Mythic Metamagic Feats
Table of Contents

Ashen Spell (Metamagic, Mythic)

Your fiery spells leave choking cinders and clinging soot in their wake.

Prerequisite: Ashen SpellGCC

Benefit: You add your mythic tier to the number of rounds creatures are covered with ashes and soot, up to a maximum of twice the spell’s original level. If you expend one use of mythic power when casting an ashen spell, creatures are affected as mythic glitterdust.

Atomic Spell (Metamagic, Mythic)

Your fiery spells are infused with deadly cosmic energies.

Prerequisite: Atomic SpellGCC

Benefit: You add one-half your mythic tier to the save DC of the wasting disease brought on by your atomic spells. If you expend one use of your mythic power, the disease is contagious as though you had cast mythic contagion.

Bane Spell (Metamagic, Mythic)

Your spells scourge your chosen foes.

Prerequisite: Bane SpellGCC

Benefit: You can prepare and cast bane spells that gain the benefits of this feat against an additional number of creature types (and subtypes, if you select humanoid or outside) equal to one-half your mythic tier (minimum 1). Alternatively, if you select only one creature type (and subtype, for humanoids or outsiders) as the focus of your bane spell, the benefits provided by your bane spell are doubled against that creatures of that type (and subtype).

Bouncing Spell (Metamagic, Mythic)

Your spells almost always affect somebody.

Prerequisites: Bouncing SpellAPG

Benefit: Whenever a mythic bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target a number of other eligible creature within range equal to 1 plus your mythic tier. Make a single caster level check against the SR of all new targets and have them all make saving throws. The spell affects one of the new targets of your choice that is not protected by its SR and fails its save. The redirected spell behaves in all ways as if its ultimate target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner.

Alternatively, you may expend a use of mythic power to cast a spell as a bouncing spell (gaining only the normal benefits of a bouncing spell, rather than the increased benefits outlined above) without preparing it as bouncing in advance, taking extra casting time, or increasing the level of spell slot it uses.

Normal: A bouncing spell can be redirected to a single new target.

Burning Spell (Metamagic, Mythic)

Your spells cling with burning intensity to your targets.

Prerequisite: Burning SpellUM

Benefit: A creature taking acid or fire damage from the affected spell takes damage equal to twice the spell’s actual level at the start of its next turn, and then damage equal to the spell’s actual level for one additional round per 2 mythic tiers you possess (minimum 1 round). In addition, you can use this feat an additional number of times per day equal to one-half your mythic tier (minimum 1). Alternatively, you may expend one use of mythic power to cast a spell as a burning spell (gaining only the normal benefits of a burning spell, rather than the increased benefits outlined above) without preparing it as burning in advance, taking extra casting time, or increasing the level of spell slot it uses.

Coaxing Spell (Metamagic, Mythic)

Your mental magic appeals to mindless and sentient creatures alike.

Prerequisite: Coaxing SpellDH

Benefit: Your coaxing spell can affect mindless oozes and vermin as well as sentient creatures simultaneously. If you choose for it to affect only oozes or only vermin, creatures of that type affected by your coaxing spell take a ─1 penalty on Will saves for a number of rounds equal to the original level of the spell. This penalty stacks for oozes or vermin that are affected by multiple coaxing spells. Alternatively, you may expend one use of mythic power to cast a spell as a coaxing spell (gaining only the normal benefits of a coaxing spell, rather than the increased benefits outlined above) without preparing it as coaxing in advance, taking extra casting time, or increasing the level of spell slot it uses.

Communal Spell, Mythic (Metamagic, Mythic)

You may expend one unit of your mythic power when casting a communal spell in order to divide the spell’s duration as you wish, including sharing its duration with additional targets after the spell has been cast, as described above.

Concussive Spell (Metamagic, Mythic)

Your sonic spells pack a thunderous wallop that leaves enemies reeling.

Prerequisite: Concussive SpellUM

Benefit: Creatures disoriented by your concussive spell also take a ─2 penalty to their AC, and if they attempt to move while disoriented by your concussive spell must succeed on a Reflex save against the spell’s save DC (even if the spell does not normally allow a saving throw) or fall prone. They must likewise save when attempting to stand up from prone; failure indicates they remain prone. Creatures unable to fall prone, including flying and swimming creatures, must succeed on a Reflex save or have their speed halved for as long as they remain disoriented.

Alternatively, you may expend one use of mythic power to cast a spell as a concussive spell (gaining only the normal benefits of a concussive spell, rather than the increased benefits outlined above) without preparing it as concussive in advance, taking extra casting time, or increasing the level of spell slot it uses.

Consecrate Spell (Metamagic, Mythic)

Your spells leave behind a residue of righteous purity.

Prerequisite: Consecrate SpellBA

Benefit: The area affected by your consecrated spell is affected as consecrate for a number of rounds equal to the spell’s actual level. If the spell targets one or more creatures rather than an area, those creatures are affected as if they were in the area of a consecrate spell for the same duration. Alternatively, you may expend one use of mythic power to cast a spell as a consecrated spell (gaining only the normal benefits of a consecrated spell, rather than the increased benefits outlined above) without preparing it as consecrated in advance, taking extra casting time, or increasing the level of spell slot it uses.

Dazing Spell (Metamagic, Mythic)

You can overwhelm foes with the mythic force of your spells.

Prerequisites: Dazing SpellAPG

Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell plus your mythic tier. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A mythic dazing spell uses up a spell slot three levels higher than the spell’s actual level. Spells that do not inflict damage do not benefit from this feat.

Alternatively, you may expend two uses of mythic power to cast a spell as a dazing spell (gaining only the normal benefits of a dazing spell, rather than the increased benefits outlined above) without preparing it as enlarged in advance, taking extra casting time, or increasing the level of spell slot it uses.

Normal: The duration of a dazing spell does not include your mythic tier.

Disruptive Spell (Metamagic, Mythic)

Your spells can disrupt nearly any power.

Prerequisites: Disruptive SpellAPG

Benefit: Targets affected your disruptive spell must make concentration checks when using supernatural abilities (DC equals the save DC of the disruptive spell plus your mythic tier) for 1 round. Targets that avoid the spell’s effects avoid this feat’s effect as well.

Normal: Only spells and spell-like abilities require concentration checks for those affected by a disruptive spell.

Echoing Spell (Metamagic, Mythic)

Your mystic power echoes through your mind, ready for reuse with but a thought.

Prerequisite: Echoing SpellUM

Benefit: When you cast an echoing spell, you can use the same spell once during that day as a spell-like ability, using your normal caster level, requiring no verbal, somatic, or material components. If the spell requires an expensive focus component, you must have that focus available to use the spell-like ability. Alternatively, you may expend one use of mythic power to cast a spell as an echoing spell (gaining only the normal benefits of an echoing spell, rather than the increased benefits outlined above) without preparing it as echoing in advance, taking extra casting time, or increasing the level of spell slot it uses.

Ectoplasmic Spell (Metamagic, Mythic)

Your spells alter time and space as needed to strike foes.

Prerequisites: Ectoplasmic SpellAPG

Benefit: Your ectoplasmic spells have full effect against incorporeal and ethereal creatures, swarms, and golems (even if the golem has a special ability that normally makes it immune to the spell). It can score critical hits or deliver sneak attack damage against amorphous foes (if it could score critical hits or deliver sneak attack damage against normal foes).

Elemental Spell (Metamagic, Mythic)

You can weave two elements together.

Prerequisites: Elemental SpellAPG

Benefit: For each damage type you have selected Elemental Spell for, you may choose to have half of a spell’s damage change to that damage type, or all the damage change to that type, or have the spell deal half damage, and the damage adds the elemental type to its existing elemental type. Creatures struck by such dual-type damage only apply resistance or immunity if they have resistance or immunity to both damage types, but are vulnerable if they are vulnerable to either damage type.

For example, the mythic wizard Brandon the Green casts a mythic Elemental fireball, and chooses to have it deal half damage and add cold to its damage type. He rolls 10d6 and gets 36, which he halves to 18. The fireball deals 18 points of cold-fire damage. A creature must have resistance to cold and fire to apply any resistance to that damage, while a creature vulnerable to either cold of fire takes 50% more damage.

Empower Spell (Metamagic, Mythic)

You can increase the effect of a spell by +75%.

Prerequisites: Empower SpellCRB, 5th mythic tier.

Benefit: When you cast a spell augmented with Empower Spell, all variable, numeric effects of the spell are increased by +75%, including bonuses to those dice rolls.

Alternatively, you may expend a use of mythic power to cast a spell as an empowered spell (gaining only the normal benefits of an empowered spell, rather than the increased benefits outlined above) without preparing it as empowered in advance, taking extra casting time, or increasing the level of spell slot it uses.

Normal: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.

Enlarge Spell (Metamagic, Mythic)

You can triple the range of a spell.

Prerequisites: Enlarge SpellCRB

Benefit: When you cast a spell with a range of close, medium, or long augmented with Enlarge Spell, its range is increased by +200%. An enlarged spell with a range of close now has a range of 75 ft. + 15 ft./2 levels, while medium-range spells have a range of 300 ft. + 30 ft./level and long-range spells have a range of 1,200 ft. + 120 ft./level.

Alternatively, you may expend a use of mythic power to cast a spell as an enlarged spell (gaining only the normal benefits of an enlarged spell, rather than the increased benefits outlined above) without preparing it as enlarged in advance, taking extra casting time, or increasing the level of spell slot it uses.

Normal: An enlarged spell with a range of close has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level.

Extend Spell (Metamagic, Mythic)

You can triple the duration of a spell.

Prerequisites: Extend SpellCRB

Benefit: When you cast a spell augmented with Extend Spell, it lasts three times as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Alternatively, you may expend a use of mythic power to cast a spell as an extended spell (gaining only the normal benefits of an extended spell, rather than the increased benefits outlined above) without preparing it as extended in advance, taking extra casting time, or increasing the level of spell slot it uses.

Normal: An extended spell lasts twice as long as normal.

Familiar Spell (Metamagic, Mythic)

You can store mythic spells in your familiar.

Prerequisite: Familiar Range ExtensionCAF

Benefit: Your familiar can store a number of spell levels equal to your caster level plus your mythic tier, and all familiar spells you prepare are treated as if they had been prepared with Eschew Materials. You can expend one use of mythic power when preparing a familiar spell in order to ignore a spell’s verbal component. Your familiar can now cast that spell even if it is unable to speak.

In addition, you can prepare a familiar spell as a mythic spell if you know the mythic version of the spell. You must imbue the required amount of mythic power to cast that mythic spell at the time the spell is prepared. That mythic power counts against your daily uses of mythic power and you may not regain those uses of mythic power until the mythic spell is cast by your familiar.

Flaring Spell (Metamagic, Mythic)

Your spells are accompanied by a blinding flash.

Prerequisite: Flaring SpellUM

Benefit: Creatures damaged by your flaring spell must succeed on a Fortitude save against the spell’s save DC (even if the spell does not normally allow a saving throw) or be blinded for 1 round and dazzled for a number of rounds equal to the spell’s actual level plus your mythic tier. Creatures succeeding on this saving throw are dazzled for a number of rounds equal to the spell’s actual level. Alternatively, you may expend one use of mythic power to cast a spell as a flaring spell (gaining only the normal benefits of a flaring spell, rather than the increased benefits outlined above) without preparing it as flaring in advance, taking extra casting time, or increasing the level of spell slot it uses.

Focused Spell (Metamagic, Mythic)

Your mythic magic powers allow you to focus on more than one foe at a time.

Prerequisites: Focused SpellAPG

Benefit: When you cast a focused spell, you may focus on two targets (rather than just one). If you are mythic tier 10, you may focus on three targets.

Heighten Spell (Metamagic, Mythic)

Your metamagic spells are always more potent.

Prerequisites: Heighten SpellCRB, 2nd mythic tier.

Benefit: When you apply metamagic feats to a spell, the effective level of the spell is increased to be equal to the level of the spell slot used to prepare or cast it. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Incinerating Spell (Metamagic, Mythic)

Your intense fires are all-consuming.

Prerequisite: Incinerating SpellGCC

Benefit: Objects that fail their saves against your incinerating spell that are not destroyed lose a number of points of hardness equal to your mythic tier, with a maximum equal to the spell’s original level. This lost hardness can be repaired by make whole, with each point of hardness repaired using 10 hit points worth of the spell’s effect. Creatures fail their saves but are not killed lose a number of points of their natural armor bonus to AC equal to one-half your mythic tier (minimum 1), with a maximum equal to one-half the spell’s original level. Lost points of natural armor are treated as points of ability damage for the purpose of natural or magical healing.

Intensified Spell (Metamagic, Mythic)

Your spells stretch beyond the limits of their normal firepower.

Prerequisites: Intensified SpellAPG

Benefit: When you cast a spell augmented with Intensified Spell, its maximum number of damage dice is increased by 10 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.

Alternatively, you may expend a use of mythic power to cast a spell as an Intensified spell (gaining only the normal benefits of an intensified spell, rather than the increased benefits outlined above) without preparing it as Intensified in advance, taking extra casting time, or increasing the level of spell slot it uses.

Normal: An intensified spell has its maximum number of damage dice increased by 5 levels.

Jinxed Spell (Metamagic, Mythic)

Your spells carry bad luck to your enemies.

Prerequisite: Jinxed SpellHG

Benefit: You may choose a number of creatures equal to one-half your mythic tier (minimum 1) to be affected by your jinx when they fail their saving throw against your jinxed spell. In addition, you can select one creature that succeeds on its saving throw against your spell and target that creature with your halfling jinx; it is allowed the normal saving throw to avoid your jinx. Alternatively, you may expend one use of mythic power to cast a spell as a jinxed spell (gaining only the normal benefits of a jinxed spell, rather than the increased benefits outlined above) without preparing it as jinxed in advance, taking extra casting time, or increasing the level of spell slot it uses.

Legendary Missiles (Metamagic, Mythic)

Your magic missiles strike with devastating power.

Prerequisite: Legendary MissilesBPMMF

Benefit: Each time you apply this metamagic feat to your magic missile spell, you increase the damage die size of your magic missiles by two steps, rather than one step.

Lingering Spell (Metamagic, Mythic)

Your spells have lives of their own.

Prerequisites: Lingering SpellAPG

Benefit: When you cast a spell augmented with Lingering Spell, you cause an instantaneous spell that affects an area to persist for 2 rounds. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A Lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet. On your next turn, as a move action you can have the location of the spell move up to 5 feet per mythic tier.

Alternatively, you may expend a use of mythic power to cast a spell as a Lingering spell (gaining only the normal benefits of a Lingering spell, rather than the increased benefits outlined above) without preparing it as Lingering in advance, taking extra casting time, or increasing the level of spell slot it uses.

Mass Effect Spell (Metamagic, Mythic)

You can spread the effects of your spell to many targets.

Prerequisite: Mass Effect SpellDM

Benefit: You can affect one additional number of creatures equal to your mythic tier with your spell, and targets need not be within 30 feet of one another as long as all targets are within range.

Maximize Spell (Metamagic, Mythic)

Your maximum spell power is “more than maximum.”

Prerequisites: Maximize SpellCRB, 7th mythic tier.

Benefit: When you cast a spell augmented with Maximize Spell, all variable, numeric effects of the spell are treated as 150% of their maximum.

Alternatively, you may expend two uses of mythic power to cast a spell as a maximized spell (gaining only the normal benefits of a maximized spell, rather than the increased benefits outlined above) without preparing it as maximized in advance, taking extra casting time, or increasing the level of spell slot it uses.

Normal: All variable, numeric effects of a maximized spell are automatically at their highest value.

Merciful Spell (Metamagic, Mythic)

Your spell damage can be reversed, or made deadly.

Prerequisites: Merciful SpellAPG

Benefit: When you cast a spell augmented with Merciful Spell, as a standard action you can remove all nonlethal damage you inflicted on a target with Merciful spells in the past 10 minutes. If you expend a use of mythic power, you can instead turn all the nonlethal damage you inflicted on a target with Merciful spells in the past 10 minutes into lethal damage.

Alternatively, you may expend a use of mythic power to cast a spell as a Merciful spell (gaining only the normal benefits of a Merciful spell, rather than the increased benefits outlined above) without preparing it as Persistent in advance, taking extra casting time, or increasing the level of spell slot it uses.

Necrophagic Spell (Metamagic, Mythic, Mythos)

You awaken an awful bloodthirsty hunger in the risen dead.

Prerequisite: Necrophagic SpellGCC

Benefit: Creatures slain by your spell are reanimated at the beginning of their next turn and remain animated for a number of rounds equal to the adjusted level of the necrophagic spell plus your mythic tier. The zombies you create deal 1 point of bleed damage with each successful bite attack. They gain a +2 circumstance bonus on attack rolls with their bite attack against creatures taking bleed damage and can locate creatures taking bleed damage as if they had the scent special quality.

Persistent Spell (Metamagic, Mythic)

Your spells are extremely difficult to resist.

Prerequisites: Persistent SpellAPG

Benefit: When you cast a spell augmented with Persistent Spell, you may select one creature targeted by the spell or in its area that takes a –2 penalty to its second saving throw to resist the spell, if it succeeds on its first saving throw. You must designate this target before any saving throws are made.

Alternatively, you may expend a use of mythic power to cast a spell as a Persistent spell (gaining only the normal benefits of a Persistent spell, rather than the increased benefits outlined above) without preparing it as Persistent in advance, taking extra casting time, or increasing the level of spell slot it uses.

Piercing Spell (Metamagic, Mythic)

Your spells readily pierce the magical defenses of your enemies.

Prerequisite: Piercing SpellUM

Benefit: When you cast a piercing spell at an opponent with spell resistance, you treat its spell resistance as though it were reduced by 5 plus your mythic tier (for non-mythic opponents) or 5 plus one-half your mythic tier (for mythic opponents). Alternatively, you may expend one use of mythic power to cast a spell as a piercing spell (gaining only the normal benefits of a piercing spell, rather than the increased benefits outlined above) without preparing it as piercing in advance, taking extra casting time, or increasing the level of spell slot it uses.

Quicken Spell (Metamagic, Mythic)

Casting a spell can be nearly effortless for you.

Prerequisites: Quicken SpellCRB, 10th mythic tier.

Benefit: You can prepare any spell as a quickened spell, regardless of its normal casting time, allowing you to cast it as a swift action. If a target provokes an attack of opportunity from you, you can target it with a quickened spell as your attack of opportunity. Only quickened spells with a specific number of targets (rather than effect or area) can be cast as an attack of opportunity, and only the creature that provoked the attack is targeted by the spell (regardless of how many creatures the spell normally targets).

Alternatively, you may expend two uses of mythic power to cast a spell as a quickened spell (gaining only the normal benefits of a quickened spell, rather than the increased benefits outlined above) without preparing it as quickened in advance or increasing the level of spell slot it uses.

Normal: A quickened spell that normally has a casting time of 1 standard action can instead be cast as a swift action.

Reach Spell (Metamagic, Mythic)

Your spells have considerable range.

Prerequisites: Reach SpellAPG

Benefit: When you cast a spell augmented with Reach Spell, you can alter a spell with a range of personal, touch, close, medium, or long to increase its range to a higher range category, using the following order: personal, touch, close, medium, long, and 2x long. Spells that go from a range of personal to a range of touch also change from target you to target creature touched, Saving Throw Fort or Will negates (target’s choice) and Spell Resistance yes.

Alternatively, you may expend a use of mythic power to cast a spell as a Reach spell (gaining only the normal benefits of a Reach spell, rather than the increased benefits outlined above) without preparing it as Reach in advance, taking extra casting time, or increasing the level of spell slot it uses.

Reflexive Spell (Ki, Metamagic, Mythic)

Your mental and mystical synergy allows you cast spells without thought.

Prerequisite: Reflexive SpellWK

Benefit: When you cast a reflexive spell in place of making an attack of opportunity, you add one-half your mythic tier (minimum 1) as a bonus on your attack roll and any caster level checks, or concentration checks associated with the reflexive spell.

Rime Spell (Metamagic, Mythic)

Your chilling spells induce hypothermia in your targets.

Prerequisite: Rime SpellUM

Benefit: Creatures damaged by your rime spell become fatigued for a number of rounds equal to the original level of the spell, in addition to being entangled by clinging ice and frost.

Alternatively, you may expend one use of mythic power to cast a spell as a rime spell (gaining only the normal benefits of a rime spell, rather than the increased benefits outlined above) without preparing it as rime in advance, taking extra casting time, or increasing the level of spell slot it uses.

Seeking Spell (Metamagic, Mythic)

Your targeted spells evade efforts to hide or take cover.

Prerequisite: Seeking SpellRTT

Benefit: You can use this spell in conjunction with spells requiring a ranged attack or ranged touch attack. In addition, if you apply this feat to a spell that affects an area and allows a Reflex save, those Reflex saves gain no bonus from cover. Alternatively, you may expend one use of mythic power to cast a spell as a seeking spell (gaining only the normal benefits of a seeking spell, rather than the increased benefits outlined above) without preparing it as seeking in advance, taking extra casting time, or increasing the level of spell slot it uses.

Selective Spell (Metamagic, Mythic)

Your spells harm only those you choose.

Prerequisites: Selective SpellAPG

Benefit: When casting a spell augmented with Selective Spell with an area effect and a duration of instantaneous, you can exclude any number of targets you can see at the time of casting.

Alternatively, you may expend a use of mythic power to cast a spell as a Selective spell (gaining only the normal benefits of a Selective spell, rather than the increased benefits outlined above) without preparing it as Selective in advance, taking extra casting time, or increasing the level of spell slot it uses.

Shadow Grasp (Metamagic, Mythic)

Your darkness spells cling to your enemies and fog their vision.

Prerequisite: Shadow GraspISM

Benefit: Creatures entangled by your shadow grasp spells also become dazzled for as long as they remain entangled. In addition, the darkness shrouding creatures affected by your shadow grasp grants concealment to opponents more than 5 feet away (10 feet away if the affected creature has low-light vision). Creatures with darkvision ignore this concealment. Alternatively, you may expend one use of mythic power to cast a spell as a shadow grasp spell (gaining only the normal benefits of shadow grasp, rather than the increased benefits outlined above) without preparing it as a shadow grasp spell in advance, taking extra casting time, or increasing the level of spell slot it uses.

Sickening Spell (Metamagic, Mythic)

Your spells can cause foes to feel seriously unwell.

Prerequisites: Sickening SpellAPG

Benefit: When you cast a spell augmented by Sickening Spell, targets that are sickened by then spell suffer double the normal penalties (a –4 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Alternatively, you may expend a use of mythic power to cast a spell as a Sickening spell (gaining only the normal benefits of a Sickening spell, rather than the increased benefits outlined above) without preparing it as Sickening in advance, taking extra casting time, or increasing the level of spell slot it uses.

Silent Spell (Metamagic, Mythic)

You can cast spells with near-total secrecy.

Prerequisites: Silent SpellCRB

Benefit: When you cast a spell augmented with Silent Spell, it is not obvious that you cast a spell and difficult to determine the origin point of any visible spell effects. Characters cannot observe that you cast the spell, or make Spellcraft checks to identify it or dispel checks to neutralize it unless they succeed at a Perception check opposed by a special Stealth check made by you (1d20 + Steath or Spellcraft bonus + mythic tier).

Alternatively, you may expend a use of mythic power to cast a spell as a silent spell (gaining only the normal benefits of a silent spell, rather than the increased benefits outlined above) without preparing it as silent in advance, taking extra casting time, or increasing the level of spell slot it uses.

Special: A silent spell requires no verbal components.

Smoking Spell (Metamagic, Mythic)

Your spells create choking smoke that lingers long after the flame has died.

Prerequisite: Smoking SpellGCC

Benefit: You add your mythic tier to the number of rounds the smoke lingers, whether it duplicates fog cloud or stinking cloud. If you use the stinking cloud version and expend one use of your mythic power when casting a smoking spell, it has the effect of a mythic stinking cloud.

Still Spell (Metamagic, Mythic)

You can cast spells with total detachment from your body’s condition.

Prerequisites: Still SpellCRB

Benefit: When you cast a spell augmented with Still Spell, you do not need to make a concentration check as a result of any physical disruption, including movement (such as riding a horse or being on the deck of a storm-tossed ship), being grappled or pinned, or even being injured while casting.

Alternatively, you may expend a use of mythic power to cast a spell as a still spell (gaining only the normal benefits of a still spell, rather than the increased benefits outlined above) without preparing it as still in advance, taking extra casting time, or increasing the level of spell slot it uses.

Special: A still spell requires no somatic components.

Subconscious Spell (Ki, Metamagic, Mythic)

You can cast spells even when your mind is incapacitated.

Prerequisite: Subconscious SpellWK

Benefit: The ki point cost to cast a subconsicous spell is reduced by an amount equal to one-half your mythic tier (minimum 0). Even if the cost is reduced to 0 you must have at least 1 point in you ki pool in order to cast a subconscious spell.

Tenebrous Spell (Metamagic, Mythic)

You artfully blend the power of shadow into your spells.

Prerequisite: Tenebrous SpellISM

Benefit: You add your mythic tier to the concentration check required to cast a tenebrous spell in bright light, and attempts to dispel a tenebrous spell in bright light gain only a +2 bonus. In darkness or dim light, your caster level and the save DC (if any) of your tenebrous spell are increased by 2, and caster level checks made to dispel a tenebrous spell take a ─4 penalty. Alternatively, you may expend one use of mythic power to cast a spell as an tenebrous spell (gaining only the normal benefits of an umbral spell, rather than the increased benefits outlined above) without preparing it as tenebrous in advance, taking extra casting time, or increasing the level of spell slot it uses.

Thanatopic Spell (Metamagic, Mythic)

Your mastery of the power of death extends even to the undead.

Prerequisite: Thanatopic SpellUM

Benefit: If a living creature affected by your thanatopic spell is protected by an effect that grants resistance or immunity against death effects, negative levels, negative energy, or energy drain, you can attempt a caster level check as if using dispel magic against that effect; if the effect is a mythic effect, it is suppressed for a number of rounds equal to the original level of the thanatopic spell rather than being dispelled. If more than one such effect is present within the area or among the targets of your thanatopic spell, you may attempt the dispel for only one creature unless you expend one use of your mythic power as a swift action, in which case you may target a number of creatures equal to your mythic tier, applying one dispel check against all of them. Alternatively, you may expend one use of mythic power to cast a spell as a thanatopic spell (gaining only the normal benefits of a thanatopic spell, rather than the increased benefits outlined above) without preparing it as thanatopic in advance, taking extra casting time, or increasing the level of spell slot it uses.

Threatening Illusion (Metamagic, Mythic)

Your figments are frightening to your foes.

Prerequisite: Threatening IllusionGnG

Benefit: You may select a number of 5-foot squares within a figment you create, which your enemies treat as though they were hostile creatures for the purpose of flanking. Those squares must be occupied by illusory figments of creatures. Enemies that believe the illusion avoid moving through those spaces, though they may use Acrobatics, overrun combat maneuvers, or similar abilities to move through spaces they believe to be occupied. Such checks or maneuvers are automatically successful and entitle a creature to a Will save to disbelieve the illusion. Alternatively, you may expend one use of mythic power to cast a spell as a threatening illusion (gaining only the normal benefits of a threatening illusion, rather than the increased benefits outlined above) without preparing it as a threatening illusion in advance, taking extra casting time, or increasing the level of spell slot it uses.

Threnodic Spell (Metamagic, Mythic)

Your mastery of the mind appeals to hearts both living and undead.

Prerequisite: Threnodic SpellUM

Benefit: Your threnodic spell can affect living and undead creatures simultaneously. If you choose for it to affect only undead creatures, undead affected by your threnodic spell take a ─1 penalty on Will saves for a number of rounds equal to the original level of the spell. This penalty stacks if undead creatures are affected by multiple threnodic spells. Alternatively, you may expend one use of mythic power to cast a spell as a threnodic spell (gaining only the normal benefits of a threnodic spell, rather than the increased benefits outlined above) without preparing it as threnodic in advance, taking extra casting time, or increasing the level of spell slot it uses.

Thundering Spell (Metamagic, Mythic)

You spells can strike with the thunder of gods.

Prerequisites: Thundering SpellAPG

Benefit: When you cast a spell augmented by Thunder Spell, targets that are deafened by the spell are also staggered for 1 round.

Alternatively, you may expend a use of mythic power to cast a spell as a Thundering spell (gaining only the normal benefits of a Thundering spell, rather than the increased benefits outlined above) without preparing it as Thundering in advance, taking extra casting time, or increasing the level of spell slot it uses.

Toppling Spell (Metamagic, Mythic)

Your force spells knock down foes like dominoes.

Prerequisite: Toppling SpellUM

Benefit: You add one-half your mythic tier (minimum 1) as a bonus on the combat maneuver check you make to trip creatures with your toppling spell. If you successfully trip a target with your toppling spell that affects multiple targets or an area, you gain a +2 circumstance bonus to combat maneuver checks made to trip any adjacent targets with the same toppling spell.

This bonus stacks if you successfully trip multiple targets that are adjacent to a subsequent target. Alternatively, you may expend one use of mythic power to cast a spell as a toppling spell (gaining only the normal benefits of a toppling spell, rather than the increased benefits outlined above) without preparing it as toppling in advance, taking extra casting time, or increasing the level of spell slot it uses.

Umbral Spell (Metamagic, Mythic)

Your spells carry with them a shroud of clinging darkness.

Prerequisite: Umbral SpellISM

Benefit: The target creature or object radiates deeper darkness in a 20-foot radius (5-foot radius if the companion spell is a 0-level spell). Alternatively, you may expend one use of mythic power to cast a spell as an umbral spell (gaining only the normal benefits of an umbral spell, rather than the increased benefits outlined above) without preparing it as umbral in advance, taking extra casting time, or increasing the level of spell slot it uses.

Unseen Spell (Metamagic, Mythic)

Your spell effects pass unseen.

Prerequisite: Unseen SpellGCC

Benefit: Creatures unable to see an unseen spell effect take a -4 penalty on their Reflex save rather than -2, and cannot use evasion or improved evasion against the spell effect. Creatures with uncanny dodge take a -2 penalty on saves and cannot use evasion to avoid the spell’s effects, though creatures with uncanny dodge and improved evasion can treat that ability as evasion.

Widen Spell (Metamagic, Mythic)

You can cast spells that cover vast areas.

Prerequisites: Widen SpellCRB

Benefit: When you cast a spell augmented with Widen Spell, any numeric measurements of the spell’s area increase by 200%. Only a burst, emanation, or spread-shaped spell can be affected by this feat.

Alternatively, you may expend a use of mythic power to cast a spell as a widened spell (gaining only the normal benefits of a widened spell, rather than the increased benefits outlined above) without preparing it as widened in advance, taking extra casting time, or increasing the level of spell slot it uses. Normal: A widened spell increases its area by 100%.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.