Even better, Viserys would be able to cast Mythic Blood Wish in almost any condition, limited only to being unconscious or in the round following a Celerity spell. That means even if he were Stunned or Nauseated, conditions which normally prevent spellcasting, he could still use the spell as normal. That could be a huge life saver.
But wait, there's more! Viserys casts from the Cleric/Oracle spell-list, Fire, Chaos and Evil domains as Arcane! Opening up even more Mythic spells!

Edit: I mean of the 6th level.
 
Last edited:
What's Viserys' top performance casting Shadow of Doom with this, again?
:V
It's a fairly decent increase.

Right now, Viserys casts all Fire spells at 22nd level, so Elemental Bond would push that to 26th level at this Mythic tier. Cast it using Wild Arcana and it gets another +2, up to 28th. It's not a huge increase in damage, duration, area, or range, but it is appreciable. The biggest benefit from my POV is the caster level increase itself, which makes it harder to Dispel and allows it to overcome Spell Resistance more often.

But when we really want to push the caster level up and have Lya on hand to help with buffing, we could push that up to 36th caster level, which is just obscene.
 
Right now, Viserys casts all Fire spells at 22nd level, so Elemental Bond would push that to 26th level at this Mythic tier. Cast it using Wild Arcana and it gets another +2, up to 28th. It's not a huge increase in damage, duration, area, or range, but it is appreciable. The biggest benefit from my POV is the caster level increase itself, which makes it harder to Dispel and allows it to overcome Spell Resistance more often.

But when we really want to push the caster level up and have Lya on hand to help with buffing, we could push that up to 36th caster level, which is just obscene.
R'hllor wept.

How high of a caster level would the Lord of Light have, anyway?
 
Huh, the Vomit Twin spells becomes much, much better when the Mythic version of the spell is used. I think I might be interpreting it incorrectly, because otherwise it seems ridiculously good and open to abuse.

And holy crap, Mythic Sending is just begging to be used to troll people. Sure, it is really helpful to be able to send a message to multiple people simultaneously, but being able to contact strangers using what amounts to a magic spreadsheet filter is amazing.

Set Filters: Void-tainted, Fey, Denizen of the Lands of Always Winter

Viserys: "What's up, bitches? Just dropping ya'll a line to remind you that I'm comin' for ya."

Set Filters: Main Branch Lannisters, Male

Viserys: "Boo!"

Set Filters: Denizen of X City, Plotting against the Imperium, Possesses X amount of wealth

Viserys: "One, two, the Inquisition is coming for you; Three, four, you better lock your door."
 
Huh, the Vomit Twin spells becomes much, much better when the Mythic version of the spell is used. I think I might be interpreting it incorrectly, because otherwise it seems ridiculously good and open to abuse.

And holy crap, Mythic Sending is just begging to be used to troll people. Sure, it is really helpful to be able to send a message to multiple people simultaneously, but being able to contact strangers using what amounts to a magic spreadsheet filter is amazing.

Set Filters: Void-tainted, Fey, Denizen of the Lands of Always Winter

Viserys: "What's up, bitches? Just dropping ya'll a line to remind you that I'm comin' for ya."

Set Filters: Main Branch Lannisters, Male

Viserys: "Boo!"

Set Filters: Denizen of X City, Plotting against the Imperium, Possesses X amount of wealth

Viserys: "One, two, the Inquisition is coming for you; Three, four, you better lock your door."

That shit is terrifying.
 
Alright. Mythic infopost updated. Thanks for the heads up!

My suggestion for Viserys' Mythic-up?
He gets +2 Cha (ridiculous :facepalm: :lol: ), a Surge increase (whatever), no Mythic Feat, one more Path Ability, and one more Mythic spell known.
I suggest taking Mythic Antimagic Field (it lets us allow certain spell subschools while suppressing all other magic!) and a Mythic Path ability that actually grants some new abilities instead of just pumping our high numbers even higher. I agree that having even more stuff to remember in combat is inconvenient, so how about new, powerful passive abilities that entirely negate certain avenues of attack?

Beyond Morality (Ex): 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.

This, for example, is an amazing defense that we couldn't replicate previously. IMO it fits his established characterisation - he isn't one to accept being judged by others (Companions & family excepted) and he's not really bothered by cosmic Good vs Evil cosmology stuff. On the other hand he did viscerally hate Hellven, so IDK.


As for abilities that we'll need to remember to use?
Tangible Illusion (Su): You can temporarily transform an illusory object into a real one. As a full-round action, you can expend one use of mythic power to temporarily transform a single object created by an illusion spell that you cast into a physical, nonmagical version of that object. The object lasts for 10 minutes per tier, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion has expired). During that time, the illusion gains all the physical properties of the depicted illusory object. You must touch the illusion to use this ability, and the object can be no larger than 5 cubic feet per tier. For example, if you create an illusory stone door, you transform it into an actual nonmagical stone door.

Mythic Spellpower (Sp): You have a pool of magical power you can draw upon for casting mythic spells. 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.

I also considered "Fearless", just because of how IC it is. It's not very necessary though...
 
Last edited:
Alright. Mythic infopost updated. Thanks for the heads up!

My suggestion for Viserys' Mythic-up?
He gets +2 Cha (ridiculous :facepalm: :lol: ), a Surge increase (whatever), no Mythic Feat, one more Path Ability, and one more Mythic spell known.
I suggest taking Mythic Antimagic Field (it lets us allow certain spell subschools while suppressing all other magic!) and a Mythic Path ability that actually grants some new abilities instead of just pumping our high numbers even higher. I agree that having even more stuff to remember in combat is inconvenient, so how about new, powerful passive abilities that entirely negate certain avenues of attack?

Beyond Morality (Ex): 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.

This, for example, is an amazing defense that we couldn't replicate previously. IMO it fits his established characterisation - he isn't one to accept being judged by others (Companions & family excepted) and he's not really bothered by cosmic Good vs Evil cosmology stuff. On the other hand he did viscerally hate Hellven, so IDK.


As for abilities that we'll need to remember to use?
Tangible Illusion (Su): You can temporarily transform an illusory object into a real one. As a full-round action, you can expend one use of mythic power to temporarily transform a single object created by an illusion spell that you cast into a physical, nonmagical version of that object. The object lasts for 10 minutes per tier, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion has expired). During that time, the illusion gains all the physical properties of the depicted illusory object. You must touch the illusion to use this ability, and the object can be no larger than 5 cubic feet per tier. For example, if you create an illusory stone door, you transform it into an actual nonmagical stone door.

Mythic Spellpower (Sp): You have a pool of magical power you can draw upon for casting mythic spells. 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.

I also considered "Fearless", just because of how IC it is. It's not very necessary though...
Like I mentioned earlier, I'm only going with Elemental Bond because others wanted it previously and I convinced everyone to put it off for a while. Beyond Morality isn't my favorite option, but it wouldn't be a bad alternative.

Tangible Illusion is interesting, but I don't see us getting much use out of it, and Mythic Spellpower is largely wasted on us, IMO. We will have 11 daily uses of Mythic Power with this new rank. That's plenty for Wild Arcana and the small number of Mythic spells we are likely to cast in one day.
 
I'm greatly in favor of Elemental Bond. Last but not least because it's extremely appropriate to how this rank was gained.
 
Alright. Mythic infopost updated. Thanks for the heads up!

My suggestion for Viserys' Mythic-up?
He gets +2 Cha (ridiculous :facepalm: :lol: ), a Surge increase (whatever), no Mythic Feat, one more Path Ability, and one more Mythic spell known.
I suggest taking Mythic Antimagic Field (it lets us allow certain spell subschools while suppressing all other magic!) and a Mythic Path ability that actually grants some new abilities instead of just pumping our high numbers even higher. I agree that having even more stuff to remember in combat is inconvenient, so how about new, powerful passive abilities that entirely negate certain avenues of attack?

Beyond Morality (Ex): 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.

This, for example, is an amazing defense that we couldn't replicate previously. IMO it fits his established characterisation - he isn't one to accept being judged by others (Companions & family excepted) and he's not really bothered by cosmic Good vs Evil cosmology stuff. On the other hand he did viscerally hate Hellven, so IDK.


As for abilities that we'll need to remember to use?
Tangible Illusion (Su): You can temporarily transform an illusory object into a real one. As a full-round action, you can expend one use of mythic power to temporarily transform a single object created by an illusion spell that you cast into a physical, nonmagical version of that object. The object lasts for 10 minutes per tier, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion has expired). During that time, the illusion gains all the physical properties of the depicted illusory object. You must touch the illusion to use this ability, and the object can be no larger than 5 cubic feet per tier. For example, if you create an illusory stone door, you transform it into an actual nonmagical stone door.

Mythic Spellpower (Sp): You have a pool of magical power you can draw upon for casting mythic spells. 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.

I also considered "Fearless", just because of how IC it is. It's not very necessary though...
I really like Mythic Antimagic Field. Definitely keeping that in mind for the next one.
I'm greatly in favor of Elemental Bond. Last but not least because it's extremely appropriate to how this rank was gained.
Yeah, it's just far too narratively fitting.

R'hllor's gonna be proud.
 
I'm greatly in favor of Elemental Bond. Last but not least because it's extremely appropriate to how this rank was gained.
Yeah, I can't argue that it isn't thematically appropriate. As far as the story goes, it fits very well.
I really like Mythic Antimagic Field. Definitely keeping that in mind for the next one.
Before you can gain a Mythic version of a spell, you have to know the normal version. We don't know Antimagic Field, so can't learn the Mythic AMF.

What we can do, however, is learn Mythic Blood Wish, then use that to duplicate a Mythic AMF.
 
Back
Top