Mythic Spellcasting and Wands


Rules Questions


Assume for the moment that a character can cast the spell "Haste" normally, is in a Mythic Pathfinder game and has chosen "Mythic Spellcasting" as a path ability. Also assume that the character has a wand of Haste.

Can the character cast Haste from the wand, expend one use of mythic power, and gain the effects of the augmented Haste? Or does Mythic Spellcasting not work when casting a spell from a wand?

Mythic Spellcasting:
You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.

Haste:
School transmutation; Level alchemist 3, bard 3, bloodrager 3, magus 3, sorcerer/wizard 3, summoner 2

CASTING
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Augmented Haste:
Affected creatures gain an additional move action each round. the movement speed increase changes to 50 feet, to a maximum of three times the creature's normal speed for that movement type.

Augmented (3rd): If you expend two uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on the creature's normal speed.

If an affected creature moves at least 30 feet on its turn, it can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, the creature takes only half damage from moving across it.


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Wands are spell completion items so they do not benefit from your caster level, you cannot use your metamgic feats with them, etc. They literally are spells already cast by someone ELSE and put in a stick. All your doing is pulling the magic 'trigger' on that stick and firing it.

Mythic spellcasting only affects the spells you cast, not the ones expelled from spell completion items.

Activating a wand (note you activate a wand not cast a spell from it) is not that same as actually casting a spell yourself so no, it does not affect wands.


Thank you for the clarification.

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