Monthly Archives: August 2013

New products in sight!

The last layout corrections are being made as we speak, and once complete Matt Goodall’s new adventure, Horns of the Hunted, will be available tomorrow right here from Legendary Games (assuming the hotel internet in Victoria works as it should)!


The massive Mythic Magic: Core Spells has taken a bit longer than expected to get fully indexed and completed, but it should be ready to go by the end of the Labor Day weekend. Turns out it takes a long time to fully index 418 spells! Who knew?


In the meantime, however, I thought we should reward you for your patience. Since this product has every spell from A to Z, why not give you guys the very first and very last spells you will find. The first one and the last one? Naw, DOUBLE for you!


Acid Arrow

The damage dealt increases to 2d8 points of acid damage with 1d8 splash damage to creatures in adjacent squares. Creatures damaged by the spell take the same damage each round thereafter for 1 round per 3 caster levels. There is no splash damage if the ranged touch attack misses.


Acid Fog

The damage dealt increases to 4d6 points of acid damage. This spell otherwise functions like mythic solid fog, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures.

Augmented (3rd): If you expend two uses of mythic power, each round as a move action you may cause the mythic acid fog to dissipate and reform up to 40 feet away. You may choose for the mythic acid fog to deal damage before or after you move it, but not both.


Zone of Silence

You can cast this spell on another creature with a range of touch (Will negates (harmless), SR yes). The subject of the spell can dismiss its effects. In addition, if an effect would deal sonic damage to creatures within the mythic zone of silence, that sonic damage is converted into a deflective energy field of compressed sound that grants creatures within the mythic zone of silence a +2 circumstance bonus to Armor Class and on Reflex saves. This energy field discharges one hit point of stored sonic damage each round. In addition, if a hostile creature enters a mythic zone of silence, as an immediate action the subject of the spell can discharge some or all of the remaining sonic damage, dealing that sonic damage to the hostile creature (Fortitude half). If the hostile creature fails its saving throw, it is deafened for 2d6 rounds.


Zone of Truth

All Bluff checks within the zone of truth have a penalty equal to your mythic tier. This penalty is halved for creatures that succeed on their Will save.


Ultimate War underway once more… and other news from LG!

While we at Legendary Games have been furiously working away behind the scenes to get our new line of products ready to support the new mythic rules, we haven’t forgotten about our other product lines!

– For fans of our Kingdom-Building Adventure Path Plug-Ins, Horns of the Hunted is nearly finished with the layout process. I should have final galleys ready for review in the next day or two, so barring any unforeseen setbacks this product will be ready for purchase this week. In addition, the fey supplement Beyond the Bright Veil will be moving up the queue in the not-too-distant future as Neil Spicer and Todd Stewart team up.

– For fans of our Far East Adventure Path Plug-Ins, I have a pile of new martial arts goodness from Clinton Boomer that has been simmering on the back burner for too long, and it’s on my list to percolate to the surface, with a few new ideas injected.

– For fans of our Gothic Adventure Path Plug-Ins, we have not one but TWO new products in the pipeline, including a product dealing with magical mutation as well as a new adventure from the master of disaster (for your PCs), Greg Vaughan.

– For fans of the new Righteous Crusade (wink, wink) Adventure Path, we have not only the already-announced Righteous Heroes pregenerated characters but also a new adventure from Jim Groves and another product featuring some decidedly UN-righteous adversaries, enemies both inspired and deranged (would you expect anything less) from Clinton Boomer, Todd Stewart, and the rest of the team.

– And, of course, as the headline implies, Ultimate War is once again on the march. I’m approaching the halfway point on the manuscript, having just buttoned up the “simple” ship rules, for those who just want to use ships as an adjunct to their rulership or their battlefield, and I’m now hip deep in full-bore NAVAL COMBAT. Yknow, if you’re into that sort of thing. Like this.

FIRE, ye black-hearted bilge rats!

FIRE, ye black-hearted bilge rats!


Winning the Ultimate Battle!

Ultimate Battle strides onward in victory as the #1 3rd-party download on, following in the proud footsteps of its predecessor, Ultimate Rulership, which held the title for almost a month solid (and which still stands at #6 on the Top Ten Downloads from Other Companies. With Faerie Passions spending another week in the Top Ten at #8, that gives Legendary Games 3 of the top 10. With the imminent release of Mythic Monsters: Demons on Sunday at Paizo, I think these products will have some company at the top very soon!

Ultimate Battle cover


What makes 447 a magic number?

Besides allowing me to indulge in a bit of nostalgic whimsy from my childhood in the 1970s, of course. The answer is simple, and some fans have already guessed:


447 is the number of spells in the Pathfinder RPG Core Rulebook that do not appear in mythic form in the Pathfinder RPG Mythic Adventures rulebook. 


To me, that could be a problem. It seems like there are a lot of spells out there that people like that are missing. That’s the sort of thing someone should do something about. As you might have guessed, someone has: us.


If you’re a spellcaster or a GM and you want to use the new mythic rules, allow me to introduce you to your new best friend, Mythic Magic: Core Spells. This product is the first volume of your encyclopedia of mythic spells. The Pathfinder Roleplaying Game Mythic Adventures hardback introduces an entire new category of mythic magic, bringing a handful of new spells and many updates of cherished favorites from the Pathfinder Roleplaying Game Core Rulebook as well as some of the more recent hardback rulebooks. There are certainly plenty of spells to get your mythic campaign started, but it doesn’t take long to realize that there are literally hundreds of spells left untouched in the Pathfinder Roleplaying Game Core Rulebook alone. That diversity of options that we love so much about the game was missing, and that is what Legendary Games is bringing back in Mythic Magic: Core Spells. The product before you completes the mythic rules for every spell in the Pathfinder Roleplaying Game Core Rulebook. All of them. If it’s not already in Pathfinder Roleplaying Game Mythic Adventures, it’s right here, from aid to zone of truth and all points in between, including class spell lists for bards, clerics, druids, paladins, rangers, sorcerers, and wizards, with cleric domain spells for every core domain from Air to Weather and every core sorcerer bloodline from Aberrant to Undead.


If you’re a divine caster, Mythic Magic: Core Spells contains mythic spells of every level, from orisons like bleed and guidance to mighty 9th-level invocations of divine power like elemental swarm, implosion, and true resurrection. You will find combat spells like shillelagh, flaming sphere, holy sword, and destruction right alongside defensive magic like protection from energy and spell immunity, divinations like commune, commune with nature, and (obviously) divination, and utility spells like create food and water and spellstaff. Even spells that you never would have thought could even be mythic, like helping hand and water walk. The same is true on the arcane side, with spells from cantrips like arcane mark and ray of frost to the highest level of spells like crushing hand and wail of the banshee; spells as familiar as feeblemind and as obscure as mage’s lucubration. They are all here, every one, 418 mythic spell conversions (since some spells had essentially identical duplicates, like summon monster or beast shape), developed with flair and function in mind as only Legendary Games can bring it, by the same designers that wrote most of the mythic spells in Pathfinder Roleplaying Game Mythic Adventures in the first place.


Just to add a little extra value, there are spell tables for every casting class in the Pathfinder Roleplaying Game Core Rulebook, indicating which spells are in Mythic Magic: Core Spells and which are described in Pathfinder Roleplaying Game Mythic Adventures, as well as which spells are augmentable. On top of that, this product contains two new mythic feats and path abilities to help PCs take advantage of this enormous pile of spells at their fingertips.


The only question is, when will this be available? I’d love to say NOW, but layout is still underway. It’s a BIG product, double the size of anything we’ve done before, but all the components are finished and being assembled, and it should be ready for purchase next week. Hope you enjoy it. I know for a fact it will help Make Your Game Legendary!



Ultimate Battle and Ultimate Rulership Print Editions at d20pfsrd!

Just in case you haven’t gotten your copy yet, you can now purchase the print editions for both products at shop.d20pfsrd! Just select PRINT from the Desired Format dropdown. Print plus PDF bundle also available! Order your copy of Ultimate Rulership or Ultimate Battle today. only offers shipping to the United States, so customers from outside the US can still buy directly from us, from Paizo, and directly from CreateSpace and!

Ultimate Battle cover


447 is a magic number

Yes it is.

It’s a magic number.

Somewhere in that ancient mythic Core Rulebook

You’ll get 447 as a magic number.

Abjuration, conjuration, divination,

Enchantment and evocation too

Illusion, necromancy, transmutation

Give you 447

As a magic number


It takes 9 levels of spells for each full caster class

Though partial casters classes only get 4 or 6

Arcane casters get their cantrips

Divine casters get orisons

No more, no less

You don’t have to guess

When it’s 447

Can’t you see?

It’s a magic number.


A golem and a Legend had a little baby

Yes they did

They had 447 in the family

And it’s a magic number



And a little more righteousness

What can you say in response to the last post except…



*groan* WHO’S THERE?

Loric says, "Dude, seriously? Knock-knock jokes again. You are the corniest brother ever. I'm just glad you got all the lameness and I got all the coolness."

Loric says, “Dude, seriously? Knock-knock jokes again? You are the corniest brother ever! I’m just glad you got all the lameness and I got all the coolness.”