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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lorderok wrote:
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?

Pretty much what it does.


lorderok wrote:
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?

I suppose they just mean in general what may be neat about it, like with my questions on the survivability stuff... I'm stuck at a repair shop so I'm double chomping at the bit right now, myself. :p


1 person marked this as a favorite.
Sauce987654321 wrote:
lorderok wrote:
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?
Pretty much what it does.

Mythic Adventures pg. 112

WISH
When using mythic wish to duplicate another spell, you can
duplicate a mythic spell you know (if you’re a spontaneous
caster) or have prepared (if you’re a caster who prepares spells).
If you don’t know or haven’t prepared the mythic spell, you can
expend a second use of mythic power to duplicate the mythic
version of the desired spell.
You can also produce any one of the following effects that modify
or replace effects listed in the non-mythic wish spell description:
• If you use mythic wish to remove injuries and afflictions, you
can expend a number of uses of mythic power to remove that
number of additional afflictions from all affected creatures.
• If you use mythic wish to revive the dead, you can expend
a second use of mythic power to negate the target’s
permanent negative level from the resurrection.
• Alter fate. By expending a second use of mythic power, you
can cast mythic wish as an immediate action before a 1d20
roll is attempted and choose what number you want to come
up on the die.
Augmented: If you expend two uses of mythic power, you
can cast a silent, stilled mythic wish, even if you’re helpless or
couldn’t otherwise take actions (but not unconscious).


I was wondering if they still had the Feats of (ability score) universal path abilities. I wanted to know if Feat of Strength was there and what it does.

Thanks for letting me know what Mythic Wish does. Alter Fate looks really fun.


Sauce987654321 wrote:

I was wondering if they still had the Feats of (ability score) universal path abilities. I wanted to know if Feat of Strength was there and what it does.

Thanks for letting me know what Mythic Wish does. Alter Fate looks really fun.

I've got to go for a while,but they do still have those, albeit under a different name.

The Exchange RPG Superstar 2010 Top 16, Contributor

archmagi1 wrote:
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?

Only if you buy the PDF. There is no discount on buying the PDF then getting your subscription copy though so probably better to wait.


I'm having trouble wrapping my head around this one:

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

...Okay, for a witch I can see this -- the familiar is the witch's only spellbook, and this just shifts the mechanic into the witch's own head. But wizards and magi? They could potentially have whole shelves of spellbooks gleaned from various sources, not necessarily all in the same location. How do you determine what spells a book-user has access to?


Evil Midnight Lurker wrote:

I'm having trouble wrapping my head around this one:

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

...Okay, for a witch I can see this -- the familiar is the witch's only spellbook, and this just shifts the mechanic into the witch's own head. But wizards and magi? They could potentially have whole shelves of spellbooks gleaned from various sources, not necessarily all in the same location. How do you determine what spells a book-user has access to?

The answer is all of them. Why wouldn't it be?


Evil Midnight Lurker wrote:

I'm having trouble wrapping my head around this one:

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

...Okay, for a witch I can see this -- the familiar is the witch's only spellbook, and this just shifts the mechanic into the witch's own head. But wizards and magi? They could potentially have whole shelves of spellbooks gleaned from various sources, not necessarily all in the same location. How do you determine what spells a book-user has access to?

I think you just cast, learn, and prepare spells exactly the same way you were before, but you're without a spellbook.


I've been reading my PDF and I'm really looking forward to running my Mythic campaign. Each of the Mythic paths seems like a lot of fun to play. However, I did find some possible problems with the way the Archmage Arcana and Hierophant Divine Surges work, so I've posted a question in the rules forums about them.

Basically, for some reason the Archmages need to spend an extra swift action to use their Arcana, but Hierophants don't need to do the same for their nearly identical Divine Surges.

Some people also believe that the wording on the Arcana lets Archmages cast any spell as a swift action... obviously something needs to be clarified.

Contributor

Evil Midnight Lurker wrote:
Evil Midnight Lurker wrote:
F5 F5 F5

...F5 F5 F5 F5 DING!

'Scuse me, back in a few hours :)

ME TOO!


If anyone could tell me what Feat of Strength does that would be great, since that's the last ability I wanted to know about (I don't know it's new name. It's universal path.)

Scarab Sages

1 person marked this as a favorite.

This is the summary of my opinion of all the art in the book:

Dat HAIR!

(especially Kyra, took me a minute to recognize her)

Contributor

Sauce987654321 wrote:
If anyone could tell me what Feat of Strength does that would be great, since that's the last ability I wanted to know about (I don't know it's new name. It's universal path.)

Spend Mythic Power to add a +20 circumstance bonus on one Strength check or Strength-based check.


Mythic Martials have a lot of cool abilities. My favorites are still Clean Blade and The Hand that tells you everything abilities. But they have some really good and fun options that aren't constrained to realism and are awesome. So martials got a lot of nice things.


Alexander Augunas wrote:
Sauce987654321 wrote:
If anyone could tell me what Feat of Strength does that would be great, since that's the last ability I wanted to know about (I don't know it's new name. It's universal path.)
Spend Mythic Power to add a +20 circumstance bonus on one Strength check or Strength-based check.

Does it still mention the carrying capacity part?


1 person marked this as a favorite.

Also, I got some PMs so here are the answers

To the Death (Ex): You can shrug off wounds that others would find devastating. When below 0 hit points, you don’t fall unconscious, but are instead staggered. You lose 1 hit point at the end of each turn when you take a standard action while staggered in this way.

Sustained by Faith (Su): You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.

Two-Weapon Fighting (Mythic)
With deft strikes, you gain an advantage over your foes beyond mere damage.
Prerequisite: Two-Weapon Fighting.
Benefit: As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon fighting for a number of rounds equal to your tier.

Also I like Shatter Spells

Shatter Spells (Su): You can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike or natural weapon. You must succeed at a melee touch attack against the creature or effect and expend one use of mythic power. If this attack hits, the creature or effect is subject to targeted greater dispel magic, using double your tier as your caster level. If you dispel an effect, you suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.

And I love how with a little finaggling, a fighter can cast mythic spells. Divine Source + Mythic Spellcasting :)


Amaranthine Witch wrote:
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?

Odraude, could you answer this, please?


2 people marked this as a favorite.

Gladly

Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player’s Guide) to your list each time and adding their spells to the list of those that you can cast.

Contributor

1 person marked this as a favorite.

The Mythic Water Elemental looks like Cthulhu.

This book has some of the best Paizo art yet.


I was wondering if feat of strength mentions the carrying capacity like it did before, but there are a few other things I thought of.

What does the new Wall Smasher, Aerial Charge, and Devastating Smash do, please?. I hope that's not too much.


Odraude wrote:

Gladly

Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player’s Guide) to your list each time and adding their spells to the list of those that you can cast.

Thanks!

This ability is so cool. The bolded part means that you add the domain spells to your spell list, right?


I suppose it works a bit like clerics, where you have that special slot to cast it.


I'm heading to the pub right now. Alas, someone else will have to fill you in.

Shadow Lodge RPG Superstar 2010 Top 8

Amaranthine Witch wrote:
Odraude wrote:

Gladly

Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player’s Guide) to your list each time and adding their spells to the list of those that you can cast.

Thanks!

This ability is so cool. The bolded part means that you add the domain spells to your spell list, right?

I think it's just setting up the text that follows.


Order placed on Thursday and still no PDF, sigh. =/


Interesting. Unless I am mistaken, it seems that Paizo removed the mythic ability that reduces the penalty to iterative attacks.

Makes sense. While it simplified combat when maxed out, it also seemed so good that I couldn't imagine anyone who makes attack rolls NOT taking it multiple times. It is nice to keep the choices relatively equal.

Shadow Lodge RPG Superstar 2010 Top 8

Matrix Dragon wrote:

Interesting. Unless I am mistaken, it seems that Paizo removed the mythic ability that reduces the penalty to iterative attacks.

Makes sense. While it simplified combat when maxed out, it also seemed so good that I couldn't imagine anyone who makes attack rolls NOT taking it multiple times. It is nice to keep the choices relatively equal.

Is it not called Precision, under the 3rd tier Champion abilities?


Evil Midnight Lurker wrote:

I'm having trouble wrapping my head around this one:

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

...Okay, for a witch I can see this -- the familiar is the witch's only spellbook, and this just shifts the mechanic into the witch's own head. But wizards and magi? They could potentially have whole shelves of spellbooks gleaned from various sources, not necessarily all in the same location. How do you determine what spells a book-user has access to?

All of them.

I hope. Is it only available at a certain tier, or can you have it from the get-go?

RPG Superstar 2008 Top 32

Is there a Mythic Spell Mastery feat? Is it better or worse than Perfect Preparation?

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ross Byers wrote:
Is there a Mythic Spell Mastery feat? Is it better or worse than Perfect Preparation?

The mystic version of the feat allows you to prepare your selected spells as a full round action.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder LO Special Edition, PF Special Edition Subscriber

???. Not sure I understand that one. Spell mastery lets you prep spells without a book up to INT. Perfect prep means no book. Why would spell mastery mythic allow spells as a full round action to prep - is that a benefit? I rest for 8 hours then prep some of my spells in a round? Or does it cut down the time required to fill an open slot to 1 round instead of 15 mins?


At what time tomorrow will the PDF be available for download?!?


Benchak the Nightstalker wrote:
Matrix Dragon wrote:

Interesting. Unless I am mistaken, it seems that Paizo removed the mythic ability that reduces the penalty to iterative attacks.

Makes sense. While it simplified combat when maxed out, it also seemed so good that I couldn't imagine anyone who makes attack rolls NOT taking it multiple times. It is nice to keep the choices relatively equal.

Is it not called Precision, under the 3rd tier Champion abilities?

Ahh, I missed that for some reason.

RPG Superstar 2008 Top 32

137ben wrote:
At what time tomorrow will the PDF be available for download?!?

It's usually midnight pacific time, but it might be when the Gen Con hall opens.

Liberty's Edge

1 person marked this as a favorite.
Sauce987654321 wrote:
Alexander Augunas wrote:
Sauce987654321 wrote:
If anyone could tell me what Feat of Strength does that would be great, since that's the last ability I wanted to know about (I don't know it's new name. It's universal path.)
Spend Mythic Power to add a +20 circumstance bonus on one Strength check or Strength-based check.
Does it still mention the carrying capacity part?

It does.


Can Feat of Str/Dex/Con/Int/Wis/Cha be used to give a +20 bonus on an attack roll/damage roll? What about to increase the save DC of a spell? What about to increase spells per day?

Based on the playtest I would guess yes on attack roll, no on the others (they are not d20 rolls modified by the relevant ability modifier).

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder LO Special Edition, PF Special Edition Subscriber

Actually I don't think it would add to attack rolls, just strength checks and skills.


Cat-thulhu wrote:
Or does it cut down the time required to fill an open slot to 1 round instead of 15 mins?

This. It pretty much means you can prep spells "spontaneously" directly before combat starts, depending on your enemy, or when you need them for some other task.


Teller of Tales wrote:
Cat-thulhu wrote:
Or does it cut down the time required to fill an open slot to 1 round instead of 15 mins?
This. It pretty much means you can prep spells "spontaneously" directly before combat starts, depending on your enemy, or when you need them for some other task.

Is there a required tier you have to be to get this? Because with this, there's almost zero reason to be a spontaneous caster anymore. Sorcerer and Oracle? Why bother? Wizards and Clerics with this will almost definitely outshine them from here on out. Some could say they always did outshine them. The sheer amount of versatility, now only a round away. Granted, that's one less mythic ability to be spent on something else, but this seems to be pretty powerful, even if the prepared casters were always fond of the fifteen minute trick.


I don't actually have the book yet, so no idea about prerequisites. But it doesn't look "that" powerful, considering that there's already an ability like that in the game (Spellbinder Wizard) and that's usually seen as far from overpowered.

Granted, I don't now if the Spell Mastery lets you prepare one spell or as many as you like, but it's still a Full Round Action you spend, while a spontaneous caster would already be casting. And it seem to be limited to your Spell Mastery Spells.

It's for sure weaker than the exploity "Paragon Surge" + "Eldricht Heritage" Combo (or is that one finally fixed by now?) that only spontaneous casters can pull of.

Besides, I think clerics can't take Spell Mastery.


There are 40+ Mythic Abilities for each Mythic Path and you think this one ability ruins spontaneous casting?

It's almost like you assume there are no abilities of equal power for the spontaneous casters in the book.

I don't have my PDF yet, so I can't say for sure.

Do you have yours?


Teller of Tales wrote:

I don't actually have the book yet, so no idea about prerequisites. But it doesn't look "that" powerful, considering that there's already an ability like that in the game (Spellbinder Wizard) and that's usually seen as far from overpowered.

Granted, I don't now if the Spell Mastery lets you prepare one spell or as many as you like, but it's still a Full Round Action you spend, while a spontaneous caster would already be casting. And it seem to be limited to your Spell Mastery Spells.

It's for sure weaker than the exploity "Paragon Surge" + "Eldricht Heritage" Combo (or is that one finally fixed by now?) that only spontaneous casters can pull of.

Besides, I think clerics can't take Spell Mastery.

Thank you for calming down my irrational self. And very true with Paragon Surge.

Man. I'm waiting for that PDF available link to show up. Hope with me that spontaneous casters get something nice.


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Once I sober up, I'll look again at the Archmage stuff for things on spontaneous casting. Though I recall there being a lot for sorcerers


Well, they are casters, so they will. :P
Monks on the other hand, I'm worried about.^^
Shatter Spells seems quite nice, but in the end it not only needs you to succeed on a touch attack before the dispel goes of; twice your tier, while in some cases probably completely overpowered, will also often be lower than enemy (and ally) caster level and can't be optimized at all...


Touch attacks are too easy to make. The dispell is admittedly lower, but it's good for knocking down the lower level spells that still do things against your team (Prot from Good, False life, etc). Plus, since it is double your mythic tier, it does catch up a bit in terms of usefulness.


Yup, it is nice to have, flavor- and useful utility, but I think it's not THAT great either, especially in combat against full caster.
Touch Attacks might be easy to make against most enemies, but there is still at least a 5% chance of failure and you have to get to melee range first. Also notice that it, in difference to the barbarians spell sunder, does not ignore concealment.
A simple displacement and your chance to waste actions + Mythic Point is already greater 50%.

Btw, the level of the spells has nothing to do with dispel magics effectiveness, the only thing that interests is the caster level. It is actually less likely to dispel low level spells, since it first checks the high level ones. I don't know where many people get that idea (if you meant potion/scroll casted buffs, that's something else).


There;s no chance of failure if you have the path that allows you to roll a 1 without failing automatically :D

But even with a .05% of failing, which is still a low chance, it's a good ability to have. Not to mention, how many wizards and sorcerers do you fight that have displacement on all the time? And even with the 50% chance to miss, there's also a 50% chance to hit ;). All and all, I don't think it's as bad as people make it out to be.

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