Jack vile Ripper
The swellest guy in Creation.
- Location
- Indonesia
- Pronouns
- He/Him
So you have passed through the divide as none but the legends had before.
Well done, Malarys.
Heirophant is the Divine version of Archmage. Working on putting together a plan now.This once-god must be incredibly frustrated right now; I'd give good odds that it has some way of sensing stuff like this, so not only has it failed twice it actually made its enemies stronger in doing so.
We should play up how pathetic it's current state is, and how far it's fallen in general, whenever we can. Pissing it off is both hilarious and an effective way to distract it from the strategic considerations of this war.
For Malarys' mythic path I think Archmage is the best choice, since we probably don't want to bother with a custom path. I'd also say that Wild Arcana is the most useful arcana for him to choose, but the thematics for his first path ability aren't a straightforward.
He ascension involved recognizing the intent of a god, then countering it by striking at the spell with miracle. So Deeper Understanding, Eldritch Breach, and Flexible Counterspell would all fit his story one way or the other.
Heirophant is more fitting since Malarys can't cast Arcane spells to begin with. He can get Inspired Spell in that path and cast any Divine spell on the fly.This once-god must be incredibly frustrated right now; I'd give good odds that it has some way of sensing stuff like this, so not only has it failed twice it actually made its enemies stronger in doing so.
We should play up how pathetic it's current state is, and how far it's fallen in general, whenever we can. Pissing it off is both hilarious and an effective way to distract it from the strategic considerations of this war.
For Malarys' mythic path I think Archmage is the best choice, since we probably don't want to bother with a custom path. I'd also say that Wild Arcana is the most useful arcana for him to choose, but the thematics for his first path ability aren't a straightforward.
He ascension involved recognizing the intent of a god, then countering it by striking at the spell with miracle. So Deeper Understanding, Eldritch Breach, and Flexible Counterspell would all fit his story one way or the other.
As flames grew and redoubled among the dead hosts, too bright to look upon, to burn even that which was of fire born, it seemed to Malarys that the sky was falling, a dark avalanche fit to snuff out all fire, all life.
The dead were not marching. The withered mages no longer spat curses into the sky. The altars were not moving. Words louder than thunder boomed through the air, through the minds of all present.
"If it is the Doom you call then Doom you shall have."
Malarys knew not if it was insight born of dreams or years of weighing bitter spite and reckless malice, but he knew what the thing, the Once God, intended. To animate the very flames of the King's wrath with the souls of the damned Sarnori and to march those horrors upon Sallosh in cruel irony. Before that his own invocation seemed a pitiful thing before that vast strength, a spell of the Ninth Circle, an imposition of will upon reality unbound by the constraints of form and ritual, and it was barely more than a whisper. The Dream was far indeed and this was close at hand.
An unfamiliar hand grabbed hold of his, though it was little more than mist and vapor, beneath it a familiar spell. It was the sort of thing the acolyte he was might have been able to cast, but from the Red Priestess who bore the crimson star of R'hllor's favor upon her neck it was far more than that. Though he served no god, living or dead, in this hour he had the eye of one of the greatest of the powers of Essos.
Some part of him found comfort in the protection that implied, but mostly it was heady pride that surged in his veins, the same one the boy in the memory would know well. He would not fail before the eyes of gods and men.
Thus the magic took hold among the din and laughter of that arcane battle, and for a moment it seemed as though he were the spell he had just cast, impossible geometries dancing in a realm beyond what eyes could see or ears could hear, an imposition of Order upon Chaos, and at its heart were three simple words: "You are dead."
The magic, deeper than any spell he had ever seen, broke, and with it the rain began to slow. The beasts all burned as the King willed it, as did many of the officers and lords of the fel host.
Alas that gods, even dead ones, do not take having their will denied lightly. Thunder boomed loud enough to make the dragon quake under Malarys' saddle, three bolts of cold lightning arched around him to smite the one who had dared usurp such power. "I do not recognize your dominion!" If he would live to be ten thousand years old Malarys would never be able to say if he had said those words aloud or not.
Malarys Takes 101 Damage/Is Healed 101 Damage
Being healed almost instantly by Lady Melisandre's prayer did not make the experience less excruciating.
"We are done here, pull back!" the King called once it was assured that the last of the soul-binding beasts were dead.
It was only on the fight back towards Sallosh that Malarys realized he could still feel an echo of the deeper magic hE had touched in the world
Malarys Gains his First Mythic Rank
... I actually mixed up his class there for a minute. Whoops.Heirophant is the Divine version of Archmage. Working on putting together a plan now.
@DragonParadox, I especially loved this part. It embodies everything that Malarys is as a person, cleaving to the Law above all else. It's awesome that it became a central aspect to his ascension into Mythic Ranks.Thus the magic took hold among the din and laughter of that arcane battle, and for a moment it seemed as though he were the spell he had just cast, impossible geometries dancing in a realm beyond what eyes could see or ears could hear, an imposition of Order upon Chaos, and at its heart were three simple words: "You are dead."
@DragonParadox, I especially loved this part. It embodies everything that Malarys is as a person, cleaving to the Law above all else. It's awesome that it became a central aspect to his ascension into Mythic Ranks.
[X] Goldfish
Wow, that shit is powerful. Stupidly cheap for that kind of effect, too.While we're on the topic of mythic stuff, I found something the other day that it might be useful to get a ruling on before we start picking mythic spells.
By burning Incense of Divinity while preparing spells a mythic caster can spend 2 mythic points to prepare the mythic version of a spell they know, even if they don't normally have access to the mythic version. The incense burns for an hour, so you can do this for as many spells as you can afford the points for and can normally prepare in that time.
Is that too bullshit to use at all, or worth rebalancing to include? If we can actually get some use out of this stuff it'd influence what we pick as actual mythic spells since we can at least try for access to the other ones if we really need them.
I like that this is angling towards his mythic path striving to fix the absolute mess that is reality.From most people 'You are dead' is a threat, from Malarys it's a statement of how reality should be, none of this lingering powers fueled by the restless dead nonsense.
I like that this is angling towards his mythic path striving to fix the absolute mess that is reality.
It is limited to Divine casters, which I had forgotten when I wrote that last post, so it wouldn't jailbreak everyone. They also have to know the spell already when they prepare it, so I don't think they can pair it with inspired spell to do anything completely broken.Wow, that shit is powerful. Stupidly cheap for that kind of effect, too.
I'm actually kind of reluctant to make use of that. It seems too powerful, considering how much more versatile and powerful a caster becomes once they gain access to Wild Arcana/Inspired Spell. Adding more on to that feels a bit excessive, IMO.
Yeah, that's a potentially nice one. I've looked at it before and I think we've discussed it before when she first went Mythic.I like that this is angling towards his mythic path striving to fix the absolute mess that is reality.
Also @Goldfish, on the topic of mythic paths, I was looking at the Hierophant class and saw this:
Enduring Blessing (Su)
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.
Would it be worth it for Dany? If I'm reading this right, if she takes this then every spell longer than 10 minutes automatically gets upgraded to 24 hours without needing to use any Mythic Surges.
Fair enough, going for it twice is indeed a steep investment.Yeah, that's a potentially nice one. I've looked at it before and I think we've discussed it before when she first went Mythic.
The biggest problem with it is that there aren't actually very many spells she would be using on anyone that have a duration of 10 minutes/level or longer that don't already have a duration of one hour/level. A 24 hour duration spell vs a 15+ hour spell doesn't really amount to much benefit.
Enduring Blessing becomes much, much more powerful if you take it a second time at 6th+ Mythic tier. Almost all of Dany's buff spells fall into that category. It's a great effect, but the investment to get it is kinda steep.
It would be good for 1 buff per ally she uses it on. For debuffs on enemies, if we can't get to them in the 2+ hours, then we probably weren't getting them in 24 hours. We can probably find something better.I like that this is angling towards his mythic path striving to fix the absolute mess that is reality.
Also @Goldfish, on the topic of mythic paths, I was looking at the Hierophant class and saw this:
Enduring Blessing (Su)
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.
Would it be worth it for Dany? If I'm reading this right, if she takes this then every spell longer than 10 minutes automatically gets upgraded to 24 hours without needing to use any Mythic Surges.
What if it took a mythic crafter to make?Wow, that shit is powerful. Stupidly cheap for that kind of effect, too.
I'm actually kind of reluctant to make use of that. It seems too powerful, considering how much more versatile and powerful a caster becomes once they gain access to Wild Arcana/Inspired Spell. Adding more on to that feels a bit excessive, IMO.
Would the dispel caster level + mythic tier be capped at 25? Or would the caster level be capped at 25, then the mythic tier added to that?Mythic: You add your Mythic tier as an additional bonus to the Dispel check and the spell's range increases to Medium (100 ft. + 10 ft./level). Additionally, Chain Dispel gains the ability to remove effects which cannot normally be Dispelled, such as Feeblemind, Insanity, and other particularly resilient magics.
- Augment (3rd Tier): You can expend two uses of Mythic power to increase the spell's range to Long (400 ft. + 40 ft./level) and potential targets cannot be any more than 60 feet apart.
- Augment (5th Tier): You can expend five uses of Mythic power to increase the spell's range to Line of Sight and potential targets cannot be any more than 300 feet apart.
Needing a line of sight dispel is hardly going to be a common occurrence
That's a bit much in my opinion; it makes it almost useless since we don't have anyone who has mythic powers related to alchemy, and even if we didn't they'd be busy with other stuff. It'd be better to either limit it's abilities in some way or to make it expensive enough to be a nontrivial expense.