7

WKLF 0DJLF - The Trove Edition/3rd Party/Necromancers of the...of the spell. You can safely enter the cloud without suffering acid damage, the -2 penalty to melee attack and damage

  • Upload
    others

  • View
    7

  • Download
    0

Embed Size (px)

Citation preview

Page 1: WKLF 0DJLF - The Trove Edition/3rd Party/Necromancers of the...of the spell. You can safely enter the cloud without suffering acid damage, the -2 penalty to melee attack and damage

Mythic Mastery

Alex Riggs, Joshua Zaback

Missing Mythic MagicVolume I

Page 2: WKLF 0DJLF - The Trove Edition/3rd Party/Necromancers of the...of the spell. You can safely enter the cloud without suffering acid damage, the -2 penalty to melee attack and damage

Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc) dialogue, plot, storylines, location, characters and trade dress.

Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or privileges to any art presented herein.

Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form without written permission.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

DesignersAlex Riggs, Joshua Zaback

EditorRosa Gibbons

Credits

Necromancers of the Northwest, LLC8123 236th St SW, Unit 102Edmonds, WA, 98026www.necromancers-online.com

Page 3: WKLF 0DJLF - The Trove Edition/3rd Party/Necromancers of the...of the spell. You can safely enter the cloud without suffering acid damage, the -2 penalty to melee attack and damage

2

The Mythic Adventures book provides a large number of mythic versions of existing spells, which grant mythic spellcasters the ability to cast super-charged versions of spells that they know. While the list of spells that were “mythified” is impressive, many spells fell through the cracks. Missing Mythic Magic is an attempt to take these spells and give them the mythic treatment as well, eventually giving every spell in the game a mythic version.

All of the mythic spells in this book are based on spells from the Pathfinder Roleplaying Game Core Rulebook. The spells are presented in alphabetical order. For more information on mythic spellcasting or mythic tiers in general, see Mythic Adventures.

ACID ARROW The acid also damages any armor that the target may be wearing, dealing full damage to the armor as well as the target. This damage ignores hardness and is not halved, even though the armor is an object.

Augmented (3rd): If you expend two uses of mythic power, the arrow also produces splash damage, inflicting 1d4 points of acid damage on each creature within 5 feet of the target. A successful Reflex save allows a creature to avoid taking splash damage in this way. Creatures that suffer splash damage in this way continue to suffer damage each round, as though they had been hit directly by the spell, but suffer 1d4 points of damage, rather than the normal amount.

ACID FOG The amount of damage that the fog deals each round is increased to 3d6, and the size of the cloud increases to a 30-ft.-radius, 30 ft. high. Additionally, the acidic vapors which comprise the cloud are particularly noxious, and any creature that enters or begins its turn within the cloud must succeed on a Fortitude save or be nauseated until the beginning of his next turn.

Augmented (5th): If you expend two uses of mythic power, you also make yourself immune to some of the effects of the spell. You can safely enter the cloud without suffering acid damage, the -2 penalty to melee attack and damage rolls, or being forced to move at half speed, and you are not nauseated by the cloud. Your vision is still obscured by the cloud as normal, however.

ACID SPLASH The amount of damage that the orb of acid deals is increased to 1d6. Additionally, if the target suffers any acid damage as a result of this spell, his body is scarred by the acid, imposing a -4 penalty on Bluff and Diplomacy checks, and potentially altering the starting attitude of NPCs towards the target. After one week, the target may attempt a Fortitude save. If he succeeds, the scars heal and fade. Otherwise, they last indefinitely. Scars inflicted this way can be removed by a cure serious wounds spell, or more powerful magic.

AID For the spell’s duration, whenever the target makes a d20 roll of any kind (including, but not limited to, attack

rolls, ability checks, saving throws, and skill checks), he may choose to add a +2 morale bonus to that roll. The target can declare that he is using this ability after making the roll, but must do so before learning whether or not it was a success. The target may use this ability a number of times equal to your mythic tier, but cannot use it more than once on any given roll. Any uses of this ability that have not been expended at the end of the spell’s duration are wasted.

AIR WALK The spell can affect any creature, regardless of size. Additionally, the target can choose whether or not to be affected by wind while air walking. At the end of the creature’s turn, when he would be moved by the wind, he can choose whether or not to be moved. He cannot choose to be “partially affected,” moving only some of the distance that he normally would. This does not prevent the target from other ill effects of very strong winds, including loss of control over movement or damage from being buffeted about. Finally, the target is capable of moving vertically at any angle, and can even “climb” the air like a ladder to effectively move straight up or down.

ALARM You can choose to alter the size of the area to be warded when you cast the spell. The area in question can take any shape you desire, but is comprised of 5-ft.-square segments, all of which must form a single, contiguous shape. The total size of the shape cannot exceed a number of 5-ft.-square segments equal to your caster level x your mythic tier (to a maximum of 200 5-ft.-square segments for a 20th-level caster with 10 mythic tiers). Additionally, if you choose a mental alarm, when you cast the spell, you can designate a number of additional creatures besides yourself who will be able to hear the alarm, up to 1 additional creature per two caster levels you possess. If you choose an audible alarm, then you may choose to have the alarm it creates be more dramatic. If you do, then if the alarm is triggered it creates a wailing siren sound which is clearly audible (DC 0 Perception check) at a range of 500 feet. Creatures within 60 feet of the siren suffer a -10 penalty on Perception checks made to hear anything other than the siren, and must succeed on a Will save when the siren is first activated or else be shaken for 1d4 rounds. The siren sound persists until you dismiss it as a swift action, or until 10 minutes have passed.

ALIGN WEAPON Whenever the affected weapon hits a creature with an alignment subtype that is opposed to the alignment that was bestowed on the weapon, it deals an amount of additional damage equal to your mythic tier (for example, if used to make a weapon good-aligned, that weapon would deal additional damage to any creature with the evil subtype, but would not deal additional damage to evil creatures that did not have the evil subtype). This additional damage bypasses damage reduction of all forms.

ALTER SELF When you use this spell to transform into certain races, you gain additional benefits. If used to become a dwarf, you gain the hardy and stability racial features of

Page 4: WKLF 0DJLF - The Trove Edition/3rd Party/Necromancers of the...of the spell. You can safely enter the cloud without suffering acid damage, the -2 penalty to melee attack and damage

3

the dwarf. If used to become an elf or half-elf, you gain the elven immunities and keen senses racial features of the elf. If used to become a gnome, you gain the illusion resistance and keen senses racial features of the gnome. If used to become a halfling, you gain the fearless and surefooted racial features of the halfling. If used to become a half-orc, you gain the intimidating and orc ferocity racial abilities of the half-orc. At the GM’s discretion, transforming into certain other humanoid races not included in the Pathfinder Roleplaying Game Core Rulebook may also allow you to gain access to certain racial abilities specific to that race.

Augmented (5th): By spending three mythic points, you can cause the transformation to last indefinitely. It can still be dispelled as normal, and it ends automatically if you are ever subject to another polymorph effect (including another instance of alter self), but otherwise the effect will persist forever.

ANALYZE DWEOMER The mythic version of this spell does not allow saving throws for any objects that are not mythic or in the possession of a mythic creature. Additionally, it can be used on artifacts, though the artifact is entitled to a saving throw, whether it is attended or not, and gains a +5 bonus on the saving throw. If used to observe an active spell, you may attempt a Spellcraft check (DC 10 + twice the spell’s level) in order to learn the spell (you must be capable of learning spells and must not be limited in how many spells you can learn). A spell learned in this way can be added to a familiar or spellbook at any time thereafter without cost, though it takes the normal amount of time to do so. Magic items can also be observed in this way in order to learn any spell that is required to craft the item, but the DC of the Spellcraft check increases to 20 + twice the spell’s level.

If you are a spontaneous caster who can only know a limited number of spells, you can also attempt to learn a spell in the same way, but if you do, it is not simply added to your list of spells known. Instead, choose a spell that you know of the same spell level. For a number of hours equal to your mythic tier, you are no longer able to cast the chosen spell, and instead gain the ability to cast the learned spell. You cannot choose to end this effect early.

Regardless of how you learn the spell or whether you learn it temporarily or permanently, you cannot learn spells that do not appear on your class’s spell list, nor can you learn spells that are a higher spell-level than you can currently cast. Casting spells learned in this way uses all the normal rules for spellcasting, and you must provide any costly material components or focuses necessary for the spell.

ANIMAL GROWTH The target grows by two size categories, instead of one. This increases the Strength bonus granted by the spell to +16, the Constitution bonus to +8, and the natural armor bonus to +4, and also increases the penalty to Dexterity to -4. The animal’s space and reach, as well as its bonuses or penalties to attack rolls, AC, CMB, CMD, Fly, and Stealth are also affected accordingly, as is the base damage of its natural attacks. Creatures cannot be increased beyond Colossal size in this way, meaning that animals that are already

Gargantuan size are not affected differently by the mythic version of this spell.

Augmented (3rd): If you expend two uses of mythic power, you can also cause the animal to lash out viciously. This causes the target to begin attacking nearby creatures, even if it would not normally do so. This has no effect if the animal has an Intelligence score of 3 or higher.

ANIMAL MESSENGER The affected animal’s movement speeds are doubled for the spell’s duration. Additionally, the spell allows the affected animal to navigate to the intended location based directly on your memories of the location, rather than on your instructions, if desired. If you choose to have the animal navigate in this fashion, then the likelihood that it arrives at the location you intended is based on your familiarity with that location, as defined by the spell teleport, and the chance that it arrives in the correct location is the same as the chance of successfully teleporting to that location, based on your familiarity (the animal must still physically travel there, and does not do so instantaneously).

Alternatively, you can choose a specific individual for the animal messenger to seek out. If you do, and you have met the subject several times and know him or her well, then the animal messenger magically determines the subject’s location and seeks him or her out with unerring accuracy (although if the spell ends before the animal messenger can reach the recipient, then the animal messenger will not deliver the message).

ANIMAL SHAPES The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4). These bonuses apply to each creature affected by the spell.

Augmented (2nd): If you expend three uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, each creature affected by the spell can act as if he or she had the Natural Spell feat for 1 round, or can choose to have his or her natural attacks be treated as cold iron, magic, and silver for the purposes of overcoming damage reduction for 1 round. For example, if you’re 2nd tier, each affected creature can use the Natural Spell feat for 2 rounds per casting of mythic animal shapes, or can have their natural attacks overcome damage reduction for 2 rounds per casting of mythic animal shapes, or 1 round of each. Each recipient chooses which bonuses to receive and when to use them, and need not choose in advance.

ANIMAL TRANCE The spell affects an additional number of Hit Dice worth of creatures equal to your mythic tier. Additionally, you may choose the order in which creatures are affected, instead

Page 5: WKLF 0DJLF - The Trove Edition/3rd Party/Necromancers of the...of the spell. You can safely enter the cloud without suffering acid damage, the -2 penalty to melee attack and damage

4

of affecting the closest creatures first. Finally, each time you concentrate on the spell, you can attempt to compel a single affected creature to perform an action, as with suggestion. The action must be one that could be understood by a creature of animal intelligence (such as “fetch that object” or “attack that creature” but not “bring me gold coins” or “attack my enemies,” etc.), but you communicate the suggestion empathically, and do not need a way to communicate with the creature. The affected creature receives a separate Will save (DC equal to animal trance’s DC) to resist each suggestion attempt. You can use this ability a number of times equal to your mythic tier each time you cast the mythic version of this spell.

Augmented: If you expend two uses of mythic power, this spell also affects plants and vermin, even if they would normally be immune to mind-affecting effects. It can only affect plants or vermin that either have no Intelligence score, or have an Intelligence score of 1 or 2.

ANIMATE ROPE The DC for Strength checks made to burst free of the animated rope, as well as to escape it with Escape Artist, and the DC for Reflex saves to avoid being entangled by it, and concentration checks made to cast spells while entangled by it are all increased by an amount equal to your mythic tier. Additionally, “move” is added to the list of commands that

you can give the rope, and this command causes the rope to slither along the ground up to 15 feet in any direction you choose. If desired, you can command the rope to leave one end in place while moving in this way, allowing you to hold onto one end of the rope while the other end moves to the desired location.

ANTILIFE SHELL Each time you cast the mythic version of antilife shell, you can choose a number of creature types that would normally be affected by the spell, up to your mythic tier. Creatures of the chosen types are not affected by the spell, and can enter and leave the affected area normally. You can also choose to have the antilife shell be centered on the location that you were in when you cast the spell, and not move with you, if desired. Finally, the radius of the barrier increases by 5 feet for every 3 mythic tiers you possess (15 feet at 3rd tier, 20 feet at 6th tier, and 25 feet at 9th tier).

Augmented (4th): If you expend two uses of mythic power, any creature that attempts to pass through the barrier (and which would normally be affected by the spell) must succeed on a Fortitude save or suffer 1d6 points of damage per mythic tier you possess. Regardless of whether or not the creature succeeds on its saving throw, it is still unable to pass through the barrier, unless it would otherwise be able to do so for some reason.

Page 6: WKLF 0DJLF - The Trove Edition/3rd Party/Necromancers of the...of the spell. You can safely enter the cloud without suffering acid damage, the -2 penalty to melee attack and damage

Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License. More information on the Open Game License can be found at www.wizards.com/d20. The terms of the Open Gaming License Version 1.0a are as follows: OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Mythic Mastery: The Mythic Glabrezu Copyright 2013, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback Mythic Mastery: Missing Mythic Magic Volume I Copyright 2013, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback

END OF LICENSE

Page 7: WKLF 0DJLF - The Trove Edition/3rd Party/Necromancers of the...of the spell. You can safely enter the cloud without suffering acid damage, the -2 penalty to melee attack and damage

Uncover Forgotten Arcane Lore