to summon the Oliphaunt of Jandelay. I'll see if I can fit him on the back of that turtle.

I'm imagining the spell is just a whistling noise, a shadow, and then the entire battlefield is under a giant foot.


1 person marked this as a favorite.

Hella excited for war of the immortals both the stories and mechanically but assuming mythic doesn't break the system entirely like in 1e I hope Paizo remembers Kineticists exist since some of the stuff really feels like its messing with their thing (such as the lifting an ocean part)

They regularly got screwed in 1e since their blasts aren't considered spells or weapons so ALOT of stuff didn't apply.


1 person marked this as a favorite.
Failedlegend The Eternal Gish wrote:

Hella excited for war of the immortals both the stories and mechanically but assuming mythic doesn't break the system entirely like in 1e I hope Paizo remembers Kineticists exist since some of the stuff really feels like its messing with their thing (such as the lifting an ocean part)

They regularly got screwed in 1e since their blasts aren't considered spells or weapons so ALOT of stuff didn't apply.

IIRC there was a proposal to make Kineticist blasts a type of unarmed strike and their impulses a kind of innate spell specifically so they would integrate with the exsisting system smoothly. But, the majority voted for completely unique mechanics and we are where we are.


I wonder if mythic magic will be like 10th level spells: visually and conceptually cool, but nearly unusable due to their size and scale in real combats.

Liberty's Edge

Failedlegend The Eternal Gish wrote:

Hella excited for war of the immortals both the stories and mechanically but assuming mythic doesn't break the system entirely like in 1e I hope Paizo remembers Kineticists exist since some of the stuff really feels like its messing with their thing (such as the lifting an ocean part)

They regularly got screwed in 1e since their blasts aren't considered spells or weapons so ALOT of stuff didn't apply.

Since casting a Mythic spell requires spending a Mythic Point, and I do not see any requirement of being able to cast a certain spell beforehand (as opposed to Mythic versions of PF1 spells), I feel Kineticist could totally use them without breaking any Mythic balance.

Just write that Kineticists can cast a Mythic spell with their Element's trait as an Impulse and it's done.


1 person marked this as a favorite.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Summoning the Oliphaunt is... probably not a good idea. Be careful what you wish for. :-)


3 people marked this as a favorite.
Ed Reppert wrote:
Summoning the Oliphaunt is... probably not a good idea. Be careful what you wish for. :-)

It does say "a manifestation of..." which doesn't necessarily make it a good idea, but its not the actual Oliphaunt itself AFAICT.

Liberty's Edge

glass wrote:
Ed Reppert wrote:
Summoning the Oliphaunt is... probably not a good idea. Be careful what you wish for. :-)
It does say "a manifestation of..." which doesn't necessarily make it a good idea, but its not the actual Oliphaunt itself AFAICT.

Also it's an Incarnate spell. The manifestation is not there for long.


3 people marked this as a favorite.
The Raven Black wrote:
glass wrote:
Ed Reppert wrote:
Summoning the Oliphaunt is... probably not a good idea. Be careful what you wish for. :-)
It does say "a manifestation of..." which doesn't necessarily make it a good idea, but its not the actual Oliphaunt itself AFAICT.
Also it's an Incarnate spell. The manifestation is not there for long.

Though, to be honest, depending on how big this manifestation is it may not need to be.


I'm also hoping that we get rules for creature creation rituals to go up to 20th level. It's not hard to extrapolate from the costs we already have, it's very roughly a 50% increase each level give or take, but it'd still be cool to see the rules telling us we can do that stuff.


The Raven Black wrote:
glass wrote:
Ed Reppert wrote:
Summoning the Oliphaunt is... probably not a good idea. Be careful what you wish for. :-)
It does say "a manifestation of..." which doesn't necessarily make it a good idea, but its not the actual Oliphaunt itself AFAICT.
Also it's an Incarnate spell. The manifestation is not there for long.

The lore of the Oliphaunt is that it doesn't want to stick around no matter how you summon it. You just hope to maintain some level of control for as long as it's on your planet. So the Incarnate spell is probably the safest way to do this.


The Raven Black wrote:
glass wrote:
Ed Reppert wrote:
Summoning the Oliphaunt is... probably not a good idea. Be careful what you wish for. :-)
It does say "a manifestation of..." which doesn't necessarily make it a good idea, but its not the actual Oliphaunt itself AFAICT.
Also it's an Incarnate spell. The manifestation is not there for long.

I have yet to use an an incarnate spell. They are difficult to use in most encounters with an insufficient benefit.

One of the few incarnate spells I've seen that was mildly interesting was summon flesh-forged. You pretty much have to open with them for them to do their thing and spend a high level spells against a sufficient number of targets to make them feel worthwhile. The area is often very large too which sounds impressive but isn't given you don't often fight groups that larger.


Deriven Firelion wrote:
The Raven Black wrote:
glass wrote:
Ed Reppert wrote:
Summoning the Oliphaunt is... probably not a good idea. Be careful what you wish for. :-)
It does say "a manifestation of..." which doesn't necessarily make it a good idea, but its not the actual Oliphaunt itself AFAICT.
Also it's an Incarnate spell. The manifestation is not there for long.

I have yet to use an an incarnate spell. They are difficult to use in most encounters with an insufficient benefit.

One of the few incarnate spells I've seen that was mildly interesting was summon flesh-forged. You pretty much have to open with them for them to do their thing and spend a high level spells against a sufficient number of targets to make them feel worthwhile. The area is often very large too which sounds impressive but isn't given you don't often fight groups that larger.

Flesh forged is solid, I've used it before. Summon irii is also quite useful. And draconic legion is highly flexible damage.


Summon Kaiju is fun. Rarely practical, but it's fun.


3 people marked this as a favorite.

The main message I'd like to send to Paizo on mythic magic and high end magic:

1. Build encounters where we can use this and feel good. That means enough room to use without hammering your party and a big enough, bad enough encounter where it doesn't feel better to use a different spell.

Or

2. Build the spells to work in different areas or without hitting your allies as an innate party of the spell.

This is not just for incarnate, but for many level 9 and 10 spells that visually and conceptually seem spectacular, then I try to use them and the area is just too big and too much risk hitting my own party. So you end up rarely using them because the circumstances are too hard to fit them in.

I want either circumstances to exist that would make them great to use or for them to have variable area size I can use on the smaller scales most encounter design occurs on.


Yeah lots of high level dungeons are... really small. You need room for giant monsters and giant AoEs, and nothing says epic like gigantic places or tombs.


4 people marked this as a favorite.

I feel like if you Incarnate the Oliphaunt of Jandelay in a dungeon, that dungeon will now have a sunroof the size of a city.


Perpdepog wrote:
Arkat wrote:
I've always wanted to summon the Oliphaunt of Jandelay. I'll see if I can fit him on the back of that turtle.
I'm imagining the spell is just a whistling noise, a shadow, and then the entire battlefield is under a giant foot.

Like Bambi Meets Godzilla, only bigger.

Scarab Sages

4 people marked this as a favorite.
UnArcaneElection wrote:
Perpdepog wrote:
Arkat wrote:
I've always wanted to summon the Oliphaunt of Jandelay. I'll see if I can fit him on the back of that turtle.
I'm imagining the spell is just a whistling noise, a shadow, and then the entire battlefield is under a giant foot.
Like Bambi Meets Godzilla, only bigger.

I'm guessing not that many people have seen that (very) short film.


1 person marked this as a favorite.

^Here you go, for your viewing enlightenment.

Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Paizo Blog: Mythic Magic All Messageboards

Want to post a reply? Sign in.