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 [Pathfinder] The Simbul

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T O P I C    R E V I E W
LordofBones Posted - 20 Feb 2018 : 13:42:34
The Simbul uses the human favored class option as described in the Advanced Player's Guide; that is, one new spell per level which must be from a spell level lower than the sorcerer's maximum.

ALASSRA SHENTRANTRA “THE SIMBUL” SILVERHAND, WITCH-QUEEN OF AGLAROND
Female advanced human Chosen of Mystra crossblooded sorcerer 32//archmage 10
CN Medium Humanoid (mythic)
Init +32, amazing initiative; Senses Perception +38; detect chaos, detect evil, detect good, detect law, detect secret doors, detect undead, greater arcane sight, greater detect magic
_____________________________________________________________

AC 39, touch 26, flat-footed 31
(+8 Dex, +8 deflection, +13 armor)
hp 718 (32d6 + 576 + 30)
Fort +31, Ref +26, Will +34; mythic saving throws
Defensive Abilities force of will, hard to kill, immortal, mirror dodge, recuperation, rejuvenation, unstoppable; Immune aging, disease, disintegration, poison and sleep, from natural and non-mythic sources; spell immunity (blindness/deafness, disintegrate, fear, feeblemind, finger of death, fireball, magic missile, mass charm person, meteor swarm); SR 47 (arcane)
_____________________________________________________________

Speed 30 ft.
Melee +26/+21 dagger of the spellthief (1d4 + 10/19-20/x2)
Special Attacks mythic power 23/day, ride the lightning (DC 43), silver fire (10d12, Ref DC 39), surge +1d12, wild arcana

Archmage Abilities
Battlemagic Sense*, Channel Power, Competent Caster, Coupled Arcana, Eldritch Breach, Eldritch Reciprocation, Enduring Armor, Energy Conversion, Mirror Dodge, Spell Sieve

Chosen Spell-like Abilities (CL 32nd)
At will - shapechange;
1/day – antimagic field, delayed blast fireball (DC 42), elemental body I, feather fall, hold monster (DC 35), prismatic wall (DC 38), restore mythic power, tsunami (DC 39), web

Domain Spell-like Abilities (CL 32nd)
23/day – arcane beacon
7/day – dispelling touch

Permanent Spells (CL 32nd)
Always active – comprehend languages, detect chaos, detect evil, detect good, detect law, detect secret doors, detect undead, greater arcane sight, greater detect magic, greater magic fang, magic circle against evil, protection from spells, see invisibility, tongues

Sorcerer Spells Known (CL 32nd, SR 34th, 38th vs SR simbul spells; melee +22, ranged +24; Concentration +52 only for 15th level spells)
15th (6/day) - DC 45, transmutation 47, evocation 50
14th (8/day) – DC 44, transmutation 46, evocation 49
13th (9/day) – DC 43, transmutation 45, evocation 48
12th (9/day) – DC 42, transmutation 44, evocation 47
11th (9/day) – DC 41, transmutation 43, evocation 46
10th (9/day) – DC 40, transmutation 42, evocation 45
9th (at will) – simbul’s spell supremacy*, simbul’s spell trigger*, simbul’s synostodweomer*;
9th (9/day) – alamanther’s return*, clashing rocks (DC 39), fiery body, foresight, khelben’s dweomerdoom*, laeral’s crowning touch* (DC 39), mass icy prison, meteor swarm, mordenkainen’s disjunction, omni blast*, ruin structure* (DC 44), sphere of wonder*, time stop, world wave, winds of vengeance, wish;
8th (at will) - simbul’s skeletal deliquescence* (DC 41);
8th (10/day) – call down the thunder* (DC 43), entropic torrent* (DC 40), fiery bombardment* (DC 43), maze, mind blank, moment of prescience, polar ray, stormbolts (DC 43), sunburst (DC 43);
7th (at will) - simbul’s spell sequencer*;
7th (10/day) – control weather, elemental ward* (DC 37), greater teleport, plane shift, prismatic spray (DC 42), reverse gravity, smolyn’s imaginary armor*, spell turning;
6th (10/day) – chain lightning (DC 41), cold ice strike (DC 41), cosmic ray (DC 41), disintegrate (DC 38), greater eldritch conduit (DC 38), mislead (DC 36), sign of wrath (DC 41), sirocco (DC 41), torrent of elemental rage (DC 41), true seeing;
5th (at will) - simbul’s spell matrix*;
5th (10/day) – baleful polymorph (DC 37), cone of cold (DC 40), fabricate, feeblemind (DC 35), fire snake (DC 40), lightning arc (DC 40), overland flight, telekinesis, wall of force, wreath of blades (DC 35);
4th (11/day) – dimension door, emergency force sphere, energy hack, fire shield, freedom of movement, hypercognition, ice storm, mass daze (DC 34), scrying (DC 34), shout (DC 39), stoneskin;
3rd (11/day) – dispel magic, fireball (DC 38), haste, ice spears (DC 33), laeral’s silver lance* (DC 38), mana spear*, protection from energy, strangling hair, wind wall;
2nd (11/day) – alter self, blur, eagle’s splendor, fiery shuriken, fog cloud, invisibility, life pact, scorching ray, sonic scream (DC 37), storm of blades;
1st (11/day) – burning hands (DC 36), ear-piercing scream (DC 36), enlarge person, identify, magic missile, ray of enfeeblement (DC 31), spell lock* (DC 31), sword shock* (DC 36), unprepared combatant (DC 31);
Cantrips – arcane mark, breeze, detect fiendish presence, detect poison, disrupt undead, jolt, mage hand, message, presdigitation, ray of frost, read magic, spark;
Bloodline Powers
Arcane – arcane apotheosis, new arcana, school power (evocation)
Destined – fated, it was meant to be 4/day, touch of destiny 23/day (+18 bonus), within reach

Mythic Spells Known antimagic field, baleful polymorph, burning hands, chain lightning, clashing rocks*, cone of cold, control weather, cosmic ray*, delayed blast fireball*, dimension door, disintegrate, fire snake, fireball, foresight, greater teleport*, haste, ice storm, lightning arc, magic missile, mass icy prison*, meteor swarm, mislead, mordenkainen’s disjunction, polar ray, prismatic spray, protection from energy*, protection from spells, reverse gravity, scorching ray, sirocco*, stoneskin, stormbolts*, sunburst*, telekinesis, time stop, wall of force, world wave*, web, winds of vengeance*, wish
_____________________________________________________________

Abilities Str 23, Dex 27, Con 37, Int 26, Wis 22, Cha 50
Base Atk +16; CMB +22; CMD 48
Traits Family Resemblance, Spellcasting Prodigy
Feats Arcane Blast, Burning Spell, Concussive Spell, Dazing Spell, Empower Spell, Eldritch Researcher (skeletal deliquescence, spell matrix, spell sequencer, spell supremacy, spell trigger, synostodweomer), Eschew Materials (B), Greater Spell Focus (evocation), Greater Spell Focus (transmutation), Heighten Spell, Improved Initiative (B), Intensified Spell, Leadership* (52 - B), Maximize Spell (B), Piercing Spell, Quicken Spell, Scribe Scroll (B), Signature Skill (Spellcraft), Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation – B), Spell Penetration, Spell Perfection (skeletal deliquescence, spell matrix, spell sequencer, spell supremacy, spell trigger, synostodweomer – B), Spell Specialization (skeletal deliquescence, spell matrix, spell sequencer, spell supremacy, spell trigger, synostodweomer – B), Thundering Spell, Widen Spell
*Alassra’s Leadership score does not take into account reputation and other modifiers.
Mythic Feats Mythic Empower Spell*, Mythic Improved Initiative, Mythic Intensified Spell*, Mythic Maximize Spell*, Mythic Spell Lore (x4), Mythic Spell Focus (evocation)
Skills Bluff +41, Craft (jewellery) +25, Diplomacy +52 (+56 against characters friendly with the Seven Sisters), Fly +40, Intimidate +55, Knowledge (arcana) +43, Knowledge (history) +27, Knowledge (local – Aglarond) +27, Knowledge (religion) +40, Perception +38, Spellcraft +80 (+92 to recognize spells being cast), Use Magic Device +57
Languages Celestial, Chessan, Common, Dwarven, Draconic, Elven, Giant, Infernal, Mulani, Undercommon
SQ arcane apotheosis, arcane synthesis, bloodline arcana (Arcane, Destined), legendary hero, name and song attunement, new arcana, school power (evocation), spell mastery, true archmage
Gear +4 dagger of the spellthief (as the scimitar), cloak of resistance +8, elixir of vicious magic, greater rod of enlarge spell, greater rod of piercing spell, greater rod of quicken spell, potion of cure serious wounds x5, ring of spell-storing and spellcraft +30, ring of transcendent spells, robe of arcane heritage, runestones of power (7th, 8th, 9th), wand of true casting* (40 charges). As a Chosen of Mystra, one of Faerun’s greatest sorcerers and Queen of Aglarond, the Simbul can obtain virtually any magical item she desires, and in addition has access to more than a few minor artifacts. She often travels with at least a dozen pages of spell knowledge in addition to whatever else she may choose to carry.

Arcane Synthesis (Su) By touching any ring, rod or wondrous item that takes up an equipment slot, Alassra can absorb them into herself and gain their benefits for as long as she desires. The Simbul can absorb up to three equipment slots’ worth of equipment, but not multiple items in the same slot beyond normal body slot limits, (for example, she could absorb two rings and an amulet, or a robe and a headband, or two rings and a robe and a mask, but not two masks or three boots). In addition, she can still wear magical items that take up the same equipment slots as the ones she’s synthesized. The statistics above include an amulet of proof against detection and location, a belt of physical perfection +6 and a ring of protection +8.

Expanded Spell Lore (Ex) Through mythic wish spells, the Simbul has gained one extra spell known of 1st to 9th level. She often changes her spell repertoire through mythic wish, exchanging one spell for another.

Mystra’s Gift Alassra does not suffer the reduced spells known penalty of the crossblooded sorcerer archetype. In addition, the Simbul can gain the benefits of any one of Mystra’s domains or subdomains each day. She chooses the domain she wishes to benefit from whenever she regains her spells for the day, and gains its benefits until the next time she rests, whereupon she can swap her domain or choose to retain her current one. She uses her Charisma modifier in place of her Wisdom for domain powers. The benefits of the Arcane subdomain have been incorporated into the statistics above. Finally, the Simbul treats spells unique to the faith of Mystra as part of the sorcerer/wizard spell list. In addition, she can use shapechange at will.

Name and Song Attunement (Su) Whenever Alassra’s name or the rune of the Chosen is spoken, she hears it and the next nine words that person speaks.

Ride the Lightning (Su) The Simbul can transform herself into a mythic ride the lightning effect that can split apart and deal damage as a mythic chain lightning effect that ends as a meteor streak travelling at 70 ft. She can reform within 1d4+2 hours, taking 10 minutes to do so. The DC against this effect is 43.

Spell Mastery Alassra can cast skeletal deliquescence, spell matrix, spell sequencer, spell supremacy, spell trigger and synostodweomer at will without expending her daily spell limit. Her eponymous spells do not count towards her spells known limit. She has the benefits of Spell Perfection and Spell Specialization when casting her eponymous spells. She can never be harmed by the spells that bear her name, and benefits from any spell matrix, spell sequencer, spell supremacy, spell trigger and synostodweomer within 320 ft. as though she had cast them herself.

NEW ARCHMAGE PATH ABILITY

Battlemagic Sense (Su): You have an intuitive sense for friendly and hostile magics being thrown around a battlefield. You gain a bonus equal to your mythic tier on Spellcraft checks to identify spells, including both ongoing spell effects and spells as they are being cast, and you may make such checks untrained. If you expend one use of your mythic power as a swift or immediate action, you can treat your base attack bonus as the number of ranks you have in the Spellcraft skill for 1 minute.

You are automatically aware when a spell with a range greater than personal or touch is cast within 20 feet plus 10 feet times your mythic tier, and you can make a Spellcraft to identify such spells, though you take a -4 penalty on your check if you have no line of sight to the caster or are otherwise unaware of the caster’s presence. If you successfully identify a spell while forcing the caster to make a concentration check, whether to cast defensively because you threaten the target or by harming or distracting the caster in any way, you add your mythic tier to the DC of the concentration check for that spell.

If you successfully identify a spell being cast and you have the ability to cast an appropriate counterspell (including dispel magic), you can expend one use of your mythic power to perform that counterspell as an immediate action, even if you do not have line of sight to the caster. If you have readied an action to counterspell, you gain a bonus equal to your mythic tier on any caster level check required.

Source: Mythic Hero’s Handbook. Copyright 2015, Legendary Games, Dreamscarred Press, Rogue Genius Games; Authors Robert Brookes, Eric Hindley, Jonathan H. Keith, Jeff Lee, Jason Nelson, Marc Radle, Alistair J. Rigg, Andreas Rönnqvist, Tork Shaw, Jeremy Smith, Owen K.C. Stephens.

NEW FEATS

Empower Spell (Metamagic, Mythic)

You can increase the effect of a spell by +75%.
Prerequisites: Empower Spell, 5th mythic tier.
Benefit: When you cast a spell augmented with Empower Spell, all variable, numeric effects of the spell are increased by +75%, including bonuses to those dice rolls. Alternatively, you may expend a use of mythic power to cast a spell as an empowered spell (gaining only the normal benefits of an empowered spell, rather than the increased benefits outlined above) without preparing it as empowered in advance, taking extra casting time, or increasing the level of spell slot it uses.
Normal: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.

Source: Mythic Hero’s Handbook. Copyright 2015, Legendary Games, Dreamscarred Press, Rogue Genius Games; Authors Robert Brookes, Eric Hindley, Jonathan H. Keith, Jeff Lee, Jason Nelson, Marc Radle, Alistair J. Rigg, Andreas Rönnqvist, Tork Shaw, Jeremy Smith, Owen K.C. Stephens.

Intensified Spell (Metamagic, Mythic)
Your spells stretch beyond the limits of their normal firepower.
Prerequisites: Intensified Spell.
Benefit: When you cast a spell augmented with Intensified Spell, its maximum number of damage dice is increased by 10 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. Alternatively, you may expend a use of mythic power to cast a spell as an Intensified spell (gaining only the normal benefits of an intensified spell, rather than the increased benefits outlined above) without preparing it as Intensified in advance, taking extra casting time, or increasing the level of spell slot it uses.
Normal: An intensified spell has its maximum number of damage dice increased by 5 levels.

Source: Mythic Hero’s Handbook. Copyright 2015, Legendary Games, Dreamscarred Press, Rogue Genius Games; Authors Robert Brookes, Eric Hindley, Jonathan H. Keith, Jeff Lee, Jason Nelson, Marc Radle, Alistair J. Rigg, Andreas Rönnqvist, Tork Shaw, Jeremy Smith, Owen K.C. Stephens.

Maximize Spell (Metamagic, Mythic)
Your maximum spell power is “more than maximum.”
Prerequisites: Maximize Spell, 7th mythic tier.
Benefit: When you cast a spell augmented with Maximize Spell, all variable, numeric effects of the spell are treated as 150% of their maximum. Alternatively, you may expend two uses of mythic power to cast a spell as a maximized spell (gaining only the normal benefits of a maximized spell, rather than the increased benefits outlined above) without preparing it as maximized in advance, taking extra casting time, or increasing the level of spell slot it uses.
Normal: All variable, numeric effects of a maximized spell are automatically at their highest value.

Source: Mythic Hero’s Handbook. Copyright 2015, Legendary Games, Dreamscarred Press, Rogue Genius Games; Authors Robert Brookes, Eric Hindley, Jonathan H. Keith, Jeff Lee, Jason Nelson, Marc Radle, Alistair J. Rigg, Andreas Rönnqvist, Tork Shaw, Jeremy Smith, Owen K.C. Stephens.
7   L A T E S T    R E P L I E S    (Newest First)
portose_sharpe Posted - 13 Mar 2018 : 19:19:20
cool, man very cool
LordofBones Posted - 21 Feb 2018 : 01:23:50
Added to her 9th level spells, thanks.
Scots Dragon Posted - 21 Feb 2018 : 01:03:33
quote:
Originally posted by LordofBones

quote:
Originally posted by Scots Dragon

Given her mix of sorcerer and wizard levels, I'd have gone for making her an arcanist personally.



I thought about it, but the Simbul struck me as the type that thoroughly embraced her deific arcane heritage more than any of her sisters, and the alternative favored class choice for sorcerers added to the arcane bloodline's new arcana meant that she could have a ton of spells to throw around anyway.

Arcanist was a tempting possibility for Larloch too, but in hindsight the only NPC I could see with hybrid class levels is Entreri.


A fair enough interpretation.

The only other thing to point out is that she ought to have shape change as one of her permanently active spells.
LordofBones Posted - 21 Feb 2018 : 00:55:25
quote:
Originally posted by Scots Dragon

Given her mix of sorcerer and wizard levels, I'd have gone for making her an arcanist personally.



I thought about it, but the Simbul struck me as the type that thoroughly embraced her deific arcane heritage more than any of her sisters, and the alternative favored class choice for sorcerers added to the arcane bloodline's new arcana meant that she could have a ton of spells to throw around anyway.

Arcanist was a tempting possibility for Larloch too, but in hindsight the only NPC I could see with hybrid class levels is Entreri.
Scots Dragon Posted - 20 Feb 2018 : 20:07:27
Given her mix of sorcerer and wizard levels, I'd have gone for making her an arcanist personally.
LordofBones Posted - 20 Feb 2018 : 13:46:16
NEW TEMPLATE

CHOSEN OF MYSTRA


“Chosen of Mystra” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A Chosen retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature + 2.

Alignment: Any.

Mythic Rank: Upon receiving the Chosen of Mystra template, the character also gains one mythic rank in a path of his choice, and all other attendant benefits of being a mythic creature. If the character is already a mythic creature, he gains an extra tier in his chosen path and all the attendant benefits. He cannot exceed 10th tier.

Defensive Abilities: A Chosen of Mystra gains the following defensive ability:

Spell Immunity (Su): A Chosen can select one spell of each spell level from 1st to 9th, and is hereafter immune to their effects as per spell immunity.

Immunities: A Chosen is immune to aging, disease, disintegration, poison and sleep, from natural and non-mythic sources.

Special Abilities: A Chosen gains the following special abilities:

Silver Fire (Su): Manifesting as a beautiful blue-white silver flame, a Chosen may use silver fire to gain the benefits of endure elements, duplicate the effect of a ring of mind-shielding, waterbreathing or a targeted greater dispel magic against all hostile spell effects on the Chosen. The Chosen can call on his silver fire to allow him to function without food and drink once every ten days.

By expending one use of mythic power, a Chosen can unleash his silver fire as a blast 5 feet wide and 70 feet long, dealing 1d12 points of damage for every mythic tier he possesses and breaking apart barriers as a lightning bolt. Half the damage is fire and half stems from raw arcane power. A Reflex save (19 + primary spellcasting attribute modifier, default Charisma) halves the damage. Spell resistance does not apply against silver fire.

By expending two uses of mythic power, the Chosen may shape his fire into a cone effect with identical dimensions, but does not deal damage. Instead, he automatically dispels antimagic fields as greater dispel magic.

Spell-like Abilities (Sp): A Chosen can select one spell of each spell level from 1st to 9th, and may hereafter cast them as spell-like abilities once per day. A Chosen’s caster level is equal to his Hit Dice and the DCs are Charisma-based. If the Chosen is already capable of spellcasting, then he uses the ability score governing his spellcasting to determine the save DC. He can expend a use of mythic power to cast any of his spell-like abilities as their mythic versions, even if he does not know the mythic version of the spell.

In addition, the Chosen has greater detect magic permanently active on him at his caster level. He can dismiss this effect at will.

Abilities: Con +10.
LordofBones Posted - 20 Feb 2018 : 13:45:02
NEW SPELLS

ALAMANTHER’S RETURN
School
transmutation; Level sorcerer/wizard 9
Casting Time 1 full round
Components V, S
Range see text
Effect one spell or spell-like ability
Duration see text
Saving Throw see text; Spell Resistance see text

You duplicate the effect of any one spell or spell-like ability you have seen within the last round. This spell can duplicate only spells and spell-like abilities of 8th level or lower. This duplication functions like the ability of a wish spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from. If the casting time of the spell you observed is greater than 1 round, the casting time of this spell is increased to the same. A duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself. If the spell has a costly material component, you must provide that component.

CALL DOWN THE THUNDER
School
evocation [sonic]; Level cleric/oracle 8, druid 8, sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M/DF (a small drum)
Range medium (100 ft. + 10 ft./level)
Area cylinder (10 ft. radius, 40 ft. high)
Duration instantaneous
Saving Throw Reflex partial; Spell Resistance yes

You are able to bring down thunder from the heavens. All creatures within the spell’s area of effect suffer 1d6 points of sonic damage per caster level (maximum 20d6) and they are stunned for 1d4+1 rounds. A Reflex save results in half damage and negates the stunned effect.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

ELEMENTAL WARD
School
abjuration; Level druid 7, sorcerer/wizard 7, witch 8
Casting Time 1 standard action
Components V, S, M/DF (an elemental’s heart, worth 25 gp)
Range personal
Target you
Duration 1 round/level, or until discharged

You speak mystic words and brilliant, brightly colored sigils appear all over your body. These sigils store up elemental energy to protect you from harm, but can also be unleashed in a deadly burst. When you cast this spell, choose one of the following energy types: acid, cold, fire, electricity, or sonic. Your body becomes covered in brightly colored sigils which can be read with a read magic spell or a successful Knowledge (arcana) check (DC 20), and when read, indicate the type of energy you chose when casting this spell. For the spell’s duration, you gain complete immunity to the selected type of energy.

Additionally, at any time during the spell’s duration, as a standard action, you may choose to discharge the spell, unleashing a wave of the energy stored in this spell to damage all other creatures within 20 feet of you. Characters caught in this blast suffer 1d10 points of damage of the chosen energy type per 2 caster levels you possess (to a maximum of 10d10 at 20th level). A successful Reflex save halves this damage.

Source: A Necromancer’s Almanac 2014. Copyright Necromancers of the Northwest; Authors Alex Riggs, Joshua Zaback.

ENTROPIC TORRENT
School
transmutation [chaos]; Level cleric/oracle 9, druid 9, sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (a small vial of pure water)
Range medium (100 ft. +10 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Will half (object); Spell Resistance yes

You send forth a burst of entropy, guiding the random changes toward a negative result, causing matter to decay as though it were aging quickly. The wave of entropic energy deals 1d8 points of damage per level (maximum 20d8) to creatures, and 1 point of damage per level (maximum 25) to objects (subtract hardness). Since the torrent passes through barriers, it can weaken entire areas, not just the surface of objects. This has the general effect of weakening metal enough that it can be broken like sturdy wood, weakening stone or crystal enough that it can be dug through like dirt, or completely reducing weaker structures to dust.

Objects weakened in this way do not change in composition, only sturdiness. Decayed gold becomes gold dust, and ice merely turns to snow. A successful save results in half damage. Attended objects are unaffected if their bearer succeeds on his save, but are weakened as normal if the bearer fails his save. Entropic torrent can easily cripple a living creature and leave him naked and defenseless.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

FIERY BOMBARDMENT
School
evocation [fire]; Level sorcerer/wizard 8
Casting Time 1 minute
Components V, S
Range 1,000 ft. + 100 ft./level
Area 40-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This spell sends forth a bolt of fiery destruction that massively explodes when it strikes its target. The explosion deals 1d8 points of damage per level (maximum 20d8) to all creatures and unattended objects within its area. Half of this is fire damage, but the other half is a result of the concussive force of the explosion and therefore is not subject to being reduced by resistance to fire-based attacks. If the explosion encounters a barrier such as a wall, and the damage is enough to break through the barrier, then the area of effect continues through to the other side. Otherwise the spell’s area of effect stops at the barrier. Unlike most instantaneous duration spells, fiery bombardment can set fire to combustibles within the area of effect upon a failed save.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

KHELBEN’S DWEOMERDOOM
School
abjuration; Level sorcerer/wizard 9
Casting Time 1 swift action
Components V, S, F (crystal lens worth at least 1,000 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw none; Spell Resistance no

You counterspell an opponent's spell or spell-like ability before it is even cast and without knowing what spell you are countering.

If the target prepares spells, you counterspell the highest level spell currently prepared, eliminating it from the target's list of prepared spells for that day. If the target casts spells spontaneously (and does not prepare spells), you effectively reduce by one the number of spells per day of the highest level spell slot available. If the target has spell-like abilities (and does not prepare spells or cast spells spontaneously), it loses one use of the highest-level spell-like ability available. Otherwise, this spell has no effect.

You must make a successful dispel check (as dispel magic, but the maximum caster level on your dispel check is +25 instead of +10) to successfully counter or remove your opponent's prepared spell, spell slot, or use of a spell-like ability.

LAERAL’S CROWNING TOUCH
School
necromancy [curse]; Level cleric/oracle 9, sorcerer/wizard 9 (Mystra)
Casting Time 1 standard action
Components V, S, F (prism worth at least 1,000 gp)
Range touch
Target one spellcaster
Duration 1 year and 1 day
Saving Throw Will negates; Spell Resistance yes

When you cast this spell, Mystra's symbol appears drawn in silver on each palm (or on the chest and forehead of beings lacking palms) as a glowing brand equal that sheds light as a candle. A creature that can cast arcane spells, such as a sorcerer or wizard, takes a -4 penalty on its saving throw.

Any time the target casts a spell, he gains a number of negative levels equal to the level of the spell being cast. (The spell he just cast functions normally at the caster level he possessed before he received the negative levels for casting that spell). This effect is cumulative and lasts as long as the crowning touch lasts. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining each negative level, the subject must make a Fortitude saving throw (DC = crowning touch's spell save) for each negative level. If the save succeeds, that negative level is removed. With each spell use, streaks of silver appear in the hair of the target, until the transgressor's hair is all silver (which happens when the character's level reaches 1st).

The curse bestowed by this spell cannot be dispelled, but it can be removed with wish or a successful break enchantment (caster level check DC 15 + caster level of the crowning touch). After the curse is lifted, all the effects (except permanent level loss) go away.

This spell was developed for use only against beings who misuse the sort of magic Mystra has dominion over. The Lady of Mysteries does not look kindly on mages who hurl deadly magic at every spellcaster who insults them. Mystra has been known to shorten the effects on the truly repentant and the undeserving, if they pray to her for forgiveness and obtain an atonement spell.

LAERAL’S SILVER LANCE
School
evocation [force]; Level magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, F (A miniature platinum lance engraved with arcane runes that costs 250 gp to construct)
Range long (400 ft. + 40 ft./level)
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes

This spell brings into being a shimmering, silver lance of force that flies toward a single creature you pantomime throwing it at when you cast the spell. Its attack bonus is equal to your caster level + your spellcasting attribute modifier with an additional +1 enhancement bonus to attack and damage rolls per four caster levels (to a maximum of +5 at 20th level) and a +2 bonus for charging. It deals 4d6+3 points of force damage, with a threat range of 20 and a critical multiplier of x3. In addition, the creature struck must succeed on a Fortitude save or be knocked prone by the impact.

MANA SPEAR
School evocation [force]; Level bloodrager 3, cleric/oracle 4, magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a tiny spear)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw no; Spell Resistance no

You hurl a shimmering spear of magical energy at a target within range. Make a ranged touch attack. If you hit, that target takes 4d8 points of force damage. In addition, if the target is an arcane spellcaster or a creature with arcane spell-like abilities, it loses a number of prepared arcane spell levels (or levels of arcane spell slots for spontaneous casters) equal to half your caster level. If the target prepares his spells, he chooses which prepared spells he loses; a spontaneous caster simply loses spell slots. Start with the highest-level spells or spell slots you can affect and work down. If there is no way to drain a spell because you don’t have enough levels left to affect it or the target doesn’t have spells or spell slots remaining, then those additional levels of drain are lost.

For example, if you are 9th level (draining 4 spell levels) and you hit a 10th-level sorcerer who has at least one 5th-level spell slot remaining, your mana spear would ignore the 5th-level slot(s) and drain only spell slots of 4th level or lower. If the sorcerer had no 4th-level slots remaining but had two 3rd-level slots, he would lose one of those 3rd-level spell slots, plus a 1st-level slot, assuming he had one remaining. Creatures with arcane spell-like abilities instead lose one or more uses per day of a number of abilities whose effective spell levels add up to your spell drain amount. Always start with those that emulate spells of the highest level. A spell-like ability that emulates a 2nd-level spell would require 2 levels worth of spell drain. If it were usable twice per day (and both uses remain), then you could drain it twice.

At-will spell-like abilities count only once, at their normal spell level, and are instead nullified (made unavailable) for a number of rounds equal to your caster level.

Source: Scarred Lands Player’s Guide. Copyright 2016, Onyx Path Publishing; Authors Bill Ashbless, Jason Bolte, Tanya Cohan-Diaz, Chris Cowger, Steffie de Vaan, Adam Eichelberger, Matt Franklin, Nathan Knaack, Eddy Webb.

OMNI BLAST
School
evocation [acid, cold, electricity, fire, force]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (a drop of a kineticist’s blood)
Range long (400 ft. + 40 ft./level)
Effect one ray
Duration instantaneous
Saving Throw none; Spell Resistance yes

You fire a single incredibly powerful bolt of energy, which deals 6d6 points of acid damage, 6d6 points of cold damage, 6d6 points of electricity damage, 6d6 points of fire damage, and 6d6 points of force damage. You must succeed on a ranged touch attack to hit your target.

Source: A Necromancer’s Almanac 2015. Copyright Necromancers of the Northwest; Authors Alex Riggs, Joshua Zaback.

RUIN STRUCTURE
School
evocation; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (a vial of universal solvent)
Range medium (100 ft. + 10 ft./level)
Target nonliving matter within a 30 ft. radius, or a single construction of nonliving matter, up to 1000 cubic feet in volume per level
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes (object)

Ruin structure causes the bonds holding nonliving matter to break apart, ruining them, and leaving only a pile of debris. If the object in question succeeds on a Fortitude save, the object is reduced to half its normal hit point total and gains the broken condition, further successful saves have no effect. If the target is large enough that it has multiple zones of hit points (such as a wall having hit points for every five-foot section), each area is subject to the effect.

If the surface below a character is destroyed, the creature takes falling damage as normal (1d6 points per 10 feet; a successful Acrobatics check can reduce the damage).

If a structure such as a building is ruined while occupied, those inside it may be trapped and take damage. A character inside a heavy structure, such as a multi-level wooden structure or a stone structure takes 9d6 points of damage from falling debris and is buried (see below). A successful Reflex save reduces damage by half. Any character inside a light structure, such as a single-level wooden structure takes 3d6 points of damage (Reflex save for half) and is only buried on a failed Reflex save. Also, characters standing near a heavy structure (within 5 ft. per 15. ft. of height) take 3d6 points of damage from falling debris (Reflex save for half). Very light structures, such as canvas tents, do not pose a substantial risk to their occupants.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

SMOLYN’S IMAGINARY ARMOR
School
enchantment (compulsion) [mind-affecting] or illusion (glamer); Level bard 6, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level
Saving Throw Will negates, see text; Spell Resistance yes

You are surrounded by a suit of armor crafted from your imagination. The strength of this armor is dependent entirely on your will, and any creature attacking you must succeed on a Will save or suffer a -10 penalty on attack rolls made against you until the beginning of that creature’s next turn. Multiple instances of this penalty do not stack.

If cast as an enchantment spell, the armor also protects against magic attacks, and any creature casting a spell or spell-like ability that targets you must succeed on a Will save, or else the saving throw DC of that spell or ability is reduced by 10.

If cast as an illusion spell, you also gain concealment (20 % miss chance) for the spell’s duration.

Source: Advanced Arcana Volume IV. Copyright Necromancers of the Northwest; Authors Alex Riggs, Joshua Zaback. Note: this spell Note: this spell appeared as Balthavius’s Imaginary Armor. Adapted for use in the Forgotten Realms Campaign Setting.

SPELL LOCK
School
abjuration; Level sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M (a simple lock)
Range close (25 ft. + 5 ft./2 levels)
Target one arcane spellcaster
Duration 1 round/4 levels
Saving Throw Will negates; Spell Resistance yes

You assert your arcane power over the target, locking down his ability to cast spells. For the spell’s duration, the target cannot cast spells of 1st level or lower. If you have a caster level of 5 or higher, the target cannot cast 2nd-level spells, either. If you have a caster level of 10 or higher, the target cannot cast 3rd-level spells, either.

Source: Advanced Arcana Volume V. Copyright Necromancers of the Northwest; Authors Alex Riggs, Joshua Zaback.

SPHERE OF WONDER
School
abjuration [light]; Level sorcerer/wizard 9
Casting Time 1 full round
Components V, S
Range personal
Area 90 ft. diameter sphere, centered on you
Duration 1 round/level
Saving Throw no (harmless); Spell Resistance no

You surround yourself in a sphere of brilliant magical force that provides illumination as the light spell and counters or dispels any darkness spell of equal or lower level. A sphere of wonder excludes all spell effects of 8th level or lower. The area or effect of any such spells does not include the area of the sphere. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. 9th level spells cast at the sphere of wonder must succeed at a caster level check or fail to affect the sphere and anyone within it.

In addition, when casting this spell, you may select one spell descriptor or subschool per three caster levels, such as [fire]. Spells and magical effects of the selected criteria are allowed to function within the radius of a sphere of wonder and are allowed to penetrate the sphere. A sphere of wonder is stationary. You can leave and enter the sphere at any time you wish.

SWORD SHOCK
School
evocation [electricity]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature, plus one additional creature per 3 levels (maximum 7 creatures), no two of which may be more than 15 ft. apart
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes

Sword shock causes electricity to flow from items the target is holding to the target’s hands. This electricity deals 1d4 points of damage per caster level (maximum 5d4). The jolt also causes the creature to drop whatever it is holding, which falls to the ground in the target’s square. A successful Fortitude save reduces the damage by half and allows the target to keep her grip on the item. If the target has items in both hands, it risks losing both but does not suffer any greater damage. If the target is not holding any items (or has no hands) it still takes damage but of course cannot drop anything.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

THE SIMBUL’S SKELETAL DELIQUESCENCE
School
transmutation; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S
Range touch
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes

You turn the bones and hard tissue of the subject to mush, making it a strange sort of oozelike creature. It immediately collapses into a heap, lacking the ability to maintain its previous shape. Its Dexterity becomes 1, its speed becomes Swim 10 ft., and it loses the ability to attack, speak, carry objects, or cast spells with somatic components, but not spell-like and supernatural abilities.

The subject cannot be flanked and is immune to critical hits, but equipment is not affected. This spell is normally used as a punishment or to disable opponents without killing them. Break enchantment, greater dispel magic or wish restores the subject to normal.

THE SIMBUL’S SPELL MATRIX
School
transmutation; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, F (amber worth at least 500 gp)
Range personal
Duration 10 minutes/level
Saving Throw no (harmless); Spell Resistance no

You prepare a magical matrix that allows you to store one of your spells and use it later as a free action. In the round after you cast Simbul's spell matrix, you may cast one spell of up to 3rd level to be stored in it. The matrix closes after 1 round, whether or not you have stored a spell in it. Only a spell that can be altered by the Quicken Spell feat can be placed in the matrix, and any spell stored there is treated as a prepared spell.

Casting Simbul's spell matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists. While the matrix is active, you can cast the spell stored in it as a free action. Once cast from the matrix, the spell is gone.

A dispel magic spell that successfully dispels the matrix also dispels the spell held inside it. If you are affected by an antimagic field, the duration of the matrix is interrupted, but the spell does not activate. The matrix becomes active again when you emerge from the antimagic field. If you die while the spell is still held in the matrix, both the spell and the matrix dissipate harmlessly.

THE SIMBUL’S SPELL SEQUENCER
School
transmutation; Level sorcerer/wizard 7

This spell functions like the simbul’s spell matrix, except that you can store up to two spells of up to 5th level, and you take 2d6 points of damage instead of 1d6 upon casting. The matrix closes after 2 rounds and no more spells can be added, even if it is not full.

In addition, you can decide to link the two spells stored in the matrix into a spell sequence if both are 2nd level or lower. You can then discharge the two linked spells as a single swift action, just as if you were casting the lone spell from a spell matrix.

THE SIMBUL’S SPELL SUPREMACY
School
transmutation; Level sorcerer/wizard 9
Casting Time 1 full round
Components V, S
Range personal
Duration 10 minutes/level
Saving Throw no (harmless); Spell Resistance no

This powerful spell has won the Simbul many duels, and knowledge of it has since spread to the Red Wizards of Thay. When you cast the simbul’s spell supremacy, your next two spells of 6th level or lower are quickened and maximized. This does have a drawback however, if the next spell you cast after casting spell supremacy is not of 6th level or lower, it counts against the spell’s limit without bestowing its benefits upon you.

THE SIMBUL’S SYNOSTODWEOMER
School
transmutation; Level sorcerer/wizard 9
Casting Time 1 swift action
Components V, S
Range personal
Duration 1 round
Saving Throw none (harmless); Spell Resistance no

You channel the spell energy from a spell you know into healing magic. After you cast this spell, the next spell you cast in the same round is converted to positive energy. When you cast the second spell, you touch yourself or another creature, curing 1d8 points of damage for every spell level of the spell you cast. If the spell you cast was prepared with a metamagic feat, you use the level of the spell slot the spell occupied.

THE SIMBUL’S SPELL TRIGGER
School
transmutation; Level sorcerer/wizard 9
Components V, S, M (a diamond worth 1,500 gp or more)

This spell functions like the simbul’s spell matrix, except that you can store up to three spells of up to 7rd level, and you take 3d6 points of damage instead of 1d6 upon casting. The matrix closes after 3 rounds and no more spells can be added, even if it is not full.

In addition, you can designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting the simbul’s spell trigger. The spell (or sequence of spells) to be activated by the triggering condition must be of a type that affects your own person, such as levitate or feather fall. The conditions required to bring the desired spell or spells into effect must be clear, although they can be general. In all cases, the simbul’s spell trigger immediately brings into effect the designated spell or sequence of spells, which is cast instantaneously when the designated circumstances occur. You cannot choose to have the spell or spells not activate when the triggering event occurs.

TRUE CASTING
School
divination; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V
Range personal
Target you
Duration see text

You gain temporary, intuitive insight into the immediate future that assists with your spell casting against a singular opponent. Your next spell that targets a single creature (if it is made before the end of the next round) gains a +1 insight bonus to the save DC. If that creature successfully saves, your next spell that targets that same creature and only that creature (if it is made before the end of the following round) gains a +2 insight bonus to the save DC. This process continues until your insight bonus reaches its maximum of +5, you fail to cast a spell targeting the same singular creature in each following round, or the target creature fails a saving throw.

Source: 1001 Spells. Copyright 2011, Rite Publishing; Authors Steven D. Russel.

NEW MYTHIC SPELLS

CLASHING ROCKS
You can target a number of creatures equal to one-half your mythic tier (minimum 1) with the clashing rocks, making a ranged touch attack against each. You must designate one of these as the primary target, and the two Colossal rocks appear within 30 feet on either side of that target. Other creatures you wish to target with the clashing rocks must be within the 30-foot-wide line in between the clashing rocks. If the clashing rocks must break through a solid barrier, add twice your mythic tier on the Strength check to do so.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

COSMIC RAY
Increase damage to 1d8 points of damage per level (maximum 20d8), and creatures sickened by the cosmic ray also contract blightburn sickness.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

DELAYED BLAST FIREBALL
Increase damage dealt to 1d10 points (maximum 20d10) and creatures that fail their saves catch on fire, taking 2d6 points of fire damage per round. The DC to extinguish this fire is equal to the spell’s save DC.

You can choose to delay the burst for as long as 1 hour per mythic tier. You may expend one use of your mythic power to mentally move the bead up to 40 ft. or to detonate the bead early. Doing either is a standard action.

Augmented (3rd): If you expend two uses of mythic power, you can set the mythic delayed blast fireball to explode multiple times, up to once per two mythic tiers. These detonations deal only half normal damage and must be timed at least 1 minute apart.
Augmented (6th): If you expend two uses of mythic power, damage increases to 1d12 points of fire damage per level and the area increases to a 40-foot-radius spread. Fire damage from a mythic delayed blast fireball augmented in this way ignores fire resistance or immunity.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

HOLD PERSON
When a creature paralyzed by this spell succeeds at a subsequent saving throw to end the paralysis, it becomes slowed (as the slow spell). A second successful save ends the slow effect.

Augmented (3rd): If you expend two uses of mythic power, you can paralyze one additional target for every 3 mythic tiers.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

ICY PRISON
The hit points of a mythic icy prison are increased to 5 hit points per inch of thickness, and you add your mythic tier to the Strength DC to break the ice. You add your mythic tier to the cold damage a creature takes each round it is helpless or entangled in the ice, and the cold damage dealt by this spell bypasses the cold immunity or resistance of non-mythic creatures or creatures whose mythic rank or tier is lower than yours, except for creatures with the cold subtype.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

ICY PRISON, MASS
This spell functions as mythic icy prison, but you can affect an additional number of targets equal to one-half your mythic tier, and the targets need not be within 30 feet of each other.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

PRISMATIC WALL
The size of the wall increases to 10 ft./level wide, 3 ft./ level high and the duration increases to 1 hour/level. Creatures with fewer Hit Dice than 8 plus your mythic tier who look at a mythic prismatic wall from within 20 feet are blinded permanently. When you cast the spell, you can designate one creature per mythic tier to share your immunity to the wall’s effects.

Augmented (4th): If you expend two uses of mythic power, creatures beginning their turn within 5 feet of a mythic prismatic wall are affected as prismatic spray. The save DC of this prismatic spray is the same as the DC of the mythic prismatic wall. At 8th mythic tier, you may instead expend three uses of mythic power to increase the range of this effect to 10 feet.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

PROTECTION FROM ENERGY
The spell absorbs 20 points per level of energy damage of the selected type before being discharged. In addition, if the target of the spell is a mythic creature and takes damage of a different energy type than the type chosen when the spell was cast, it may spend one use of its mythic power as an immediate action to switch the energy type of the protection from energy spell to the type of energy used in that attack. This reduces the remaining damage-absorbing capacity of the protection form energy spell by 50%; this reduction is applied before applying the damage from the attack.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

PROTECTION FROM SPELLS

The targets of this spell can attempt saving throws against spells that normally allow no save, though resistance bonuses to saving throws (including from this spell) do not apply to such saving throws. A successful saving throw halves any hit point damage, ability damage, ability drain, or negative levels; any other effects of the spell are negated.

Augmented: If you expend two uses of mythic power, choose one type of saving throw: Fortitude, Reflex, or Will. If a protected creature would normally suffer a reduced effect when it successfully saves against a spell requiring a save of that type, the spell has no effect instead.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

RIDE THE LIGHTNING
The damage dealt increases to 10d8 points of electricity damage, and creatures damaged by your lightning are automatically dazzled for 1 round regardless of whether they save. When traveling in lightning form, you can move up to 150 feet, plus 30 feet per 3 mythic tiers after 1st. If you reduce the distance you travel by half, you can make one turn of up to 90 degrees at any point during your movement.

Augmented: If you expend one additional use of your mythic power, you can make a turn of up to 90 degrees without reducing the overall length of your movement.
Augmented (6th): If you expend two uses of mythic power, the damage dealt increases to 10d10 points of electricity damage; this damage bypasses electricity resistance and immunity.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

SIROCCO
You deal 4d10 points of damage plus 1 point per caster level, and one-half of this damage is fire damage while the other half is bludgeoning damage. A mythic sirocco is considered a severe wind (see Wind Effects in Chapter 14 of the Pathfinder Roleplaying Game Core Rulebook) pushing downwards toward the ground, and creatures and objects may be affected by the wind regardless of their saving throw against the mythic sirocco. Ranged attacks into or through the area and Fly checks within the area take a -4 penalty, and Small or smaller creatures may be checked or blown away. In addition, you add one-half your mythic tier to the DC all Fly checks made within the mythic sirocco.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

STORMBOLTS
You deal 1d10 points of electricity damage per caster level (maximum 20d10), and creatures failing their save are stunned for 1 round and staggered for a number of rounds equal to one-half your mythic tier. In addition, creatures using metallic equipment take a penalty to their saving throw, as indicated below.

Metal buckler, light armor, light shield, weapon: -1
Metal heavy shield, medium armor, two-handed weapon: -2
Metal heavy armor: -4

These saving throw penalties overlap and do not stack; only the most severe applies. Mithral armor is treated as its actual armor type, not as armor one category lighter.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

SUNBURST
The damage dealt increases to 6d8 points of damage, 12d8 against creatures to which sunlight is harmful or unnatural, and 1d8 points of damage per level (maximum 25d8) against undead, fungi, molds, oozes, and slimes. Creatures that succeed on their saving throws are blinded for at least 1 round; they may attempt a new save each round at the end of their turn to reduce the effect to dazzled. A new save is allowed each round to remove the dazzled condition. Creatures that fail their saving throws are fatigued by sunstroke, and their eyes are completely destroyed by the blast, requiring a regenerate spell to restore sight; remove blindness is ineffective.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

TELEPORT, GREATER
You may teleport willing creatures within 5 feet times your mythic tier, without needing to touch them. In addition, if you are within 1 mile per caster level of the destination, you can attempt to teleport into an area that is warded by a non-mythic effect that blocks teleportation, such as antimagic field, dimensional lock, or forbiddance by making a caster level check with a DC of 15 plus the caster level of the effect, adding your mythic tier to the caster level check.

Augmented: If you expend one additional use of mythic power, all targets of the spell can teleport back to their point of origin after a time interval you specify, up one round per mythic tier. Creatures that are dead at that point in time are not teleported back, nor are any items they carry.
Augmented (3rd): If you expend two uses of mythic power, you may teleport one additional willing creature of any size per 3 mythic tiers.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

WINDS OF VENGEANCE
Your fly speed is increased by 5 feet times your mythic tier, and when in flight you can expend one minute of the spell’s remaining duration as a free action to sprint in a straight line. If you use this ability to charge, you can move up to quadruple your speed. If you use this ability to perform the run action, you can move up to ten times your speed (eight times your speed if you are wearing medium or heavy armor or carrying a medium or heavy load).

You can shape your winds of vengeance to lash out at a creature that attacks you as an attack of opportunity in addition to doing so as an immediate action. Your attack is resolved after their attack. When you are attacked by a Large or smaller non-mythic creature, that creature can be blown away by the force of your mythic winds of vengeance even if they successfully save. Such creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check. You add your mythic tier to the DC of the Strength check or Fly check.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

WORLD WAVE
You add your mythic tier to your caster level to determine how far your mythic world wave extends to your left and right. You multiply your level by your mythic tier to determine how many passengers you may designate to accompany you on the wave. As a full-round action, you may change the direction of the mythic world wave up to 90 degrees, but you cannot change its direction more often than once per minute.

Source: Mythic Spell Compendium. Copyright 2015, Legendary Games; Authors Jonathan H. Keith, Amanda Hamon Kunz, Jason Nelson, Mike D. Welham

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