@Snowfire, @Goldfish, what about this?
  1. 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. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
    • Crafting Mastery (Ex) (Mythic Adventures pg. 15): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
    • Mythic feat: Mythic Spell Lore (Time Stop)
    • Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
    • Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
    • 5+ Tier uses of Mythic Power per day
  2. Flexible Counterspell (Su) (Mythic Adventures pg. 16): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.
    • Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
    • +2 Int
  3. Beyond Morality (Ex) (Mythic Adventures pg. 50): You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
    • Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
    • Mythic Feat: Mythic Crafter -> The Artefact-creating feat!
  4. Competent Caster (Ex) (Mythic Adventures pg. 15): You automatically succeed at concentration checks to cast arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
    • Surge bonus increases to +1d8
    • +2 Int
  5. Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1. Verbal Component.
  6. Channel Power (Su) (Mythic Adventures pg. 19): You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.
    • Force of Will (Ex): At 6th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
    • +2 Int
  7. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
  8. Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1. Somatic Component.
    • Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
    • +2 Int
  9. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
    • Immortal (Su): At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
    • Mythic Feat: Mythic Spell Lore (Cloudkill, Deep Slumber, Mirror Image, Modify Memory, Foresight, Heal, Plane Shift, Power Word Kill, Regenerate)
  10. True Archmage (Ex): At 10th tier, whenever you cast an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. You gain spell resistance equal to 15 + your highest arcane caster level, but only against arcane spells. Once per round when your spell resistance protects you from a spell cast by an enemy mythic creature, you regain one use of mythic power.
    • Display of Intelligence (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on one Intelligence-based skill check or Intelligence ability check.
    • Legendary Hero (Su): At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.
    • +2 Int
@Goldfish, why Arcane Surge? It's inferior to Wild Arcana, but not much. It also keeps Lya's big flavor: Viserys gets any spell from dreams, but Lya needs to learn and prepare them. Of course, while Arcane Surge is less versatile it is also more powerful: it allows her to force opponents to reroll successful saves, and lets her roll twice to beat SR !
I've also cut down on the useless abilities, and am spending all her Mythic Feats on learning more Mythic Spells. Because this is Lya!

If I turned it red, I have an issue with it.

Wild Arcana is simply better, and not by a small margin. So what if Viserys has it? The extra versatility and caster level bonus is worth not forcing everything to roll twice. And Eldritch Breach would allow her to reroll failed attempts to overcome SR, as well as Dispelling checks.

Beyond Morality is barely worth taking for someone without Lya's class features. With the abilities she already has due to Sage of Creation it's almost completely pointless.

Why take Mythic Spellpower not just once, but twice? Dude, it's really not good. She could take Eldritch Breach, Resilient Arcana, Flash of Omniscience, or even Throw Spell. Hell, Throw Spell would be 1,000% superior at 9th Tier than another Mythic Spellpower. At least then she could use all her Touch spells with a decent range. Basically, anything, even Beyond Morality is better.

And using all of her Mythic Feats for Mythic spells. That's worse than investing in Mythic Spellpower. You realize that would be 50 Mythic Spells she would know, right? Each time you gain a new Tier, you automatically learn a new Mythic Spell if you have the ability to cast Mythic spells.

EDIT: Lya is a perfect candidate to use her first Mythic Feat for Dual Path. That would let her choose Inspired Spell from the Heirophant Path. It's the Divine equivalent of Wild Arcana.
 
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If I turned it red, I have an issue with it.

Wild Arcana is simply better, and not by a small margin. So what if Viserys has it? The extra versatility and caster level bonus is worth not forcing everything to roll twice. And Eldritch Breach would allow her to reroll failed attempts to overcome SR, as well as Dispelling checks.

Beyond Morality is barely worth taking for someone without Lya's class features. With the abilities she already has due to Sage of Creation it's almost completely pointless.

Why take Mythic Spellpower not just once, but twice? Dude, it's really not good. She could take Eldritch Breach, Resilient Arcana, Flash of Omniscience, or even Throw Spell. Hell, Throw Spell would be 1,000% superior at 9th Tier than another Mythic Spellpower. At least then she could use all her Touch spells with a decent range. Basically, anything, even Beyond Morality is better.

And using all of her Mythic Feats for Mythic spells. That's worse than investing in Mythic Spellpower. You realize that would be 50 Mythic Spells she would know, right? Each time you gain a new Tier, you automatically learn a new Mythic Spell if you have the ability to cast Mythic spells.
Mythic Spellpower is there because she'll be taking a lot of Mythic Spells, and so will probably run through her Mythic Points rather fast. If you think that it won't be an issue at all, then I'll replace them both by Competent Caster (autopass all Concentration checks) and Throw Spell. But are you sure you don't want at least one?

As for Feats... To be honest, I'm not sure which other ones she'd even want. Any suggestions? She doesn't qualify for most Mythic Feats. All I can think of is Extra Path Ability, and taking every single ability that seems flavorful.
I love the idea of her knowing at least 15 Mythic Spells, however.
 
@Massgamer Damn. Poor Stormlanders... I'm glad the OG only want weir woods protected and dgaf about other trees cause we sure as hell have been using a lot of it and probably deforresting with mining and stuff. Also small point, but the ruler of Rainwood is probably dowager Lady Mertyns.

@Azel sorry, but could you link the posts you made explaining how the Wyverns fly with liquid mercury?
 
Because it is limited to the spells she has already prepared. Wild Arcana lets her cast any Arcane spell on her spell list, whether she has prepared it or even knows it, and does so with a +2 caster level bonus.
It's a swift action.

Due to being swift and forcing to roll twice, I'd say it's worth it.

Is it a good as Wild Arcana? No.

But it doesn't need to be, and it's already incredibly good.

Mythic Spellpower makes sense on someone who knows a shitton of mythic spells.
 
As for Feats... To be honest, I'm not sure which other ones she'd even want. Any suggestions? She doesn't qualify for most Mythic Feats. All I can think of is Extra Path Ability, and taking every single ability that seems flavorful.
I love the idea of her knowing at least 15 Mythic Spells, however.

Crafting. Have you looked at what the Mythic Item Creation feats let you do as side benefits? Allowing all items on a person to operate at the individuals CL instead of their own so long as you craft them at CL 8 or higher? And that's just one of the effects.
 
Mythic Spellpower is there because she'll be taking a lot of Mythic Spells, and so will probably run through her Mythic Points rather fast. If you think that it won't be an issue at all, then I'll replace them both by Competent Caster (autopass all Concentration checks) and Throw Spell. But are you sure you don't want at least one?

As for Feats... To be honest, I'm not sure which other ones she'd even want. Any suggestions? She doesn't qualify for most Mythic Feats. All I can think of is Extra Path Ability, and taking every single ability that seems flavorful.
I love the idea of her knowing at least 15 Mythic Spells, however.

Mythic Power is gained fairly quickly. It's 3 + (Tier x2). So even when Viserys goes to 2nd Tier, his Mythic Power will be increased from five to seven. By 5th tier that would be 13, and so on. Lya isn't going to be casting that many Mythic spells per day. Wasting a tier ability to gain two points of quasi-Mythic Power, only usable with spells is extremely suboptimal. Any of the abilities I mentioned in my previous post would be better. Eldritch Breach would be better as a 3rd Tier ability, Resilient Arcana at 7th, and Throw Spell at 9th. All of those actually make her a better, more well-rounded spellcaster.

Dual Path would be the best choice for her first Mythic feat. She could choose the Heirophant ability of Inspired Spell, which is the Divine version of Wild Arcana. Lya is the only Companion for whom this would work, since she has full access to multiple Divine spell lists.

Other feats she could take, beyond Mythic Spell Lore to gain access to Mythic spellcasting, Mythic Craft Wondrous Item to significantly increase her crafting capacity, and Mythic Crafter in order to craft Mythic magic items. The other Mythic item creation feats are also amazing.

Just taking Mythic Spell Lore once will give Lya a Mythic spell for every Tier she gains. So one selection would let her eventually learn up to 10 Mythic spells. Taking it twice would raise that up to 20.
 
It's a swift action.

Due to being swift and forcing to roll twice, I'd say it's worth it.

Is it a good as Wild Arcana? No.

But it doesn't need to be, and it's already incredibly good.

Mythic Spellpower makes sense on someone who knows a shitton of mythic spells.
So? She can use Arcane Spellsurge to cast a regular Arcane spell as a Swift Action, then follow it with Wild Arcana (or Inspired Spell if I can convince ya'll to let her learn it), which is a Standard Action. We lose nothing from the action economy in that instance, though it would necessitate the use of Arcane Spellsurge.
 
So? She can use Arcane Spellsurge to cast a regular Arcane spell as a Swift Action, then follow it with Wild Arcana (or Inspired Spell if I can convince ya'll to let her learn it), which is a Standard Action. We lose nothing from the action economy in that instance, though it would necessitate the use of Arcane Spellsurge.
She can't cast Arcane Spellsurge :/
She's a wizard.
 
Holy hell. o_O

I... I want it so bad.

Well, yes. There is a reason I want a fiddly little Mythic Creation ability on a custom path. It's already in my notes.

Moving on, hey @Azel how does this look for translating what you were thinking about into reality?

Freedom Upon Twisted Paths (Su): In the short years of your life, you have walked between the planes and forged alliances with empires older than your own world's history. Beings as old as the dreams of dragons, and fully as powerful. You know well the power of being seemingly everywhere, and have cultivated that reputation in full. Times beyond counting have you come upon wings of magic to the aid of your subjects, and thus it shall ever be.

If targeted on a location considered part of your empire, Teleport acts as Greater Teleport or Plane Shift (as necessary), with all locations acting as known and allowing you to bypass any non-Mythic barriers. You may spend a point of Mythic Power to divine the area around your destination before you materialise as though via clairaudience/clairvoyance. After gaining this information, you can choose to alter your destination by up to 100 feet in any direction.

In addition, you gain a constant effect as Lay of the Land and may use Discern Location as a supernatural ability three times per day. If the continuous effect is dispelled, you may resume it as a free action. If the target of a Discern Location is within the Imperium and protected by Mind Blank, two uses of the ability are required, but in this case Mind Blank only grants the target a save at standard DC (10 + ½ HD + Charisma modifier). If the target is protected by Mind Blank cast by a Mythic character, it takes all three uses, and the target may add the Mythic Rank of the caster to their saving throw.

Note how it lets us blast through Mind Blank inside our Empire. I thought people might appreciate that :whistle:

This is basically Farwalker + Teleportation Master + fuck Mind Blank in my empire. I think that's worth a Rank 9 slot - especially given that Farwalker is a 6+.

Now I just need to write up the capstone.
 
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Mythic spellpower is decent in that it lets you use otherwise expensive augments by spending one spellpower point instead of several mythic points.
Also, I would like to note that (unless DP ruled this when I wasn't looking) you don't have to choose the component to ignore ahead of time with Component Freedom, you choose whichever one(s) you want to every time you cast.
 
She can't cast Arcane Spellsurge :/
She's a wizard.
She can, but as a standard action.

Dragonblooded people get it as swift.

People want to make something flavourful? Mad idea, is there any way to drop the tiers needed for some of those crafting feats and pick those, so we see the awesome she can make much much sooner?

Tbh, I am seriously hoping Viserys hits level 9 spells before or the same time as he gets his second tier. DP said that we might get it as part of "Blowing up a mountain", so I'm hoping we get enought XP from recent activities.

*Checks* according to front page, we're a full 14225 off. Damm, unless it's very out of date. On the other hand, the non-mythic version of the weight lord is worth 102,400, plus the dead kids and the worms and blowing up a the temple (thought that's probably fully divided to fueling the "Mythic" tier-up :)

Hmm, 102400/14225 is 7 something, so 5 people to split between that should be enough for Viserys on its own (never mind the other enemies, and again, assuming that DP isn't using the XP from this for the mythic tier increase).

@Duesal, considering the difference between new spells becoming available (via level up) and then picking our mythic spell versus picking our mythic spell via getting a mythic tier and then levelling up, would you please ask @DragonParadox about it before the time comes for the mythic tier vote?


I've been awake over 34 hours now, so I might be overcorrecting in an attempt to avoid miscommunication, so apologies if I've looped back around to nonsense.


And, on Viserys next level up he should get every stacking will save buff that can be made to last 8~ hours ;)
 
Yeah, that seems a tad overpowered when even gods need to use meaningful power to Scry on someone protected by vanilla Mindblank.

I just like the idea of "No you can't hide from me in what is mine". Though they do get a save. Would it be better to make the save act at a bonus anyway, adding in Mythic rank on top if it was cast by a Mythic caster?
 
Well, yes. There is a reason I want a fiddly little Mythic Creation ability on a custom path. It's already in my notes.

Moving on, hey @Azel how does this look for translating what you were thinking about into reality?



Note how it lets us blast through Mind Blank inside our Empire. I thought people might appreciate that :whistle:

This is basically Farwalker + Teleportation Master + fuck Mind Blank in my empire. I think that's worth a Rank 9 slot - especially given that Farwalker is a 6+.

Now I just need to write up the capstone.
Objections withdrawn.
 
@Snowfire, @Goldfish, what about this?
  1. 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. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
    • Mythic Feat: Dual Path (Hierophant)
    • Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
    • Flexible Counterspell (Su) (Mythic Adventures pg. 16): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.
    • Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
    • Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
    • 5+ 2*Tier uses of Mythic Power per day
  2. Extra Mythic Feat: Mythic Spell Lore
    • Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
    • +2 Int
  3. Crafting Mastery (Ex) (Mythic Adventures pg. 15): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
    • Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
    • Mythic Feat: Mythic Crafter -> The Artefact-creating feat!
  4. Competent Caster (Ex) (Mythic Adventures pg. 15): You automatically succeed at concentration checks to cast arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
    • Surge bonus increases to +1d8
    • +2 Int
  5. Eldritch Breach (Su) (Mythic Adventures pg. 15): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.
    • Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
    • Mythic Feat: Mythic Spell Lore
  6. Enduring Blessing (Su) (Mythic Adventures pg. 36): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.
    • Force of Will (Ex): At 6th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
    • +2 Int
  7. Spellscarred (Su) [Mana Well] (Mythic Realms pg. 11): When you're targeted by or inside the area of effect of a spell or spell-like ability that allows spell resistance, you can call upon your mythic power to gain spell resistance equal to 11 + your character level + your mythic tier against that effect alone. If the spell fails to bypass your spell resistance, one of your uses of mythic power is expended; otherwise, the ability has no cost. Using this ability doesn't require an action, but you must be aware of the effect, be able to take actions, have at least one use of mythic power remaining, and not be flat-footed to use this ability.
  8. Channel Power (Su) (Mythic Adventures pg. 19): You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.
    • Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
    • +2 Int
  9. Throw Spell (Su) (Mythic Adventures pg. 17): When casting a melee touch spell, you can expend one use of mythic power to throw that spell as a ranged touch attack. The range of this thrown spell is 10 feet per tier. If the spell allows you to make multiple melee touch attacks, you may make any number of the attacks as melee touch attacks and throw the rest as you see fit.
    • Immortal (Su): At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
    • Mythic Feat: A Mythic Crafting Feat (TBD)
  10. True Archmage (Ex): At 10th tier, whenever you cast an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. You gain spell resistance equal to 15 + your highest arcane caster level, but only against arcane spells. Once per round when your spell resistance protects you from a spell cast by an enemy mythic creature, you regain one use of mythic power.
    • Display of Intelligence (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on one Intelligence-based skill check or Intelligence ability check.
    • Legendary Hero (Su): At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.
    • +2 Int
@Snowfire, my previous suggestion already included the Mythic Crafting feat. It's at level 3.
@Goldfish, I just noticed that Dual Path seems to give you both abilities (Arcane Surge and Inspired Spell).
 
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I just like the idea of "No you can't hide from me in what is mine". Though they do get a save. Would it be better to make the save act at a bonus anyway, adding in Mythic rank on top if it was cast by a Mythic caster?
I have to admit, the ability to locate someone through a Mind Blank is a bit on the strong side...
 
Not what I'm referring to. I'm referring to the Mythic Item Creation feats. Which is why we absolutely must take Mythic Craft Staff. Having all Viserys' gear act at his CL? All of my yes.

@Duesal just take a look at the secondary effect :lol
Crafting Mastery (Ex) (Mythic Adventures pg. 15): You can craft any magic item as if you had the necessary item creation feats.

It's ridiculous, but it should give us Mythic ones too. Mythic rules really are wonky as hell. Some choices are far better than others!
 
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