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.

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