Results 31 to 60 of 75
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2013-11-24, 03:35 PM (ISO 8601)
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- San Antonio.
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Re: [PF] CTP's Guide to Mythic Adventures
Also, Unyielding is best used with and Adamantine item. 40 hardness, baby!
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2013-11-24, 03:53 PM (ISO 8601)
- Join Date
- Aug 2010
Re: [PF] CTP's Guide to Mythic Adventures
One of these things is not like the others. This is much better than you're giving it credit for, there's just a fairly short list of schools it goes well with. Most notably, Foresight and Void, neither of which depend heavily on your class level for their best abilities.
I find it amusing that one of the best warrior abilities is roughly equivalent to a first level spell.
You're severely underestimating this. The ability is kind of vague about what it can and can't do, but going only by what it says you could reasonably turn into some awesome beatstick type animal keeping your hands, fingers, tongue and bone structureso as to retain spellcasting, weapon using, armor wearing, etc while keeping that animal's natural attacks, natural armor, ability boosts, etc. Even if your DM won't let you subdivide to such a degree, the ability to keep something like armor wearing in pretty much any form or weapon use in a form that attacks with its feet or mouth is great. Fun trick: combine with pack wildshape to turn your animal companion into an owlbear. Or something less terrible. Like a rocgiant octopus or a deinonychuswhale.
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2013-11-24, 09:40 PM (ISO 8601)
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- Apr 2006
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- A pie factory.
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Re: [PF] CTP's Guide to Mythic Adventures
Go for it.
Also, I keep forgetting that things usually specifically *say* if they can be taken multiple times. Dagnabbit! I'll have to go back and update some things.
I'll address more of the things people have brought up soon, but first, a word on Divine Source:
Yes, access to 1/day SLA's from some domain spell lists is good! However, I would only really recommend it as a late-game grab. Remember, the spells you have access to are limited by your Tier. Mythic Paragon helps this certainly, but you're not going to be slinging around Gates or Miracles until Tier 7 at the earliest. It makes a fine Tier 9 or 10 capstone ability.
I'm considering bumping it up to green, but there's definitely hoops you need to jump through to make it worthwhile, particularly if you don't have a neutral alignment component (the alignment domains are largely unimpressive).Last edited by CockroachTeaParty; 2013-11-24 at 09:51 PM.
Will you take the rocket launcher?
A Blog about comics I made as a deranged little boy.
CTP's Guide to Words of Power
CTP's Guide to Mythic Adventures
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2013-11-24, 10:05 PM (ISO 8601)
- Join Date
- Mar 2012
Re: [PF] CTP's Guide to Mythic Adventures
Looks like I get to use this guide sooner than I thought! My DM for Reign of Winter just pulled a fast one on all of us, and just made us Mythic! I guess he's taking it up a notch :P
Now to choose my abilities.. he's an Unbreakable Fighter 2/Gun Tank Gunslinger 1 with more strength than dex, (18 str vs 14 Dex).. currently sporting a Mwk Rifle.. so lets see..
I'm tempted to have a Legendary Rifle. Does it *have* to be magic in order to take that?
*Edit* Oh sweet he's also allowing us a 1-time rebuild. All Gunslinger it is, then!
...what would be a good one for Gunslinger? Champion?Last edited by Crustypeanut; 2013-11-24 at 10:10 PM.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a Gladiatorial Arena.
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2013-11-24, 10:53 PM (ISO 8601)
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- Aug 2011
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- San Antonio.
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Re: [PF] CTP's Guide to Mythic Adventures
Champion supplies some good stuff, but Trickster is the path intended for 'Slingers. I would recommend Dual Pathing.
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2013-11-24, 11:40 PM (ISO 8601)
- Join Date
- Mar 2012
Re: [PF] CTP's Guide to Mythic Adventures
The only issue I see is that my Rifle requires a move action to reload - and rapid reload supposedly doesn't work with advanced firearms, making things like Distant Barrage useless unless its already reloaded.
Last edited by Crustypeanut; 2013-11-24 at 11:41 PM.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a Gladiatorial Arena.
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2013-11-24, 11:44 PM (ISO 8601)
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- Aug 2011
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- San Antonio.
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Re: [PF] CTP's Guide to Mythic Adventures
What? Rapid Reload works fine for advanced firearms, if taken. Also, Musket Master. It exists.
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2013-11-25, 12:28 AM (ISO 8601)
- Join Date
- Mar 2012
Re: [PF] CTP's Guide to Mythic Adventures
I've read that, RAW, it doesn't. And I'm going Gun Tank :P This campaign has been modified to have more firearms - and is using the "Commonpalce Firearms" rules.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a Gladiatorial Arena.
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2013-11-25, 12:33 AM (ISO 8601)
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- Aug 2011
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- San Antonio.
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Re: [PF] CTP's Guide to Mythic Adventures
No, it does. If you just take the core text, it reduces the time for reloading things by one step.
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2013-11-25, 12:38 AM (ISO 8601)
- Join Date
- Mar 2012
Re: [PF] CTP's Guide to Mythic Adventures
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a Gladiatorial Arena.
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2013-11-25, 12:58 AM (ISO 8601)
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- Aug 2011
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- San Antonio.
- Gender
Re: [PF] CTP's Guide to Mythic Adventures
What frighteningly backwards logic. How many path abilities do you plan to spend on it? At least two, since you want Foe-Biting. A few Powerfuls will help, too.
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2013-11-25, 01:03 AM (ISO 8601)
- Join Date
- Mar 2012
Re: [PF] CTP's Guide to Mythic Adventures
You only need to spend a total of three path abilities on the Legendary Item ability - so three.
Foe-Biting was definitely going to be on my list of abilities - as was Powerful. Intelligent certainly isn't needed by any means. But I like the idea of an intelligent firearm.. I guess I'm just wierd. Though having a few spells coming from the weapon would be nice - which ones I haven't decided on yet.78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a Gladiatorial Arena.
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2013-11-25, 01:08 AM (ISO 8601)
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- Aug 2011
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- San Antonio.
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Re: [PF] CTP's Guide to Mythic Adventures
I talked my GM into allowing my character's Ring (Yes, it must be capitalized) to grant Wish at 9th tier with the Intelligent SLAs. Strictly RAW it doesn't work that way, since abilities manifest 1/day, including the 5 point spell systems, but core book Intelligent Items can have a 4th level spell 3/day, which would violate this rule, as it would take 8 spell points to buy.
And that three is a LOT of path abilities, since you can, at maximum, get 11. I am having my character take all 3 since he is handcrafting every aspect of the Ring. Intelligentx3, Powerful, Returningx2, Rejuvenating, Fortifying, Everlasting, and Eternal Bond. He is also crafting additional ring types into the Ring, so in addition to it (hopefully) being a Ring of Transcendant Spells, it will also be a Ring of Wizardry I, Ring of Feather Falling, Forcefangs, Ferocious Action, Foe Focus, Arcane Mastery, Chameleon Power, Protection, Sustenance, and Regeneration. Though some of those will probably be shunted over to the other ring. Or might not be on there.Last edited by Ninjaxenomorph; 2013-11-25 at 01:15 AM.
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2013-11-25, 02:16 AM (ISO 8601)
- Join Date
- Apr 2011
Re: [PF] CTP's Guide to Mythic Adventures
Ah well, hopefully the DM agrees!
If not, I'm going back to my musket, and I'll end up selling this Mwk Rifle to pay for crafting of a Double Barreled Musket - that I will eventually make Legendary and Intelligent.
Ah, I think I understand the problem. Rapid reload only applies to one type of firearm, chosen when you take the feat. So your DM is correct, the rapid reload you already have for your musket won't work with a rifle (a fairly dumb rule, TBH). You'll have to either take the feat a second time or re-train it.
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2013-11-25, 06:35 AM (ISO 8601)
- Join Date
- Apr 2010
Re: [PF] CTP's Guide to Mythic Adventures
If I may (politely) disagree, I would say that owing to the FAQ status in Pathfinder of SLAs qualifying as spells (usually done with regards to the aasimar's daylight, but it could be applied here with Divine Source), coupled with the immunity to antimagic, that it may be viable as a Green choice. Naturally, which domains you can get/take (either with alignment ones or without, be that by using Beyond Morality or just by being neutral) will influence the effectiveness of the path ability, of course - so maybe a reference to an analysis of domains in Cleric guides?
Also, just to reiterate my question (in case you missed it/haven't gotten to it), have you looked further at Mythic Realms and Mythic Origins for the other abilities there?
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2013-11-25, 08:17 AM (ISO 8601)
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Re: [PF] CTP's Guide to Mythic Adventures
I think its fine to have one. My character is LN, and the SLAs aren't that bad for the Law subdomain.
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2013-11-25, 04:08 PM (ISO 8601)
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- Apr 2006
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Re: [PF] CTP's Guide to Mythic Adventures
I haven't gotten a chance to look into Mythic Realms/Origins. I included the Origins stuff in Path abilities because they happened to be there in the SRD; from what I've seen so far, Origins largely looks like flavor/fluff stuff.
Also, I highly doubt any SLA from Divine Source would be immune to AMF's. Nothing in the ability flat-out states that you count as a deity, but merely as a source for divine spells. Whether there's any distinction between those two is open to interpretation, I suppose, but as a Mythic character you're not an outsider, still technically a 'mortal,' and are merely a 'divine font' if you will.
The value of Divine Source is a complex one, contingent on a large number of factors:
1.) You need to have an alignment with at least one Neutral component to take anything other than alignment domains, and in all likelihood you'll be stuck with at least one of them. This isn't terrible, mind you, but you can't immediately cherry-pick Travel & Luck, for instance.
2.) Unless you wait until Tier 9 or 10, your access to better SLA's is limited. The Mythic Paragon feat helps alleviate this problem slightly, and the feat is useful for other things, but it's a bit of an investment.
3.) If you want more access to better domains, you either need to take Divine Source more than once, or else take Beyond Morality. That's at least 2 path abilities invested in something of limited use.
Are 9 1/day SLA's worth such an investment? Perhaps, but until you get some decent Tiers under your belt, you've invested in a very limited suite of abilities. I'd rather have something with greater flexibility. Yes, a non-caster could get access to some helpful buffs or utility spells, but you can emulate it with fewer restrictions through magic items in most cases.
I think that Divine Source has great flavor, especially if you're going for a 'demigod' feel, but I'm hesitant to rate it much higher, particularly if you don't want to subject yourself to the alignment restrictions.
While we're on the subject, what determines the save DCs of your SLA's? Your caster level? The default would be CHA, and the CL formula seems to be 'double your Tier.' So, unless you've invested in CHA, you're behooved to pick domains that give access to spells that don't rely on saving throws: again, utility and buffs primarily.
The value of being able to use utility spells on your own (assuming you have access to the proper domains) is valuable, particularly if you're on your own, but less so if you have party members doing their job. It's the same with buffs. As a Champion, do you want to spend a standard action at the start of a fight casting a SLA, or would you rather charge forward and proceed to lay waste? (Of course, action economy discussion is largely moot post Tier 2, but still...)Last edited by CockroachTeaParty; 2013-11-25 at 04:11 PM.
Will you take the rocket launcher?
A Blog about comics I made as a deranged little boy.
CTP's Guide to Words of Power
CTP's Guide to Mythic Adventures
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2013-11-25, 04:14 PM (ISO 8601)
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- Aug 2011
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Re: [PF] CTP's Guide to Mythic Adventures
I am guessing twice your tier, thats the way Legendary Items work.
As for a clarification on legendary items, all of their abilities, like fortification and foe-biting, can be used by burning both the item's own LP and the bonded user's own MP. When the item is used for a surge, it uses 1 die type up. Does the item's surge have to be powered by the item's LP?
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2013-11-25, 04:40 PM (ISO 8601)
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- Apr 2006
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Re: [PF] CTP's Guide to Mythic Adventures
As long as you're the one bonded to the item, you can use your own MP or the item's LP pretty much interchangeably. The only area where it gets murky is if you can combine them, say for the casting of a preposterously augmented, metamagicke'd Mythic Spell. I'm inclined to say that you can't mix-and-match, kind of like how cognizance crystals work from 3.5 psionics, but talk to your GM about it; it usually won't be an issue.
Will you take the rocket launcher?
A Blog about comics I made as a deranged little boy.
CTP's Guide to Words of Power
CTP's Guide to Mythic Adventures
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2013-11-25, 04:41 PM (ISO 8601)
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- Aug 2011
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Re: [PF] CTP's Guide to Mythic Adventures
So using a ring to surge saves, I can pretty much always use my own power and get the bonus? Nice.
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2013-11-25, 05:03 PM (ISO 8601)
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- Nov 2009
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- Legendary Games
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Re: [PF] CTP's Guide to Mythic Adventures
This is a pretty nice guide, I might take some inspiration from your ratings if I decide to add a mythic section to my Barbarian guide (of course rated from the position of a Barbarian), but overall this is a solid guide, and I'm glad someone finally got on mythics. I especially like the sectioned off part for Legendary items, although I feel like the Blue rating was given a bit too freely.
My Pathfinder class guides
Alchemist
Barbarian
Warpriest
Investigator (Guide Addendum)
Gunslinger
Kineticist
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2013-11-25, 06:02 PM (ISO 8601)
- Join Date
- Mar 2012
Re: [PF] CTP's Guide to Mythic Adventures
Luckily, my DM had ruled that Rapid Reload does work with Advanced Firearms! So lets see.. Champion or Trickster..
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a Gladiatorial Arena.
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2013-11-25, 07:19 PM (ISO 8601)
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- Apr 2006
- Location
- A pie factory.
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Re: [PF] CTP's Guide to Mythic Adventures
Just in the Legendary Item section, or in general?
It's tough doing rankings for all of this Mythic stuff in general; unlike a traditional guide that's focused on one class, I have to try and consider rankings for as many potential characters as possible. -_-;
I'm considering dropping the intelligent item spell casting to green. Divine Source is also on the table for an upgrade to green, although I'd like to see some more thoughts on its benefits.Will you take the rocket launcher?
A Blog about comics I made as a deranged little boy.
CTP's Guide to Words of Power
CTP's Guide to Mythic Adventures
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2013-11-25, 07:51 PM (ISO 8601)
- Join Date
- Apr 2010
Re: [PF] CTP's Guide to Mythic Adventures
You grant divine spells, allowing others to select you as a deity, and you have/grant domains as a deity. I do acknowledge this as largely semantics, but perhaps an argument could be made for it. If I remember, I'll try FAQing it over on the Paizo forums and see what comes of it, though.
1.) You need to have an alignment with at least one Neutral component to take anything other than alignment domains, and in all likelihood you'll be stuck with at least one of them. This isn't terrible, mind you, but you can't immediately cherry-pick Travel & Luck, for instance.
2.) Unless you wait until Tier 9 or 10, your access to better SLA's is limited. The Mythic Paragon feat helps alleviate this problem slightly, and the feat is useful for other things, but it's a bit of an investment.
3.) If you want more access to better domains, you either need to take Divine Source more than once, or else take Beyond Morality. That's at least 2 path abilities invested in something of limited use.
While we're on the subject, what determines the save DCs of your SLA's? Your caster level? The default would be CHA, and the CL formula seems to be 'double your Tier.'
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2013-11-25, 08:59 PM (ISO 8601)
- Join Date
- Mar 2012
Re: [PF] CTP's Guide to Mythic Adventures
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
In a Gladiatorial Arena.
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2013-11-26, 09:59 AM (ISO 8601)
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- Aug 2011
- Location
- San Antonio.
- Gender
Re: [PF] CTP's Guide to Mythic Adventures
I think you underrated Deadly Dodge. While it can consume MP quickly, it can be really awesome, especially if you have maneuvered people into position with Combat Trickery.
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2013-12-02, 10:07 AM (ISO 8601)
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- Aug 2011
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Re: [PF] CTP's Guide to Mythic Adventures
So I've been revamping my Magus build, and decided that since the Magus list is so small in the first place, it's better to take Arcane Surge instead of Wild Arcana, which also means I can cut out Eldritch Breach in favor of Abundant Casting. Two times the Vampiric Touch? Yes please! Actually, would it affect number of attacks you get with Chill Touch or Frostbite?
An Arcane Surge question: it says a Metamagic feat cannot be added when cast with Arcane Surge. Does it count Metamagic already on the prepared spell? For example, if I prepared Intensified Shocking Grasp, could I cast that metamagic'd spell with Arcane Surge? And how does it interact with Spell Perfection?Last edited by Ninjaxenomorph; 2013-12-02 at 10:14 AM.
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2013-12-29, 02:36 AM (ISO 8601)
- Join Date
- Dec 2013
Re: [PF] CTP's Guide to Mythic Adventures
From your explanation it should be blindly Blue if your reaching Higher tiers. Taking it 3 times and taking Mythic Wish will allow you to add +5 any stat for FREE!!!!! Hey why not buff your entire party, Familiar, Cohort, followers, etc etc..... sorry but that saves you 750,000 Gold on each character as well as allows you to cast ANY mythic spell you want. We all know Buffing your party only adds to your Kick ass abilities. Also you could abuse Limited wish as well earlier once you have access to 7th Lvl spells.
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2014-01-03, 03:43 AM (ISO 8601)
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- Jan 2007
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Re: [PF] CTP's Guide to Mythic Adventures
So I just spent the last two hours compiling the list of mythic augmented spells into a list that I think can be pretty handy for the guide.
Personally, I had a lot of trouble with this. It was loads more information than I really needed, when all I really wanted was to know which spells on my class's spell list had mythic variants. So, I went through and sorted the whole list by class and spell level.
And just a quick warning, some spells might be listed in the wrong level. I did this in excel and it was getting quite long by the end. I may've lost my place a few times. I don't think I ever listed anything in the wrong class, but I guess we'll see.
Alchemist
Spoiler1st Level:
SpoilerAnticipate Peril
Cure Light Wounds
Endure Elements
Enlarge Person
Expeditious Retreat
Reduce Person
True Strike
2nd Level:
SpoilerAblative Barrier
Animal Aspect
Barkskin
Blistering Invective
Cure Moderate Wounds
False Life
Invisibility
Levitate
Protection from Arrows
Spider Climb
Touch Injection
Water of Maddening
3rd Level:
SpoilerBattle Trance
Beast Shape I
Burrow
Cure Serious Wounds
Draconic Reservoir
Fly
Gaseous Form
Haste
Heroism
Monstrous Physique I
Vomit Twin
4th Level:
SpoilerBeast Shape II
Cure Critical Wounds
Dragon's Breath
Elemental Body I
Fire Shield
Monstrous Physique II
Scorching Ash Form
Stoneskin
Vermin Shape I
5th Level:
SpoilerBeast Shape III
Elemental Body II
Monstrous Physique III
Nightmare
Sending
Vermin Shape II
6th Level:
SpoilerBeast Shape IV
Elemental Body III
Form of the Dragon I
Heal
Mislead
Monstrous Physique IV
Transformation
Walk through Space
Bard
Spoiler1st Level:
SpoilerAnticipate Peril
Chord of Shards
Cure Light Wounds
Ear-Piercing Scream
Expeditious Retreat
Feather Fall
Grease
Hideous Laughter
Jitterbugs
Memory Lapse
Saving Finale
Silent Image
Sleep
2nd Level:
SpoilerBlindness/Deafness
Blistering Invective
Boiling Blood
Cure Moderate Wounds
Darkness
Dust of Twilight
Heroism
Invisibility
Mirror Image
Shadow Anchor
Shatter
Silence
Suggestion
Summon Swarm
Surmount Affliction
3rd Level:
SpoilerBlink
Confusion
Cure Serious Wounds
Daybreak Arrow
Daylight
Deep Slumber
Dispel Magic
Gaseous Form
Harrowing
Haste
Phantom Steed
Slow
4th Level:
SpoilerBreak Enchantment
Cure Critical Wounds
Detect Scrying
Dimension Door
Discordant Blast
Dominate Person
Modify Memory
Shield of Dawn
Shout
5th Level:
SpoilerBaleful Polymorph
Covetous Aura
Dream
Mislead
Nightmare
Resonating Word
6th Level:
SpoilerAnimate Objects
Dirge of the Victorious Knights
Irresistible Dance
Cleric/Oracle
Spoiler1st Level:
SpoilerBane
Bless
Command
Cure Light Wounds
Divine Favor
Endure Elements
Entropic Shield
Inflict Light Wounds
Know the Enemy
Mighty Fist of the Earth
Murderous Command
Obscuring Mist
Protection from _____
Sanctuary
Shield of Faith
Spiked Armor
Sun Metal
Theft Ward
2nd Level:
SpoilerBlinding Ray
Boiling Blood
Consecrate
Cure Moderate Wounds
Darkness
Death Knell
Desecrate
Disfiguring Touch
Inflict Moderate Wounds
Make Whole
Shatter
Shield Other
Silence
Spiritual Weapon
Unshakable Chill
Water of Maddening
3rd Level:
SpoilerAnimate Dead
Blindness/Deafness
Blood Crow Strike
Contagion
Cure Serious Wounds
Daylight
Dispel Magic
Glyph of Warding
Hydraulic Torrent
Inflict Serious Wounds
Magic Vestment
Prayer
Sacred Bond
Searing Light
Stone Shape
4th Level:
SpoilerBattle Trance
Blessing of Fervor
Chaos Hammer
Crusader's Edge
Cure Critical Wounds
Giant Vermin
Holy Smite
Inflict Critical Wounds
Magic Weapon, Greater
Order's Wrath
Sands of Time
Sending
Shield of Dawn
Unholy Blight
5th Level:
SpoilerBreak Enchantment
Breath of Life
Flame Strike
Geniekind
Pillar of Life
Plane Shift
Wall of Stone
6th Level:
SpoilerAnimate Objects
Blade Barrier
Harm
Heal
7th Level:
SpoilerBlasphemy
Control Weather
Dictum
Holy Word
Regenerate
Word of Chaos
8th Level:
SpoilerAntimagic Field
Dimensional Lock
Earthquake
Fire Storm
Orb of the Void
9th Level:
SpoilerStorm of Vengeance
Druid
Spoiler1st Level:
SpoilerCall Animal
Cure Light Wounds
Endure Elements
Entangle
Faerie Fire
Goodberry
Hydraulic Push
Magic Fang
Mighty Fist of the Earth
Obscuring Mist
2nd Level:
SpoilerAnimal Aspect
Barkskin
Burning Gaze
Chill Metal
Feast of Ashes
Flame Blade
Fog Cloud
Gust of Wind
Heat Metal
Pernicious Poison
Pox Pustules
Spider Climb
Summon Swarm
Water of Maddening
3rd Level:
SpoilerBurrow
Call Lightning
Companion Mind Link
Contagion
Cup of Dust
Cure Moderate Wounds
Daylight
Magic Fang, Greater
Stone Shape
Vermin Shape I
4th Level:
SpoilerArboreal Hammer
Cape of Wasps
Cure Serious Wounds
Dispel Magic
Flame Strike
Giant Vermin
Ice Storm
Spike Stones
Stoneskin
True Form
Vermin Shape II
5th Level:
SpoilerCure Critical Wounds
Fire Seeds
Geniekind
Wall of Fire
Wall of Thorns
6th Level:
SpoilerFire Snake
Move Earth
Repel Wood
Wall of Stone
7th Level:
SpoilerAnimate Plants
Black Mark
Changestaff
Control Weather
Fire Storm
Heal
Scouring Winds
Sunbeam
8th Level:
SpoilerEarthquake
Finger of Death
Whirlwind
9th Level:
SpoilerForesight
Regenerate
Storm of Vengeance
Tsunami
Inquisitor
Spoiler1st Level:
SpoilerBane
Bless
Command
Cure Light Wounds
Divine Favor
Ear-Piercing Scream
Expeditious Retreat
Hex Ward
Inflict Light Wounds
Know the Enemy
Protection from _____
Sanctuary
Shield of Faith
Spiked Armor
Theft Ward
True Strike
2nd Level:
SpoilerBlistering Invective
Consecrate
Cure Moderate Wounds
Darkness
Death Knell
Desecrate
Flames of the Faithful
Inflict Moderate Wounds
Invisibility
Knock
Sacred Bond
Shield Other
Silence
Spiritual Weapon
Surmount Affliction
3rd Level:
SpoilerBattle Trance
Blinding Ray
Cure Serious Wounds
Daybreak Arrow
Daylight
Dispel Magic
Glyph of Warding
Heroism
Inflict Serious Wounds
Magic Vestment
Prayer
Searing Light
4th Level:
SpoilerBattlemind Link
Chaos Hammer
Crusader's Edge
Cure Critical Wounds
Defile Armor
Detect Scrying
Holy Smite
Inflict Critical Wounds
Magic Weapon, Greater
Named Bullet
Order's Wrath
Sanctify Armor
Sending
Unholy Blight
5th Level:
SpoilerBreak Enchantment
Divine Pursuit
Flame Strike
Harm
6th Level:
SpoilerBlade Barrier
Blasphemy
Circle of Death
Dictum
Heal
Holy Word
Word of Chaos
Magus
Spoiler1st Level:
SpoilerBurning Hands
Color Spray
Enlarge Person
Expeditious Retreat
Feather Fall
Floating Disk
Grease
Hydraulic Push
Magic Missile
Obscuring Mist
Ray of Enfeeblement
Reduce Person
Shocking Grasp
Silent Image
Spiked Armor
True Strike
2nd Level:
SpoilerAblative Barrier
Animal Aspect
Burning Gaze
Darkness
Fog Cloud
Gust of Wind
Invisibility
Levitate
Mirror Image
Scorching Ray
Spider Climb
Web
3rd Level:
SpoilerBeast Shape I
Blink
Daylight
Dispel Magic
Fireball
Firestream
Fly
Force Punch
Gaseous Form
Haste
Hydraulic Torrent
Lightning Bolt
Magic Weapon, Greater
Monstrous Physique I
Phantom Steed
Slow
Stinking Cloud
Vampiric Touch
Vomit Twin
4th Level:
SpoilerBeast Shape II
Black Tentacles
Dimension Door
Dragon's Breath
Elemental Body I
Fire Shield
Ice Storm
Monstrous Physique II
Phantasmal Killer
Shield of Dawn
Shout
Solid Fog
Stoneskin
Wall of Fire
Wall of Ice
5th Level:
SpoilerBaleful Polymorph
Beast Shape III
Cloudkill
Cone of Cold
Elemental Body II
Monstrous Physique III
Telekinesis
Vermin Shape II
Wall of Force
Wall of Stone
6th Level:
SpoilerBeast Shape IV
Chain Lightning
Disintegrate
Elemental Body III
Fire Snake
Flesh to Stone
Form of the Dragon I
Mislead
Monstrous Physique IV
Transformation
Walk through Space
Wall of Iron
Paladin/Antipaladin
Spoiler(P) indicates the spell is Paladin-only. (AP) indicates the spell is Antipaladin only
1st Level:
SpoilerBane (AP)
Bless (P)
Command (AP)
Cure Light Wounds (P)
Death Knell (AP)
Divine Favor (P)
Endure Elements (P)
Inflict Light Wounds (AP)
Know the Enemy (P)
Murderous Command (AP)
Protection from _____
Sun Metal (P)
2nd Level:
SpoilerBlinding Ray (P)
Blindness/Deafness (AP)
Darkness (AP)
Desecrate (AP)
Invisibility (AP)
Pernicious Poison (AP)
Sacred Bond (P)
Shield Other (P)
Silence (AP)
3rd Level:
SpoilerAnimate Dead (AP)
Battle Trance (P)
Contagion (AP)
Cure Moderate Wounds (P)
Daybreak Arrow (P)
Daylight (P)
Defile Armor (AP)
Dispel Magic
Inflict Moderate Wounds (AP)
Magic Weapon, Greater
Prayer (P)
Sanctify Armor (P)
Vampiric Touch (AP)
4th Level:
SpoilerBreak Enchantment (P)
Crusader's Edge (P)
Cure Serious Wounds (P)
Inflict Serious Wounds (AP)
Oath of Peace (P)
Shield of Dawn (P)
Ranger
Spoiler1st Level:
SpoilerAnticipate Peril
Call Animal
Endure Elements
Entangle
Know the Enemy
Magic Fang
Sun Metal
2nd Level:
SpoilerAnimal Aspect
Barkskin
Cure Light Wounds
Ricochet Shot
3rd Level:
SpoilerBattle Trance
Burrow
Companion Mind Link
Cure Moderate Wounds
Magic Fang, Greater
Named Bullet
4th Level:
SpoilerCure Serious Wounds
Shield of Dawn
Sorcerer/Wizard
Spoiler1st Level:
SpoilerAnticipate Peril
Break
Burning Hands
Color Spray
Ear-Piercing Scream
Endure Elements
Enlarge Person
Expeditious Retreat
Feather Fall
Floating Disk
Grease
Hold Portal
Hydraulic Push
Mage Armor
Magic Missile
Memory Lapse
Obscuring Mist
Protection from _____
Ray of Enfeeblement
Reduce Person
Shadow Weapon
Shocking Grasp
Silent Image
Sleep
Theft Ward
True Strike
2nd Level:
SpoilerAnimal Aspect
Blindness/Deafness
Boiling Blood
Burning Gaze
Darkness
Disfiguring Touch
Dust of Twilight
False Life
Fleshcurdle
Fog Cloud
Gust of Wind
Hideous Laughter
Invisibility
Jitterbugs
Knock
Levitate
Make Whole
Mirror Image
Pernicious Poison
Protection from Arrows
Ricochet Shot
Scorching Ray
Shadow Anchor
Shatter
Spider Climb
Summon Swarm
Unshakable Chill
Web
3rd Level:
SpoilerAblative Barrier
Beast Shape I
Blink
Burrow
Daylight
Deep Slumber
Devolution
Dispel Magic
Draconic Reservoir
Fireball
Firestream
Fly
Force Punch
Gaseous Form
Harrowing
Haste
Healing Thief
Heroism
Hydraulic Torrent
Lightning Bolt
Magic Weapon, Greater
Monstrous Physique I
Phantom Steed
Slow
Stinking Cloud
Strangling Hair
Suggestion
Touch Injection
Vampiric Touch
4th Level:
SpoilerAnimate Dead
Beast Shape II
Black Tentacles
Confusion
Contagion
Detect Scrying
Dimension Door
Dragon's Breath
Elemental Body I
Enervation
Fire Shield
Ice Storm
Monstrous Physique II
Named Bullet
Phantasmal Killer
Sands of Time
Scorching Ash Form
Shout
Solid Fog
Stone Shape
Stoneskin
True Form
Vermin Shape I
Vomit Twin
Wall of Fire
Wall of Ice
5th Level:
SpoilerBaleful Polymorph
Beast Shape III
Break Enchantment
Cloudkill
Cone of Cold
Covetous Aura
Damnation Stride
Dominate Person
Dream
Elemental Body II
Geniekind
Lightning Arc
Monstrous Physique III
Nightmare
Sending
Telekinesis
Vermin Shape II
Wall of Force
Wall of Stone
6th Level:
SpoilerAntimagic Field
Battlemind Link
Beast Shape IV
Chain Lightning
Circle of Death
Conjure Black Pudding
Contingency
Disintegrate
Elemental Body III
Enemy Hammer
Fire Snake
Flesh to Stone
Form of the Dragon I
Globe of Invulnerability
Guards and Wards
Mislead
Monstrous Physique IV
Move Earth
Transformation
Wall of Iron
7th Level:
SpoilerArcane Cannon
Control Weather
Elemental Body IV
Finger of Death
Form of the Dragon II
Limited Wish
Plane Shift
Power Word Blind
Prismatic Spray
Resonating Word
Scouring Winds
Walk through Space
8th Level:
SpoilerDimensional Lock
Form of the Dragon III
Irresistible Dance
Maze
Orb of the Void
Polar Ray
Power Word Stun
9th Level:
SpoilerForesight
Mage's Disjunction
Meteor Swarm
Power Word Kill
Prismatic Sphere
Spellbane
Time Stop
Tsunami
Wish
Summoner
Spoiler1st Level:
SpoilerEndure Elements
Enlarge Person
Expeditious Retreat
Feather Fall
Grease
Mage Armor
Magic Fang
Protection from _____
Reduce Person
2nd Level:
SpoilerAblative Barrier
Barkskin
Haste
Invisibility
Levitate
Phantom Steed
Protection from Arrows
Slow
Spider Climb
Summon Swarm
3rd Level:
SpoilerBlack Tentacles
Devolution
Dimension Door
Dispel Magic
Fire Shield
Fly
Heroism
Magic Fang, Greater
Stoneskin
Vomit Twin
Wall of Fire
Wall of Ice
4th Level:
SpoilerBaleful Polymorph
Damnation Stride
Enervation
Sending
Wall of Stone
5th Level:
SpoilerConjure Black Pudding
Geniekind
Plane Shift
Wall of Iron
6th Level:
SpoilerDimensional Lock
Maze
Walk through Space
Witch
Spoiler1st Level:
SpoilerBurning Hands
Command
Cure Light Wounds
Ear-Piercing Scream
Enlarge Person
Hex Ward
Ill Omen
Inflict Light Wounds
Mage Armor
Obscuring Mist
Ray of Enfeeblement
Reduce Person
Shadow Weapon
Sleep
Theft Ward
2nd Level:
SpoilerBlindness/Deafness
Boiling Blood
Burning Gaze
Cure Moderate Wounds
Death Knell
Disfiguring Touch
False Life
Feast of Ashes
Fog Cloud
Inflict Moderate Wounds
Levitate
Pernicious Poison
Pox Pustules
Shadow Anchor
Summon Swarm
Unshakable Chill
Water of Maddening
Web
3rd Level:
SpoilerCup of Dust
Deep Slumber
Dispel Magic
Fly
Glyph of Warding
Harrowing
Healing Thief
Heroism
Lightning Bolt
Stinking Cloud
Strangling Hair
Suggestion
Vampiric Touch
Vermin Shape I
4th Level:
SpoilerBattle Trance
Black Tentacles
Cape of Wasps
Confusion
Cure Serious Wounds
Detect Scrying
Dimension Door
Ice Storm
Named Bullet
Phantasmal Killer
Sands of Time
Solid Fog
Vermin Shape II
5th Level:
SpoilerBaleful Polymorph
Break Enchantment
Cloudkill
Cure Critical Wounds
Damnation Stride
Dominate Person
Inflict Critical Wounds
6th Level:
SpoilerAnimate Objects
Cone of Cold
Flesh to Stone
Guards and Wards
Transformation
7th Level:
SpoilerBlack Mark
Chain Lightning
Control Weather
Harm
Heal
Plane Shift
Power Word Blind
Regenerate
Scouring Winds
Walk through Space
8th Level:
SpoilerIrresistible Dance
Maze
Power Word Stun
9th Level:
SpoilerForesight
Power Word Kill
Storm of VengeanceHall of Honor:
-
2014-01-03, 06:17 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Denmark
- Gender
Re: [PF] CTP's Guide to Mythic Adventures
There's also such a list on the PFSRD, here.
It's not entirely logically placed, and I agree with you that the list you linked to is just confusing.