
Enhasa |
Okay, this might be overkill, but I've gotta ask it. Wild Arcana says to expend a use of mythic power to cast a spell. Mythic Spellpower says you can use one of it's uses to cast a mythic spell without spending any mythic power.
So, normally I'd spend one mp one Wild Arcana to cast a fireball, and another mp to make it mythic, and another 3 to augment it. I already know that Mythic Spellpower saves me the 1 mp for mythic and the 3 mp for augment, but would it also save me the 1 mp from Wild Arcana?
RAW would seem to imply it, just not sure what the RAI are.

Peter Stewart |

I think RAI is that you can't use Mythic Spellpower to power Wild Arcana, but most of the time you are better off taking the universal ability "Extra Mythic Power" anyway, since it provides you two mythic power you can use towards any purpose rather than only the two you can use for spell.
Should only come up for the guy most desperate for mythic power who has taken Extra Mythic Power three times already and still wants to invest more path abilities in it.

Enhasa |
Which ability of Mythic Spellpower vs Extra Mythic Power is better depends solely on your build. Even without Wild Arcana, if I cast a mythic augmented fireball it costs 3 mp to do so. The Mythic Spellpower ability turns those 3 points into one use of it's pool. In the case of an Archmage who will focus on casting Mythic Augmented Fireballs, it's no question that Mythic Spellpower is better. Now, a magus, or an Archmage who doesn't care about augmented mythic spells, Extra Mythic Power is usually going to be better.
And, if I'm reading it right, and it does work with Wild Arcana, then it's a no-brainer that Mythic Spellpower is the stronger option for my build.
Edit: Also, just for extra cheese, the Channel Power path ability gives the option of expending one use of mythic power for it's benefits. RAW, my initial question should apply to this ability as well.