Mythic Magic: Occult Spells (PFRPG) PDF

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Mythic Magic: Occult Spells brings you you 129 all-new mythic spells from Pathfinder Roleplaying Game Occult 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. If you like occult mysteries and psychic magic, this is the book for you as it completes the mythic rules for every spell in Pathfinder Roleplaying Game Occult Adventures. All of them, from akashic form to withdraw affliction and all spells in between.

Whether you’re a true psychic spellcaster or a user of arcane or divine magic who simply dabbles in the world of spirits and psychics, Mythic Magic: Occult Spells contains mythic spells of every level and every kind, from minor spells to the mightiest magics. You will find combat spells like id insinuation, synaptic overload, and explode head right alongside defensive magic like sealed life and tower of iron will, spells to aid your allies like dream voyage and contagious zeal, and utility spells like akashic form, create mindscape, and bilocation!

Grab this 28-page book by Jason Nelson, Amanda Hamon Kunz, and Jonathan H. Keith today and make the occult Legendary!

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An Endzeitgeist.com review

5/5

This installment of the Mythic Magic-series clocks in at 28 pages, 1 page front cover, 1 page inside of front cover, 2 pages of editorial, 1 page of SRD, 3 pages of advertisement, 1 page inside of back cover, 1 page back cover, leaving us with 18 pages of content, so let's take a look!

We begin this mythic upgrade for the glorious occult spells with an alphabetic list of the spells, including hyperlinks, before going into the spell descriptions. The upgrades of the respective occult spells to mythic levels of power follow by now well-established standards - analyze aura allows for instant information on auras, for example. Apport Animal increases the distance it can travel and extends the target creatures to Small or smaller animals. The mythic iteration of bilocation allows for the 5th tier augment to increase the action array available at the character's disposal.

The more unique spells also feature some interesting tricks - create mindscape lets you choose slow or rapid time, interacting well with the cool concept. Mindscapes can also be detected with the respective spell through divination-blocking effects. Longer durations, increased chances of getting useful information via grave words...some solid upgrades here. Mythic mind swap's allows for decreased duration self-bind after a swap and then reverse the swap at a moment's notice, adding a cool tactical dimension to the spell. Better object possession and possessing objects that kill you reflexively feel frickin' occult and damn cool!

Remaining only stunned while using psychic image, using psychic surgery to aid in retraining...very cool. One of my favorites, though, would be withdraw affliction, now with the option to hold the affliction in your hand and hurl it at foes...or use mythic power to make them traps or use them more often, spreading curses. Absolutely glorious!

Now, psychic spellcasting does have some peculiarities -in case you were wondering, undercast psychic spells can be mythic, but is always treated like the lower-level version. Mythic psychic spells can only be undercast as mythic spells when the character knows the lower-level mythic spell. Spontaneous psychic spellcasters that choose to lose an earlier version of a spell that can be undercast, the mythic spellcaster can no longer cast a mythic or augmented version of that lower-level spell. And yes, Mythic Spell Lore works just like for arcane and divine spells. The different scaling psychic spells tend to share a mythic version regarding effects, which means that augments there sometimes are limited to the version they work for; still, I would have preferred different augments within the sequences. That. may just be me, though.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches herein. Layout adheres to Legendary Games' two-column full-color standard and features some nice full-color pieces of artwork, though fans of Legendary Games will know a couple of them from previous publications. The pdf comes fully bookmarked for your convenience.

Jason Nelson, Amanda Hamon Kunz and Jonathan H. Keith deliver a more than solid take on mythic, occult spellcasting - formally, there is not much to complain here, particularly considering the increased difficulty of designing both with occult and mythic spells. I am a huge fan of Occult Adventures as a book, as you may have noticed - I love the aesthetics, rules, focus - everything about this book is awesome in one way or another. If anything, my only gripe with this pdf is that I would have loved this pdf to make slightly more use of the unique ideas of the hardcover. That being said, there is genius and evocative material herein alongside more conventional designs. My final verdict hence will clock in at 5 stars.

Endzeitgeist out.


Community Manager

Now available!

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

Woohoo, many thanks to Amanda Hamon Kunz and Jonathan H. Keith for helping to bring all these awesome occult spells to life!


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

Thanks for the great review, Endy!


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