@Goldfish bleh, I shouldn't do this stuff right now. Ok, just...use Surge of Inspiration but assume that it requires the Dual Path feat to make work. Idk. A little out of it right now, I'm afraid.
Just reword it as "Gain Wild Arcana and Inspired Spell at 1st Tier instead of a Feat. You have access to Path Abilities from both Archmage abd Hierophant."
 
@Azel
Are you sure about Mythic SotD yet?
If I understood DP's explanation it's a significant loss of control over who gets burned compared to the regular version.

Mythic Bloodwish would be a great increase in versatility, allowing us to cast all spells in its range as Mythic spells by simply paying two power points rather than one.
There are many juicy low-level spells that we will never take via Mythic Spell Lore because they are individually not worth it, but that are really good to have access to at need.
Augmented Spells – d20PFSRD

Break Enchantment, Breath of Life, Cloudkill, Confusion, Disintegrate, Fire Shield, Haste, Mage Armor, Planeshift, Sending, Telekinesis and Wall of Fire are all made substantially better in the Mythic version, with effects that are somewhat niche, but good.
I think that's worth having.
 
@Azel
Are you sure about Mythic SotD yet?
If I understood DP's explanation it's a significant loss of control over who gets burned compared to the regular version.

Mythic Bloodwish would be a great increase in versatility, allowing us to cast all spells in its range as Mythic spells by simply paying two power points rather than one.
There are many juicy low-level spells that we will never take via Mythic Spell Lore because they are individually not worth it, but that are really good to have access to at need.
Augmented Spells – d20PFSRD

Break Enchantment, Breath of Life, Cloudkill, Confusion, Disintegrate, Fire Shield, Haste, Mage Armor, Planeshift, Sending, Telekinesis and Wall of Fire are all made substantially better in the Mythic version, with effects that are somewhat niche, but good.
I think that's worth having.
I've seen it and I'm all for it, but I would rather wait until next tier.

We can still shape True Dooms AoE as normal, so we loose sone fine control, but it's not as if we kill everything in all directions.

We just can't fire it into a melee.

On the flipside, with the partial petrification effect and increased damage, it can now screw you even harder even when you save. Couple it with a Spellsurged Avasculate and it kills even Balors dead on a slightly decent roll. Otherwise, Firebrand. Now it's definitely dead.
 
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I've seen it and I'm all for it, but I would rather wait until next tier.

We can still shape True Dooms AoE as normal, so we loose sone fine control, but it's not as if we kill everything in all directions.

We just can't fire it into a melee.

On the flipside, with the partial petrification effect and increased damage, it can now screw you even harder even when you save. Couple it with a Spellsurged Avasculate and it kills even Balors dead on a slightly decent roll. Otherwise, Firebrand. Now it's definitely dead.

Does it get double range from spending Mythic Power?
 
Here's my proposal for the updated Mythic Shadow of the Doom.

Shadow of the Doom
Transmutation [Fire]
Level: Sorcerer 8
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. cube/level
Duration: 1 hour/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

The area you designate becomes a blistering hot environment, immediately raising the temperature by 3 temperature bands.
For example, if the temperature is moderate, it raises to severe heat.
If the new temperature is above the hot band, all surface water is turned to vapor and all earth and stone becomes igneous rock or volcanic soil (caster's choice) to a depth of 10 feet per caster level.
Air within the area becomes choked with volcanic ash (cuts visibility in half) while the rapid changes of pressure and heat cause a thunderstorm.
Living creatures caught within the area when the spell is cast instantly turn to stone (as per the Flesh to Stone spell). Creatures normally immune to the spell, such as Undead, instead count as having succeeded their saves and take damage accordingly.
If a creature successfully saves, Shadow of the Doom deals 1d6 points of fire damage per caster level. This damage has the Searing property.
Creatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of the ash fall, heat and the thunderstorm for the duration of the spell.
Objects in the area, including those held by creatures, are instantly covered in a thin layer of ash, making them slippery.
When a creature uses such an item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Dexterity check or it drops the item before it can be used.
Fire spells cast within the area gain a +1 caster level.
Multiple Shadows may be cast in the same area to increase the effects (raising the temperature by an additional 3 bands).
The caster my designate a safe area no bigger than a third of the total area. The spell doesn't affect that area. Alternatively, he may select up to CL targets to be immune to the effects if he succeeds on a Concentration check of 22 + Number of people he wishes to isolate from the spell.

Arcane Material Component: A piece of obsidian.

Mythic: Damage increases to 1d6+1 points per level on a failed saving throw and those affected suffer 1d6 points of Strength, Dexterity, and Constitution damage as their flesh partially transforms into obsidian. You cannot, however, designate creatures to be unaffected by a Mythic Shadow of the Doom spell.
-Augment (3rd Tier): You can expend two uses of Mythic power to increase the damage inflicted to 1d10 per level and the ability damage to 2d6.
-Augment (8th Tier): By expending ten uses of Mythic power, the range of Mythic Shadow of the Doom becomes Line of Sight and its area of effect changes to 1,000 foot radius per caster level plus Mythic tier.
 
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Mythic: Damage increases to 2d4 points per level on a failed saving throw and those affected suffer 1d6 points of Strength, Dexterity, and Constitution damage as their flesh partially transforms into obsidian. You cannot, however, designate creatures to be unaffected by a Mythic Shadow of the Doom spell.
-Augment (3rd Tier): You can expend two uses of Mythic power to increase the damage inflicted to 1d10 per level and the ability damage to 2d6.
That scales weirdly.

Averages:
1d6 -> 3.5
1d8 -> 4.5
2d4 -> 5
1d10 -> 5.5
1d12 -> 6.5
2d6 -> 7

Also, Fire Mastery goes against number of dice, so 2d4 would mean +2 per CL, raising the damage to 7 while 1d10 comes to 6.5.

-Augment (8th Tier): By expending ten uses of Mythic power, the range of Mythic Shadow of the Doom becomes Line of Sight and its area of effect changes to 1,000 foot radius per caster level plus Mythic tier.
"This mountain-range offends me."
 
@DragonParadox, I don't think we ever got our XP for fighting the Mythic Ancient Wight Lord and diplomancing the Thenns so successfully.

That's XP for Viserys, Dany, and Waymar.

Also, Mors and Braga earned levelups from that:
Mors Fighter 2/Barbarian 5
Braga: Barbarian 3/Ranger 5

So Mors becomes level 8, and Braga becomes level 9.
 
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That scales weirdly.

Averages:
1d6 -> 3.5
1d8 -> 4.5
2d4 -> 5
1d10 -> 5.5
1d12 -> 6.5
2d6 -> 7

Also, Fire Mastery goes against number of dice, so 2d4 would mean +2 per CL, raising the damage to 7 while 1d10 comes to 6.5.


"This mountain-range offends me."

Updated. @DragonParadox Would these Mythic effects be reasonable?

Shadow of the Doom
Transmutation [Fire]
Level: Sorcerer 8
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. cube/level
Duration: 1 hour/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

The area you designate becomes a blistering hot environment, immediately raising the temperature by 3 temperature bands.
For example, if the temperature is moderate, it raises to severe heat.
If the new temperature is above the hot band, all surface water is turned to vapor and all earth and stone becomes igneous rock or volcanic soil (caster's choice) to a depth of 10 feet per caster level.
Air within the area becomes choked with volcanic ash (cuts visibility in half) while the rapid changes of pressure and heat cause a thunderstorm.
Living creatures caught within the area when the spell is cast instantly turn to stone (as per the Flesh to Stone spell). Creatures normally immune to the spell, such as Undead, instead count as having succeeded their saves and take damage accordingly.
If a creature successfully saves, Shadow of the Doom deals 1d6 points of fire damage per caster level. This damage has the Searing property.
Creatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of the ash fall, heat and the thunderstorm for the duration of the spell.
Objects in the area, including those held by creatures, are instantly covered in a thin layer of ash, making them slippery.
When a creature uses such an item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Dexterity check or it drops the item before it can be used.
Fire spells cast within the area gain a +1 caster level.
Multiple Shadows may be cast in the same area to increase the effects (raising the temperature by an additional 3 bands).
The caster my designate a safe area no bigger than a third of the total area. The spell doesn't affect that area. Alternatively, he may select up to CL targets to be immune to the effects if he succeeds on a Concentration check of 22 + Number of people he wishes to isolate from the spell.

Arcane Material Component: A piece of obsidian.

Mythic: Damage increases to 1d6+1 points per level on a failed saving throw and those affected suffer 1d6 points of Strength, Dexterity, and Constitution damage as their flesh partially transforms into obsidian. You cannot, however, designate creatures to be unaffected by a Mythic Shadow of the Doom spell.
-Augment (3rd Tier): You can expend two uses of Mythic power to increase the damage inflicted to 1d6+2 per level and the ability damage to 2d6.
-Augment (8th Tier): By expending ten uses of Mythic power, the range of Mythic Shadow of the Doom becomes Line of Sight and its area of effect changes to 1,000 foot radius per caster level plus Mythic tier.
 
WHAT THE FUCK.

1,000 Ft per CL? Have we just obviated the need for an army?! :o

I was expecting something like double, maybe triple the range, which would already allow us to gut an army's center or obliterate a flank.

This would let us effect the local geography. :confused:
 
Updated. @DragonParadox Would these Mythic effects be reasonable?

Shadow of the Doom
Transmutation [Fire]
Level: Sorcerer 8
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. cube/level
Duration: 1 hour/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

The area you designate becomes a blistering hot environment, immediately raising the temperature by 3 temperature bands.
For example, if the temperature is moderate, it raises to severe heat.
If the new temperature is above the hot band, all surface water is turned to vapor and all earth and stone becomes igneous rock or volcanic soil (caster's choice) to a depth of 10 feet per caster level.
Air within the area becomes choked with volcanic ash (cuts visibility in half) while the rapid changes of pressure and heat cause a thunderstorm.
Living creatures caught within the area when the spell is cast instantly turn to stone (as per the Flesh to Stone spell). Creatures normally immune to the spell, such as Undead, instead count as having succeeded their saves and take damage accordingly.
If a creature successfully saves, Shadow of the Doom deals 1d6 points of fire damage per caster level. This damage has the Searing property.
Creatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of the ash fall, heat and the thunderstorm for the duration of the spell.
Objects in the area, including those held by creatures, are instantly covered in a thin layer of ash, making them slippery.
When a creature uses such an item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Dexterity check or it drops the item before it can be used.
Fire spells cast within the area gain a +1 caster level.
Multiple Shadows may be cast in the same area to increase the effects (raising the temperature by an additional 3 bands).
The caster my designate a safe area no bigger than a third of the total area. The spell doesn't affect that area. Alternatively, he may select up to CL targets to be immune to the effects if he succeeds on a Concentration check of 22 + Number of people he wishes to isolate from the spell.

Arcane Material Component: A piece of obsidian.

Mythic: Damage increases to 1d6+1 points per level on a failed saving throw and those affected suffer 1d6 points of Strength, Dexterity, and Constitution damage as their flesh partially transforms into obsidian. You cannot, however, designate creatures to be unaffected by a Mythic Shadow of the Doom spell.
-Augment (3rd Tier): You can expend two uses of Mythic power to increase the damage inflicted to 1d6+2 per level and the ability damage to 2d6.
-Augment (8th Tier): By expending ten uses of Mythic power, the range of Mythic Shadow of the Doom becomes Line of Sight and its area of effect changes to 1,000 foot radius per caster level plus Mythic tier.
I would rather upgrade to 1d8 and 1d10. It amounts to the same average, but keeps it more swingy.
 
WHAT THE FUCK.

1,000 Ft per CL? Have we just obviated the need for an army?! :o

I was expecting something like double, maybe triple the range, which would already allow us to gut an army's center or obliterate a flank.

This would let us effect the local geography. :confused:
That's at 8th Tier.

To put that into perspective, at 10th Tier, Time Stop can be made to last 24 hours. At 9th Tier, Baleful Polymorph can affect everything with 8 HD or less in a one mile area.
 
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