
rlane187 |
We are running Wrath of the Righteous. We have a mythic archmage with the Wild Arcana ability. I understand that there is an errata out there somewhere that changed the cast time to a standard action versus a swift action.
Wild Arcana (Su):
As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of “1 standard action” (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
This looks a little over powered to me, so my first thought is that I am not reading it correctly. Can an 8th level Wizard with the Mythic version of Ice Storm really cast this spell as many times per day as they have mythic power points without using a single spell slot? What about non-Mythic versions of spells?

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For comparison:
Champion gets Fleet Charge which is a swift action to move their speed and make an attack, basically improved pounce.
Hierophant gets the same thing as Archmage with Inspired Spell.
Marshall can give all of its allies a move action to move, effectively giving pounce to the whole party.
Trickster can also Fleet Charge, or guarantee a sneak attack.
Guardian... well it can ignore some damage or something.
Archmage could have chosen Arcane Surge to do the Swift Action cast of any spell that they have prepared without expending it instead. Basically free Quicken Spell. Non-mythic have to double roll their save, and the caster gets to double roll vs Spell Resistance. Doesn't get to add free metamagic though. So basically, the advantage of Wild Arcana is that it can be any spell your class can cast, and you can add some limited metamagic (can't be higher then the highest you can cast).
You might also be missing this: "Casting Mythic Spells: If you know the mythic version of a spell, any time you cast the spell, you may expend one use of mythic power to convert the spell into its mythic version as you cast it. This doesn’t change the level of the spell slot you use to cast the spell. If you’re a caster who prepares spells (such as a cleric or wizard), you never have to prepare the mythic version of a spell—if you prepare the non-mythic version, you may cast it as the mythic version by expending one use of mythic power."
So the Archmage doesn't get Wild Arcana: Mythic Ice Storm for 1 Mythic Power, it costs 2.

Zepheri |

it is the same whether it is the mythical or normal spell, the point of the Wild Arcana is that it applies all the rules as if it were a normal spell (it can be countered, it will give attacks of opportunity if it does not cast defensively, etc) you can apply meta magic as long as you have a spell slot equivalent to your normal use. however you cannot use the mythic version if you do not have the universal ability or feat that the mythic version of the spell gives you. other than that if he has any other ability that requires the use of mythical power, he will think twice. example my arcanist is dual path archmage / guardian (wild Arcana / absorb blow)

Mysterious Stranger |
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If you are playing in a mythic campaign you will quickly find that most if not all of it is overpowered. Mythic rules are designed that way and they actually get a lot worse than that. Normal pathfinder rules were designed to simulate things like Lord of the Rings, and a lot of other modern fantasy fiction. Mythic rules were designed to simulate something closer to Greek mythology. Think Hercules or Perseus instead of Argorn .
It can be fun but you need to abandon your concept of balanced, because it is not. Mythic is a chance to go crazy with your character.

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2 people marked this as a favorite. |

If you are playing in a mythic campaign you will quickly find that most if not all of it is overpowered. Mythic rules are designed that way and they actually get a lot worse than that. Normal pathfinder rules were designed to simulate things like Lord of the Rings, and a lot of other modern fantasy fiction. Mythic rules were designed to simulate something closer to Greek mythology. Think Hercules or Perseus instead of Argorn .
It can be fun but you need to abandon your concept of balanced, because it is not. Mythic is a chance to go crazy with your character.
If you want to stay with Tolkien, Mythic is playing in the First Era (the Simmarillon) instead of the Third Era (Lord of the Ring).

Claxon |

Mysterious Stranger wrote:If you want to stay with Tolkien, Mythic is playing in the First Era (the Simmarillon) instead of the Third Era (Lord of the Ring).If you are playing in a mythic campaign you will quickly find that most if not all of it is overpowered. Mythic rules are designed that way and they actually get a lot worse than that. Normal pathfinder rules were designed to simulate things like Lord of the Rings, and a lot of other modern fantasy fiction. Mythic rules were designed to simulate something closer to Greek mythology. Think Hercules or Perseus instead of Argorn .
It can be fun but you need to abandon your concept of balanced, because it is not. Mythic is a chance to go crazy with your character.
That's a good analogy, as Middle Earth has become substantially less magical over time.

Mysterious Stranger |

The OP did not ask if it was powerful, they asked if it was overpowered. Compared to non-mythic spell caster it is definitely over powered. Compared to other mythic options it is not.
Channel power is a lot more powerful than being able to cast a few more spells. Doing 50% more damage, imposing a -4 penalty on the spell, and ignoring spell resistance is a lot worse. The extra damage also stacks with empowered spell.

Zepheri |

I see the mythical book as a version of the epic d & d manual only something more powerful (especially the spell caster parts), PCs gain extra life and additional ability but do not earn either BA or ST; and since they are not subject to the level system but to alternate events, it does not affect the character at all. if we converted this system to d & d each level of mythical would increase the character's ECL to +1 for each tier won

Melkiador |

It's been clarified. It is a swift action to activate Wild Arcana, but the caster still has to use the standard action to cast the actual spell. This is not a shortcut to swift action spellcasting and is something that people got confused over very early on.
That doesn't follow at all, because the same text is used for Arcane Surge. Wild Arcana being a swift action is just a mistake. It's been corrected in FAQ and in the official online document as being a standard action.
Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot.
Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot.

Quixote |

That's a good analogy, as Middle Earth has become substantially less magical over time.
It's pretty good, but I would say that standard Pathfinder is much more akin to Sword and Sorcery genre fiction than The Lord of the Rings. Magic is much more subtle and nebulous in Tolkien's work than magic missiles and fireballs. Aragorn's most astounding feats of physical prowess were really just running real far and staying awake for a long time.
..anyway. Back to the actual point of the thread!