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Mythic Minis 92: Intrigue Magic Feats II $1.00
Publisher: Legendary Games
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by Thilo G. [Featured Reviewer] Date Added: 02/01/2017 07:46:50

An Endzeitgeist.com review

All right, you know the deal by now, right? 3 pages, 1 page front cover, 1 page SRD/editorial, 1 page content, so let's go!

-Extra Contingency: Cast two contingency spells that trigger simultaneously; cast two entirely separate contingency spells with separate triggering conditions or cast 3 contingency spells that use the same triggering condition, happening at 1/round. And we have an amazing must-have feat for pretty much every spellcasting adversary ever. Amazing!

-Fey Spell Lore: You gain the mythic versions of all spells granted by the feat and may prepare them as though you had Piercing Spell. Nice!

-Fey Spell Versatility: Gain all mythic versions of the spells granted by the base feat. You can also expend a number of mythic power equal to the level of a spell from this list you prepared to change it into another spell (and cast said spell's mythic version!), but at the cost of no longer being capable of preparing the spell for which you exchanged it. A Willing fey ally provided, you may switch spells when preparing spells without having to expend mythic power.

-Fool Magic: Add 2x mythic tier to Disguide and UMD-checks to emulate other races and alignments for the purpose of bypassing nasty effects or handling items etc. VERY cool: For one mythic power, your Disguise detects as the new alignment; for 2 mythic power, your Disguise can actually let you count as another alignment for spell etc. purposes. Amazing one!!

-Gaze Reflection: When averting eyes, subtract twice mythic power from the percentile roll to determine whether you're affected or not You may also expend one mesmerist trick to gain mythic tier rounds immunity to gazes. For two expended mesmerist tricks, you gain immunity AND reflect the gaze back at the creature, range 30 ft. Awesome!

-Read Spell Traces: Double the bonuses granted by the base feat; expend mythic power to automatically identify a spell from its aura and gain a rough estimate when it was cast. Nice for magical investigations!

-Sabotage Magic Items: When exceeding an item's DC by 5 or more, you can render it cursed instead of magic it cause a mishap; UMD can be used o negate the curse. Via mythic power, you may roll thrice on the common curse table, choosing which you'll take. Damn cool!

-Superior Scryer: Perception bonus by the base feat is increased and the save DC is similarly increased; however, it also lets you use a slew of spells through the sensor, which is pretty cool! As a minor and purely aesthetic hiccup - an "OA" that should be superscript isn't.

Conclusion:

Editing and formatting are top-notch, I noticed no significant hiccups. Layout adheres to Legendary Games' two column full-color standard and it features the artwork on the cover; that's it - the one page content is solely devoted to crunch. The pdf has no bookmarks, but needs none at this length.

Jason Nelson and Alex Riggs' second array of intrigue magic feats is absolutely amazing - creative, evocative, with some seriously cool options, this once again transcends the use for mythic gameplay, offering scavenging potential galore beyond that. Well-crafted, creative and diverse, this is well worth 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
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Mythic Minis 92: Intrigue Magic Feats II
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