This incredible supplement is a massive expansion to the mythic spellcasting options presented in the Pathfinder Roleplaying Game Mythic Adventures hardcover, including mythic versions of every single spell in the Pathfinder Roleplaying Game Core Rulebook that is not already detailed in the mythic rules. This product contains over 400 mythic spells from cantrips and orisons to 9th-level spells, from acid arrow to zone of truth, as well as complete spell lists for every spellcasting core class, providing a detailed reference of mythic and augmented mythic spells from class spell lists for bards, clerics, druids, paladins, rangers, sorcerers, and wizards, as well as cleric domain spells and sorcerer bloodline spells. In addition, this product contains several new mythic feats and path abilities to enable characters to make better use of these expanded spell offerings.
This 100-page full-color reference has not only elegant and innovative design by the same authors that brought you a large number of the mythic spells in Pathfinder Roleplaying Game Mythic Adventures, but also the beautiful production values and top-notch functionality you expect from Legendary Games, with internal and external hyperlinking and indexing, allowing you to jump from lists to individual spells. If you're implementing the mythic rules in your campaign, or even if you're just curious about exploring the possibilities that mythic spells allow, you cannot miss Mythic Magic: Core Spells.
This product includes TWO downloadable files: one full-color version and one print-safe version.
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This is the first purchase I've made from a third-party publisher here on Paizo. While it probably won't be my last, it certainly will be my last from Legendary Games.
The Good: The pdf has good production values, from art to editing. Some of the choices in typography are jarring, but don't really detract.
The Bad: Quite a list.
- Some spells, such as invisibility purge, are actually weaker than their non-mythic counterparts.
- Some spells, such as mending, are actually more powerful than their higher-level mythic counterparts. Why would you ever take mythic make whole, if you were using this product?
- Some spells make heavy use of the authors' own house rules, with little in the way of logic behind them. Planar binding is a fairly egregious example.
- Other spells have extremely poorly considered interactions with other effects, such as mythic permanency being completely free with mythic spellpower.
- Some spells have a wealth of mythology to draw from, and yet, the authors completely ignore this rich source of inspiration for their own lackluster versions. A major part of why I purchased this product was to see someone's take on mythic geas.
- The authors did not seem to be bothered with looking up the meaning of the words some spells draw from, such as simulacrum.
- Other spells have a combination of the above issues - summon monster.
- The overwhelmingly vast majority of acceptable spells have one of two patterns: "The mythic version of this spell gains the same benefits as mythic x from Mythic Adventures" and "Add (half) your tier to x"
- For such wisdom and insight, it appears to not be open game content.
The most damning aspect, however, is that out of the hundred and some spells I was most interested in and went over for this; not a single one of them had the 'wow' factor that many spells in Mythic Origins and Mythic Adventures do. Soulreaver, Elemental Bombardment, Sleep, Solid Fog, Sands of Time, Modify Memory - the mythic versions of these spells can define a scene in a story - and do so powerfully. Geas is the central focus of entire mythic arcs from our own world - why should Pathfinder's mythic geas be any less? Mythic simulacrum could take a decidedly creepy turn. Instead it gets epic dr.
Ultimately, when rating this product, I have to base it off of "Will I use this?" - I certainly would not allow it as a GM, and as a player, would be disappointed in a GM who did. As other reviewers mention, Legendary Games got this product out extremely fast. While the editing is stellar, the degree to which these mythic spells are thought out reflects the celerity of the authors.
This massive pdf is 100 pages long, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC, 1 page SRD, 2 pages of introduction to the matter at hand, 3 pages of advertisement, 1 page inside of back cover, 1 page back cover, leaving us with 88 pages of content, so let's take a look!
Now I'll come clear from the beginning - while I love cinematic scenes, to me it is REGULAR guys accomplishing these feats of derring-do what makes them epic in the first place. I'm a bit of a mythic skeptic and while I have run my fair share of mythic scenes (crashlanding a flying fortress through the defense-fortresses and armies as a culmination of a holy war in my last campaign, to name one), they have to be earned - becoming mythic is something only a scarce few should accomplish and honestly, I was rather afraid that Mythic Adventures would up the ante too much. Thankfully, the rules allow for a relatively tight control on how much mythic powers become available and hence, I can get behind the system...only problem being that one hardcover was simply not enough by any stretch of the definition: Whether its monsters, paths or spells - there simply wasn't enough space to cover mythic rules in the level of detail I'm comfortable with. Enter this book, among others.
With lightning-quick speed, Legendary Games have delivered ALL the missing core-spells, upgraded to their respective mythic variants, but before we take a look at them, we are introduced to two feats, one of which unlocks mythic cantrips (what may seem as a contradictio in adjecto, but more on that later) and a feat that allows you to apply mythic power to scaled spells - which is brilliant: Communal, mass, improved etc. - twice your mythic tier of such variant spells are learned, adding more fuel to burn for casters. We also get a new 1st tier-ability with Mythic Minor Magic as a bonus mythic feat or Mythic Spell Scaling - i.e. a way to get easy access to both new feats.
Next up are spell-lists by class - Bard, Cleric, Druid, Wizard etc. - including domain-lists, bloodline-lists etc. - as a cool benefit, each of the spell-lists mentions the respective page upon which the mythic spell can be found and is additionally linked to the page - one click and the pdf puts you on the page: Kudos for making this so easy to navigate. Now, of course the Mythic Adventures-spells from the hardcover are not in here, but after using this pdf for a prolonged time, I honestly wished my hardcover of Mythic Adventures would be that easy to navigate.
But that's not what interests you now, is it? What about the spells? Well...each and every spell from the CORE-book that's not covered by Paizo's Mythic hardcover has been tackled - several of which with options to augment them with or without mythic tiers required - usually 3rd, 4th or 6th level, with some examples like Dominate Animal providing an upgraded augment unlocked on 6th mythic tier, allowing you to highjack the long-time (1 day per level rather than an hour)-dominated animal's senses as a swift action sans ill-effects of disorientation.
Now I have an issue as a reviewer here - as much as I'd like to, I cannot cover each and every spell herein without blowing this review up to unprecedented length, so let me instead provide some samples to give you a good idea of what to expect from these pages, all right?
Let's take Deathwatch as an example - this spell allows you to roughly determine the percentile hp of the creatures still remaining: above 90%, 90 - 30% and below 30% and also shows negative levels and con drain/damage. Delay Poison adds half mythic tier as a bonus to saves versus the poison once the spell has run its course, whereas Delayed Blast Fireballs, much like many damage-dealing spells, have their damage-dice expanded and may also be augmented at 3rd mythic tier to instead detonate multiple times for less damage or at 6th tier, further expand the damage-dice when powered by mythic power and even ignore resistance and immunity to fire. Now I mentioned cantrips - so what about light? Apart from light, mythic power equal to an incoming darkness-descriptor spell may be used to counter darkness-effects as an immediate action via this spell.
Prismatic Walls in mythic versions afflict foes close with prismatic spray and later extend the range of said zone of death further. Harder to destroy Prying Eyes with darkvision and resurrecting allies can now be done with less costly materials by using mythic power. One central rules-theme would be the dissolution of HD-limits, increased damage-dice, ignoring immunities, adding mythic tier-score to effects, extending AoEs and generally more flexibility though that does not apply to all of the spells, with variety comes a necessity to reflect this variety in the respective mythic spell designs. Of course, interaction between mythic invisibility and mythic see invisibility as well as how they interact with non-mythic versions are covered, even beyond the latter's ability to reduce concealment miss-chances. These showcase well the level of detail required for a this broad coverage of spells.
In fact, while there are unifying themes among the spells, the augments and mythic versions are surprisingly varied while still maintaining a distinct voice of rules that lends a sense of wholeness to the pdf's mythic spells.
Conclusion:
Editing and formatting are very good, I didn't notice any significant glitches apart from minor issues like a letter that was supposed to be bold not being bold - nitpicky gripes at best. Layout adheres to an easy-to-read full-color 2-column standard, with neat full-color artworks mixed with pencil-drawings in b/w. The artworks are awesome, but some you may have seen in other Legendary Games offerings and the mixing of both styles detracts slightly from the otherwise perfectly unified look of the pdf. As a layout-peculiarity, page 64 is only half covered - there seems to be an illustration missing. We get this offering in an additional, more printer-friendly version and both come bookmarked excessively, which, alongside the immensely useful linked spell-list result in this pdf being superbly useful and easy to navigate.
This is beyond ambitious. Within record time of the release of Mythic Adventures, Legendary Games has released this massive book of CRUNCH. Of in your face, no-frills, full-blown crunch. As a reviewer, books like this are WORK - crunching numbers, looking for discrepancies. With that and my designing-experience, I can attest that this book must have been a chore at times to create and it speaks of the diligence of designers Jason Nelson and Jonathan Keith that they managed to get this out as fast as they did and in the quality.
Now let's get one thing out of the way: Yes, this is not a particularly cheap pdf - in fact, it is rather expensive. But what it covers also makes this not just AN expansion for mythic spellcasting, but rather THE expansion: With diversified augments, the mythic spells herein are actually much more eclectic in the options they allow than basic, non-mythic spells, hence making casting these spells much more enjoyable. Beyond that, this pdf covers so many spells and does this in a way that makes this supplement look like a chapter that has been cut from Mythic Adventures - the massive array of mythic spells herein should not be considered optional for a mythic campaign, but rather as a required collection. Is it perfect? No, but it succeeds with bravura at its given task and while it may not be a cheap offering, if you're playing a campaign using mythic rules...then your group needs this pdf. And yes, the price-point hurts, as do the scarce few gripes I could muster - but still: My final verdict will clock in at 5 stars - How else rate a supplement for a mythic campaign that is NOT optional and may be considered a required expansion-chapter of Paizo's hardcover? If you run a mythic campaign, then this should be considered a required purchase.
If you're going to run a mythic campaign in the near future, then this book is a must. If you're a player, beg your DM to buy this book so that you can have some fun with the extra selections that this book gives you so that you won't have to get stuck with the few spells from Mythic core.
Content wise, the book delivers its promise. All core spells (if I'm not missing any) had been given a mythic version. Though some spells remain relatively circumstantial, there are some that you must simply pick because they're awesome. But the best thing is that even cantrips and orisons had been "mythified". Organization wise the book is quite thorough, providing general Mythic spell list with page numbers by class, by domains and bloodlines.
Bookmarks are available for the PDF and it's quite extensive... but stopped being extensive when it comes to the spell descriptions (didn't provide bookmarks for spell description in alphabetical order - in fact, it lacks one). Certain artworks are seemingly out of place, but they are of high quality nonetheless (especially the paladin on the same page with Mythic Miracle).
It's slightly on the high end price wise, but if you're going to run a mythic game then you might as well get Mythic Magic to open up choices for Mythic spellcasters. It's going to be fun for both ends.
Good work, Legendary Games!
Note: This review is made after the revision on 21/9/2013: after removing "unclear wording" and adding Mythic Permanency.
If you like mythic spells, you’ll like this PDF. This weighty supplement has all the spells from the core rulebook that were left out of Mythic Adventures, updated for use as mythic versions. Will you ever use all of these spells? Probablly not, but this gives you all the options you could ever hope for. If you’re looking for high quality supplements to add to your gaming library, look no further than the guys at Legendary Games. All there stuff is awesome, and this offering is no different. Check it out, you won’t be disappointed!
Any possibility of herolab files for this in the near future?
Jason Nelson
RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games
The HeroLab folks are working on doing a bunch of our products, but they are on their own schedule when it comes to which products they do and when, so I can't give you a date... but things are in motion. :)
I seem to recall something about a big announcement about developments in the land of Mythic spells.
In another thread I mentioned how much I loved this book, and was anxiously awaiting the followup. The hint was dropped that I would be pleased in March. :D
Jason Nelson
RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Strange that this book does not have a print edition, while its extensions Mythic Magic: Advanced Spells I and Mythic Magic: Ultimate Spells I are available in print.
How does this book (and also the other two) compare to the upcoming Mythic Spell Compendium from the Mythic Mania Kickstarter? From the desciption of that book, one could be led to think that the Kickstarter book would include this content here; would that be a correct assumption?
How does this book (and also the other two) compare to the upcoming Mythic Spell Compendium from the Mythic Mania Kickstarter? From the desciption of that book, one could be led to think that the Kickstarter book would include this content here; would that be a correct assumption?
Based on this post from Jason, the answer to that question is: Yes, all of the spells from the Mythic Magic books will be included in the Mythic Spell Compendium.
Jason Nelson
RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games
Zaister wrote:
Strange that this book does not have a print edition, while its extensions Mythic Magic: Advanced Spells I and Mythic Magic: Ultimate Spells I are available in print.
There are a couple of reasons for that:
1. The original InDesign files for the product were lost in a hard drive crash and the backups ended up 3000 miles away from the layout person in a storage area after he moved. The "web" version of the PDF isn't formatted properly to work with the CreateSpace Print on Demand system.
All the original Word files exist, so I could pay someone to re-layout the book, but that's just another cost on top of #2.
2. At 100 pages, the economics of a print-on-demand softcover don't work out very favorably for selling it anywhere other than our own site (and even there it wouldn't be great), because when you sell print books the publisher gets a much lower consignment percentage (usually only 40-50% of the list price of the book) and the price you can reasonably charge for a book declines in a sharper curve than the cost of the book does.
3. Once our Mythic Mania Kickstarter took off as a big success, we were looking at being able to do a larger hardback rulebook in a large print run where the unit cost of each book could be much lower, and we figured it would be a better deal overall to just wait and incorporate it as part of the final book.
So why do the two shorter books have print versions? That's mostly a factor of #1 - the economics of print-on-demand just work a lot better on shorter books. The 64-page Advanced Spells I is probably about as big of a POD product as we would want to make. I think.
We're exploring other options for printing as we go along, and if things change we may be able to make bigger limited-run softcovers. For now, though, we decided to just keep this one in PDF.
Zaister wrote:
How does this book (and also the other two) compare to the upcoming Mythic Spell Compendium from the Mythic Mania Kickstarter? From the desciption of that book, one could be led to think that the Kickstarter book would include this content here; would that be a correct assumption?
The Mythic Spell Compendium will include mythic versions of every spell from the Pathfinder hardback core rules, plus Deep Magic, plus more besides. You can wait until next summer to pick it up, or you can pick up these component books in print or PDF in the meantime if you prefer, or do both.