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!