Mythic Psionic Powers (A-F)
Table of Contents

Adapt Body

Each time you move from one plane to another while this power is in effect, you can shift the power’s effects as a swift action to adapt you to the new plane. When you adapt yourself to a plane, you may choose to gain energy resistance 30 to one type of energy associated with that plane, energy resistance 20 to two forms of energy associated with that plane, or energy resistance 10 against acid, cold, electricity, fire, and sonic. You must make this choice when you enter a new plane and you may not change the selected resistance(s) unless you shift to a new plane.

Augmented (3rd): If you expend two uses of mythic power, you can target one additional creature with mythic adapt body equal to your mythic tier.

Affinity Field

You choose which creatures share beneficial effects and which one share harmful effects and you add half your mythic tier to the level of magical and psionic effects that creatures are also subject to.

Augmented: If you expend two uses of mythic power, non-mythic effects that are transferred do not end when this power ends; they are in effect as if each target was targeted normally.

Anchored Navigation

At any point during the power’s duration, you can spend a standard action to reset the starting point for the mythic anchored navigation.

Augmented: If you expend two uses of mythic power, you can have a number of beacons active equal to your mythic tier without having to manifest another instance of anchored navigation. You can set a new beacon as a standard action and can choose which beacon to deactivate if resetting the location of a beacon.

Animal Affinity, Lanis’s

You gain a bonus to checks for the selected ability score equal equal to half your mythic tier, and once during the power’s duration you can elect to reroll either a skill check based on that ability score, a Fortitude saving throw if you selected Constitution, a Reflex saving throw if you selected Dexterity, or Will saving throw if you selected Wisdom. This reroll must be used immediately after the result of the first roll is determined, and the reroll must be used even if it is worse than the original roll.

Augmented (6th): If you expend three uses of mythic power, the +4 enhancement bonus is increased to +6.

Apopsi

If the target knows the mythic powers or spells, the power or spell to be deleted is chosen randomly from their mythic powers or spells, and they lose the mythic and non-mythic version of the power or spell. If the target does not know mythic powers or spells, the number of powers or spells deleted is increased to 1d6.

Augmented: If you expend two uses of mythic power, the power can affect any non-mindless creature.

Assimilate

The damage dealt to the assimilated creature is 20d8 instead of 20d6. You permanently retain knowledge of all powers the target knew. You gain the target’s memories and can sift through them as a swift action to remember something specific.

Astral Caravan

You can take an additional number of companions equal to your mythic tier, and the manifester level check to dispel your mythic astral caravan is increased by an amount equal to your mythic tier. If a mythic creature using mythic astral caravan has its astral body killed, it may expend two uses of its mythic power to gain only one permanent negative level rather than two.

Augmented (6th): If you expend one use of mythic power per creature, you can surround each of the physical bodies of creatures left behind within an individual wall of force that lasts as long as the mythic astral caravan does unless it is destroyed.

Astral Construct

The astral constructs you summon are considered mythic creatures and gain one use of mythic power and the surge ability, which they can use to add 1d6 to a single die roll. Astral constructs gain no other mythic abilities.

Augmented (6th): If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template to creatures you summon with this spell. These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Astral Seed

The amount of time to reform your body is reduced to one day and do not suffer a negative level when you reform in your new body.

Augmented: If you expend two uses of mythic power, you reform with all the abilities you possessed when killed, rather than when mythic astral seed was manifested.

Augmented (3rd): If you expend two uses of mythic power, an ectoplasmic cocoon forms around your body as it is creating, protecting it from potential harm. Once the body is ready for your to inhabit, the cocoon dissipates.

Attraction

The duration of the effect increases to one day. Add your mythic tier to the bonus on interaction checks you make involving the subject.

Augmented: If you expend two uses of mythic power, you may target one additional creature per tier.

Augured Answer

Add twice your mythic tier to the percentage chance of receiving a correct answer. In addition, if an answer indicates that an action will likely lead to an outcome that is both harmful and beneficial, you gain a sense for the relative degree of danger or benefit likely to occur.

Aura Alteration

If disguising an aura, there is no restriction to the alignment you can set for the subject, and you can adjust the apparent level by one-half your own level plus one-half your mythic tier (total rounded down) or less.

If removing a compulsion, any non-mythic compulsion is automatically removed and you add your tier to the bonus gained on the saving throw for any mythic compulsions.

Aura Sight

You can cease concentrating on the power without ending the effect. It provides no information when you are not concentrating on it, but you can resume and cease concentrating again to use its effects any number of times within the power’s duration. On the third round of detection, you can determine whether the alignment aura is from an aligned magic item; aligned power; aligned undead, outsider; cleric, paladin, or antipaladin of an aligned deity, or other character class or type with an aura class feature; or other type of aligned creature.

You can detect alignment auras protected by effects that block clairsentience with a manifester level check with a DC of 11 plus the manifester level of the effect, or through lead sheeting with a DC 20 manifester level check, plus 5 per inch of thickness. You can penetrate 3 feet of wood or dirt, 1 foot of stone, or 1 inch of common metal with a DC 15 manifester level check, plus 5 for each multiple of that thickness. If the substance or effect blocking your power is not mythic, or if it already allows a manifester level check or saving throw to penetrate its protection, add your mythic tier on your manifester level check or saving throw.

Augmented: If you expend two uses of mythic power, any overwhelming auras of the appropriate alignments within the area become clearly visible to everyone at the beginning of your turn on the first round you scan an area. Strong auras become clearly visible at the end of your turn on the first round you concentrate on an area, moderate auras at the end of the second round, and faint auras at the end of the third round. Auras on creatures, objects, or areas that are invisible are also invisible, and you cannot see auras to which you have no line of sight even if you are able to detect their strength and location.

Aversion

The range increases to 100 feet plus 10 feet per level and you can specify two aversions for the target.

Augmented: If you expend two uses of mythic power, the penalty for doing averse things increases to -4.

Baleful Teleport, Kolbjorn’s

The range increases to 100 feet + 10 feet per level. Non-mythic manifestations of wrench do not protect the target from the effect.

Augmented: If you expend two uses of mythic power, the effect deals damage using d10 instead of d6.

Augmented (3rd): If you expend three uses of mythic power, you can target up to your tier in creatures to affect.

Baleful Mind Trap of Surtr

You gain a number of power points equal to those drained by the target, or 1 power point if the target does not have power points. Creatures with power points must also make a save to avoid being nauseated, while creatures without power points are nauseated for two rounds on a failed save.

Banish

If the target is a non-mythic extraplanar creature, it receives no saving throw to avoid being sent back to its proper plane, and there is no chance it will be sent back to plane other than its own. A mythic creature gains a saving throw to resist the power, but you may add your mythic tier to manifester level checks to overcome its power resistance.

Barred Mind

You gain immunity to non-mythic mind-affecting effects. A non-mythic creature trying to use a mind-affecting effect on you is dazed for a number of rounds equal to your mythic tier (Will negates).

Barred Mind, Personal

You are immune to non-mythic mind-affecting effects. If a non-mythic creature tries to affect you with a mind-affecting effect, they are dazed for a number of rounds equal to ½ your mythic tier (a successful Will save negates the dazing effect).

Battle Transformation, Galen’s

You can still manifest powers and use power completion and power trigger items, but the level of the power you’re manifesting or using must be equal to or less than your tier. You gain a number of temporary hit points equal to your manifester level.

Bend Reality

When using mythic bend reality to duplicate another power, you can duplicate a mythic power you know. If you don’t know the mythic power, you can expend a second use of mythic power to duplicate the mythic version of the desired power.

Biofeedback

Add your tier to the amount of damage reduction received.

Augmented (5th): You can expend two uses of mythic power to have the damage reduction also apply to damage from powers and other effects that deal hit point damage.

Bite of the Wolf, Karak’s

Your bite’s critical threat range increases to 19-20. This stacks with effects like keen edge.

Augmented: If you expend two uses of mythic power, your bite uses the damage as if you were a size larger (becoming 8d6 if colossal).

Augmented (5th): If you expend three uses of mythic power, your bite’s critical multiplier increases to x3.

Biting Cold

The amount of additional cold damage dealt on a successful attack becomes +2d8. If the attack is successful, the struck creature is stunned for 1 round instead of staggered for 1 round. If you expend your focus as part of the attack, the struck creature automatically takes an additional 2d8 points of cold damage and is paralyzed for one round, regardless of its action. Power resistance still applies as appropriate.

Body Adjustment

The damage healed by this power is doubled. In addition, for every 2d12 damage healed, this power also cures up to 2 points of ability damage.

Augmented (3rd): If you expend two uses of mythic power, you can manifest mythic body adjustment as an immediate action when you would be reduced to 0 or fewer hit points.

Body Equilibrium

You can run on non-firm surfaces without sinking or breaking through and you add your tier to Acrobatics checks.

Body of Iron

Your enhancement bonus to Strength is increased to +8 and your Dexterity penalty is reduced to -4, and your damage reduction becomes DR 15/adamantine and epic. Your unarmed attack deals damage equal to a greatclub sized for you and this counts as adamantine, cold iron, and magic for the purpose of overcoming damage reduction.

Body Purification

The power cures all ability damage to a single attribute.

Augmented (3rd): If you expend two uses of mythic power, the power cures all ability damage to all attributes.

Bolt

Double the number of bolts, arrows, or sling bullets created by the power. Add half your tier to the enhancement bonus.

Augmented (3rd): If you expend two uses of mythic power, you can choose weapon special abilities to use on the bolts, arrows, or sling bullets, but reduce the enhancement bonus by the cost of the weapon special ability. The bolts, arrows, or sling bullets must have a minimum +1 enhancement bonus in order to select weapon special abilities. You may not select the bane weapon special ability.

Brain Lock

You can cease concentrating on the power without ending the effect and the duration becomes one round per level. The target is no longer dazed when you are not concentrating on it, but you can resume and cease concentrating again to use its effects on the target any number of times within the power’s duration.

Augmented: If you expend two uses of mythic power, the duration becomes concentration plus one round per level.

Augmented (4th): If you expend three uses of mythic power, you add half your tier to the save each round on the subject’s turn.

Broker

The duration increases to one minute per level. Add your tier to the insight bonus gained.

Augmented (3rd): If you expend two uses of mythic power, you can try to use Diplomacy to influence attitude even during combat.

Breach

The power unlocks up to three means of closure instead of two. The power automatically opens locks of simple or average quality, without requiring a manifester level check to do so. If used on a door locked with psionic lock, you can attempt a free dispel check against it as if using a targeted dispel psionics, adding your tier to the check.

Augmented (3rd): You can expend two uses of mythic power to target one locked item per tier, unlocking up to four means of closure on each, allowing a free dispel against a psioniclock on each, and automatically opening locks of up to good quality (no manifester level check needed).

If the door has a trap that triggers when opened, you become aware of the trap and its general nature, and the door is unlocked but doesn’t automatically open.

The power can raise a barred gate, portcullis, or similar impediment, but each one counts as two locked doors.

Breath of the Black Dragon

Creatures damaged by the power take the same damage each round thereafter for 1 round per 3 manifester levels.

Brutalize Wounds

The range increases to 100 feet + 10 feet per level and you add half your mythic tier (minimum 1) to the extra damage per die of damage dealt.

Augmented: If you expend two uses of mythic power, the target does not get additional saves to negate the effect.

Burst

The increase to your land speed lasts an additional number of rounds equal to your tier.

Augmented: If you expend two uses of mythic power, the increase to your land speed is doubled.

Augmented (3rd): If you expend three uses of mythic power, the duration increases to 10 minutes per level.

Call Weaponry

You add your tier to the enhancement bonus on the summoned weapon and can choose weapon special abilities in place of an enhancement bonus, although the weapon must have a minimum enhancement bonus of +1 and you may not select the bane weapon special ability.

Augmented: If you expend two uses of mythic power, the summoned weapon is treated as an epic weapon for the purposes of overcoming damage reduction.

Augmented (5th): If you expend three uses of mythic power, you can select the bane weapon special ability.

Catapsi

The psychic static only affects those creatures you wish to affect in the area and the range increases to 60 feet.

Augmented: If you expend two uses of mythic power, creatures that fail their save while manifesting a power or using a psi-like ability are staggered for one round.

Augmented (5th): If you expend three uses of mythic power, non-mythic creatures in the affected area are unable to manifest any psionic powers or psi-like abilities unless they succeed on the saving throw, and non-mythic creatures that make their saving throw are still required to pay the additional power point cost or, for psi-like abilities, use a full-round action to activate the ability.

Catfall

You can share the effects of the power with one creature per manifester level. All targets must be within 30 feet of you.

Augmented (4th): If you expend two uses of mythic power, you can move up to your movement speed while falling to choose where you land.

Chameleon

Add your tier to the bonus to Stealth checks. If you stand still, you can hide without cover or concealment.

Augmented: If you expend two uses of mythic power, the duration becomes one hour per level.

Circumstance Shield

You add your tier to the insight bonus gained from this effect.

Augmented: If you expend two uses of mythic power, you add the bonus to your Reflex saves without ending the effect.

Clairvoyant Sense, Dyne’s

When you scry into a naturally darkened area, increase the distance you can see by 5 feet times your mythic tier. You may also see half this distance within magical darkness, as long as the darkness was created by an effect of 3rd level or lower. You can scry into an area that is warded against scrying by a non-mythic effect by succeeding on a manifester level check with a bonus equal to your mythic tier against a DC of 11 plus the manifester level of the ward against scrying.

Clairtangent Hand

When you scry into a naturally darkened area, increase the distance you can see by 5 feet times your mythic tier. You may also see half this distance within magical darkness, as long as the darkness was created by an effect of 3rd level or lower. You can scry into an area that is warded against scrying by a non-mythic effect by succeeding on a manifester level check with a bonus equal to your mythic tier against a DC of 11 plus the manifester level of the ward against scrying. In addition to the above, the weight limit of the object you can affect is doubled.

Claw of Energy

The additional energy damage is increased to 2d6 points of damage and you add your mythic tier to damage on critical hits made with the affected claw attack.

Claws of the Beast

Your claws’ critical threat range increases to 19-20. This stacks with effects like keen edge.

Augmented: If you expend two uses of mythic power, your claws’ damage dice improve by one step (d3 becomes d4, d4 becomes d6, etc.)

Augmented (5th): If you expend three uses of mythic power, your claws’ critical multiplier increases to x3.

Claws of the Vampire, Hexelyan’s

Additional damage from a high Strength score does count toward the amount of healing you receive.

Augmented: If you expend two uses of mythic power, you receive an additional amount of healing from attacks with your claws equal to your tier.

Augmented (3rd): If you expend three uses of mythic power, any healing you would receive from your claws that exceeds your maximum number of hit points is instead gained as temporary hit points.

Cleanse Body

The amount of temporary ability damage cured is doubled and any fatigue or exhaustion is removed.

Augmented: If you expend two uses of mythic power, mythic cleanse body also removes the sickened and exhausted conditions.

Cleanse Spirit

Mythic cleanse spirit always provides the benefits of the 6 power point augment option without having to spend power points augmenting it.

Augmented: If you expend two additional uses of mythic power, you can manifest this power with a manifesting time of 1 round.

Augmented (8th): If you expend four uses of mythic power, mythic cleanse spirit removes all negative effects including curses, hexes, and other supernatural effects.

Cloud Mind

Mythic cloud mind affects a number of creatures equal to your tier. Targets that succeed on the save instead suffer a 20% miss chance against you for the duration of the effect.

Augmented: If you expend two uses of mythic power, the effect does not break when you attack a creature.

Compelling Voice, Naija’s

Mythic compelling voice loses the language-dependent descriptor, and can target one or more living creatures in a 10-foot-radius burst.

Compression

Your size decreases by an additional category. The benefits and penalties associated with your decreased size category, as well as the decrease of the natural reach, are also appropriately adjusted. This stacks with the 6 power point augment of the non-mythic version of this power.

Concealing Amorpha

When a melee attack misses because of this power, there is a 50% chance that the weapon is coated in the membrane and deals only nonlethal damage unless the wielder spends a standard action cleaning off the membrane. Add your tier to Stealth checks while under the effect of mythic concealing amorpha.

Augmented: If you expend two uses of mythic power, the amorpha absorbs damage from effects that deal damage of cold, fire, electricity, force, or sonic damage. When used in this way, you reduce all damage of those energy types by your tier for one round and you shorten the duration of the effect by an additional round.

Concealing Amorpha, Greater

When a melee attack misses because of this power, there is a 50% chance that the weapon is coated in the membrane and deals only nonlethal damage unless the wielder spends a standard action cleaning off the membrane.

Augmented: If you expend two uses of mythic power, the duration of the effect is one minute per level.

Concussion Blast

Increase the damage dealt by the power by 50% (round down) and you may make a free bull rush maneuver attempt against affected creatures, using your manifester level, key ability modifier, and mythic tier to determine your CMB.

Augmented (3rd): If you expend two uses of mythic power, affected creatures are dazed for one round unless they succeed on a Fortitude save, in which case they are instead deafened for one round.

Concussive Onslaught

The affected area increases to a 60-foot radius burst. In addition, you can choose to have the power damage any unattended, mundane objects in the affected area.

Augmented: If you expend two uses of mythic power, the power deals d8 damage instead of d6.

Control Air

You can alter the direction of the wind to blow in any direction. You can cease concentrating on the power without ending the effect, and alter the nature of the wind in the affected area by concentrating as a swift action.

Control Body

The controlled subject can make attacks of opportunity, but they count against your limit of attacks of opportunity for the round. Add your tier to the attack rolls and the bonus to Armor Class of the subject. You may cease concentrating on the power without ending the effect, but the subject regains use of its body while you are not concentrating. You may resume concentration of the power as a standard action.

Augmented (5th): If you expend two uses of mythic power, the controlled subject is not staggered by the effect.

Control Flames

You can concentrate to maintain the power as a move action instead of as a standard action. You may control a fire one size larger than normal (a 1st level manifester controlling a torch, a 3rd level manifester controlling a small campfire, and so on.) You add your tier to the maximum damage per round dealt by a fire you control.

Augmented (5th): If you expend two uses of mythic power, you can control two fires, each of up to your normal maximum fire size.

Control Light

If using control light to decrease light, the illumination level in the area drops to darkness regardless of the existing lighting conditions. Non-mythic powers and effects can’t increase the light level in the area. Creatures with darkvision and the power to see in darkness have difficulty seeing through this darkness, and can see as well as a human can in dim light. Creatures in the area of darkness take a –2 penalty on saves against fear.

If using control light to increase light, the illumination level in the area increases to at least normal light regardless of the existing lighting conditions. Creatures that take penalties in bright light double those penalties while in the area of bright light produced by this spell. All other creatures in the area of bright light gain a +2 circumstance bonus on Perception checks and saves to resist fear.

Augmented (3rd): If you expend two uses of mythic power, the duration becomes 10 minutes per level.

Control Object

You only need to concentrate on the power as a move action to maintain the effect, and you add your tier to the slam attack damage and the bonus to Disable Device checks.

Augmented: If you expend two uses of mythic power, the effect lasts as long as you maintain concentration as is no longer limited to up to 1 round per level.

Augmented (3rd): If you expend three uses of mythic power, the object gains an additional slam attack per three tiers you possess or fraction thereof.

Control Sound

Add your tier to any Bluff check, Stealth check, or audio-based Perception check while using the power. You can make a 5 foot square completely silent, negating all sound from that square or entering that square. Among other things, this means any creature in that square cannot speak, nor hear, nor perform any action requiring speaking or verbal components.

Augmented (3rd): If you expend two uses of mythic power, you can cause a number of creatures equal to your tier in range to be deafened for a number of rounds equal to your tier. A successful Fortitude save negates the effect.

Correspond

You can communicate with an additional number of creatures equal to your tier and can choose whether or not those can communicate through you with the other creatures affected by mythic correspond.

Corrosive Aura

Creatures that suffer the acid damage from mythic corrosive aura suffer half that damage on subsequent rounds for the duration of the effect.

Augmented: If you expend one additional use of mythic power, you can exclude creatures from the aura as a swift action at the beginning of your turn.

Augmented (3rd): If you expend two uses of mythic power, you double the radius of the effect.

Cosmic Awareness

You can activate your insight bonus a number of times equal to one-half your mythic tier. Each time you activate the mythic cosmic awareness, the bonus is reduced by 50% from the previous bonus.

Co-opt Concentration

If the target is non-mythic, it does not gain a saving throw to avoid having the power wrested away. You can maintain concentration on the co-opted power as a move action.

Augmented: If you expend two uses of mythic power, you can manifest this power as an immediate action after identifying a power or spell via Spellcraft and that power or spell is eligible to be co-opted. You must use mythic co-opt concentration on the identified power when manifesting mythic co-opt concentration in this fashion.

Crisis of Breath, Kozak’s

Continuing to breath requires a full-round action instead of a standard action.

Augmented (5th): If you expend two uses of mythic power, the target must make a successful save each round it attempts to continue to breath. Failing the save means the attempt to breath failed and the action is wasted.

Crisis of Life

Non-mythic creatures with Hit Dice less than half your manifester level do not get a Fortitude save.

Augmented: If you expend two uses of mythic power, creatures suffer 7d10 points of damage on a successful save.

Crystal Shard

The damage dice increases to d10. If the target struck is adjacent to a wall, it becomes pinned to that wall. If adjacent to more than one wall, it is your choice to which wall it becomes pinned. The CMB of the crystal shard is equal to your manifester level plus your key ability modifier plus your tier.

Augmented (3rd): If you expend two uses of mythic power, you may target a number of creatures equal to your tier.

Crystalline Bonds

Add your tier to the damage dealt by the coils and the DC to break free.

Augmented: If you expend two uses of mythic power, you add your tier to the hardness and AC of the bonds.

Crystallize, Ruelle’s

Non-mythic effects cannot negate the effect. You can end the effect as a standard action.

Augmented (5th): If you expend two uses of mythic power, you can target non-living creatures.

Danger Sense

The insight bonus is increased to +6.

Augmented (3rd): If you expend two uses of mythic power, the insight bonus also applies during any surprise round in which you do not get to act.

Deadly Fear

If the target fails its Will save but succeeds at its Fortitude save, the fearsome beasts persists in the target’s mind, giving it the dazed condition until your next turn. On your next turn, the target must attempt another Fortitude save against the phantasm. Success means it takes 3d6 points of damage; failure means it dies from fear.

Augmented (6th): If you expend two uses of mythic power, the power can affect a living target that is immune to fear, illusions, or mind-affecting effects.

Death Urge, Blackstock’s

If the subject is unarmed and no enemy is nearby, it will simply assault itself on the floor, ground, or any other hard surface, dealing damage as if making an unarmed strike that is a critical hit. If the creature makes a successful saving throw, it instead suffers a -2 penalty to its Armor Class and saving throws as the impulse to die is not totally negated.

Deceleration

The target creature is staggered.

Augmented (3rd): If you expend two uses of mythic power, the target creature is denied its Dexterity bonus to AC on a failed save. On a successful save, the target’s speed is halved (round down to the next 5-foot increment).

Defer Fatality

While in suspended animation, your body heals a number of hit points per day equal to your tier and you can choose when to return from suspended animation or to remain in suspended animation once your hit points are above 0. You have a number of hit points and power points equal to your tier when you return from suspended animation.

Augmented: If you expend two uses of mythic power, you do not take ability damage when you awaken.

Defy Gravity

Instead of affecting one creature, you can affect a number of targets up to your manifester level, but the total weight supported can be no more than 100 pounds per manifester level. You can spend a move action to mentally direct all targets, but you must move all of them identically.

Augmented (8th): If you expend 10 uses of mythic power, you permanently levitate a 5-foot cube of rock, which you can move 20 feet vertically or horizontally as a move action. If you have created multiple cubes and they are physically touching each other, you can direct them all as a single move action (as if they were one object), even if some of them are out of range. Each levitating cube can support approximately 1,000 pounds of weight, allowing you to use it as a portion of the foundation for a bridge, floating castle, or similar construction project.

Déjà Vu

The duration of the effect increases to two rounds. The targeted creature attempts to retrace its steps, repeating the previous actions rounds on the first round, but taking any move actions back the way it came, and repeating the previous round’s action on the next round.

Augment (5th): If you expend two uses of mythic power, the target creature loses its Dexterity bonus for the duration of mythic déjà vu.

Demoralize

Creatures who fail their save instead become frightened.

Augmented: If you expend two uses of mythic power, creatures who fail their save instead become panicked, and creatures who succeed on their save are shaken.

Destiny Dissonance

If you succeed on the melee touch attack, the target is dazed for the first round of the effect, and sickened for the remaining rounds. The duration increases to 2 rounds per manifester level.

Detect Hostile Intent

The range of the effect, both detecting hostility and making Sense Motive checks, extends to 60 feet.

Augmented (3rd): If you expend two uses of mythic power, you can pinpoint the location of hostile creatures detected using this power.

Detect Remote Viewing

Add your tier to the opposed manifester level check to get a visual image of the remote viewer. If the manifester of the viewing attempt originates in the area of the power, you can teleport the manifester of the viewing attempt to you unless it makes a successful Will saving throw.

Dimension Slide

Add 5 feet per tier to the range of the power. You can bring along up to a heavy load or one creature of a size category at least one category smaller than you.

Dimension Swap

The range increases to medium (100 feet + 10 feet/level).

Augmented (3rd): If you expend two uses of mythic power, you can swap a number of willing creatures equal to your tier.

Disable

The number of hit dice of creatures that can be affected is doubled and you can choose the order in which creatures are affected by the power.

Augmented (8th): If you expend three uses of mythic power, you can cause a single creature within the affected area to actually become disabled, as its body conforms to what its mind believes. If the creature does not make a successful save, its hit points are reduced to -1.

Disintegration

The damage dealt increases to 3d6 points of damage per manifester level (maximum 60d6) plus 1d4 points of Constitution damage. A creature that succeeds at its saving throw takes 5d8 points of damage plus 1 point of Constitution damage. A creature whose Constitution score is reduced to 0 by this power is entirely disintegrated.

Augmented (7th): If you expend three uses of mythic power, you fire two rays.

Alternatively, you may fire only one ray, but if the target is a non-mythic creature and it fails its saving throw, it’s automatically disintegrated regardless of its current hp.

Dispel Psionics

When used as a targeted dispel, this power can end two effects affecting the target instead of just one. If the targeted dispel successfully dispels at least one effect, you heal 1d4 points of damage for every power level of the dispelled effect. If you dispel two effects, this healing applies only to the highest-level effect dispelled.

Dispelling Buffer

Add your tier to the bonus on DCs against dispel checks.

Dissipating Touch

Add your tier to each die of damage dealt with your melee touch attack.

Augmented (7th): If you expend three uses of mythic power, your touch dissipates the entire non-mythic creature, scattering their entire form across the planes, effectively killing them. This effect cannot be used against mythic creatures.

Dissolving Touch

Creatures damaged by the power take the same damage each round thereafter for 1 round per 3 manifester levels.

Augmented: If you expend two uses of mythic power, the damage deals d10 damage instead of d6.

Dissolving Weapon

Creatures damaged by the power take the same damage each round thereafter for 1 round per 3 manifester levels.

Augmented: If you expend two uses of mythic power, the damage deals d10 damage instead of d6.

Divert Teleport

The destination you choose can be a location you have only seen casually or viewed once and there is no weight limit.

Augmented: If you expend two uses of mythic power, you add your tier to any checks to overcome power resistance.

Duodimensional Claw

Increase the target weapon’s critical multiplier by 1. This does not stack with the mythic version of the Improved Critical feat.

Ectoplasmic Cocoon

Add your tier to the hardness of the cocoon and the number of hit points the cocoon has are doubled. Creatures that make a successful Reflex save are instead entangled as if struck by entangling ectoplasm.

Ectoplasmic Cocoon, Mass

Add your tier to the hardness of the cocoon and the number of hit points the cocoon has are doubled. Creatures that make a successful Reflex save are instead entangled as if struck by entangling ectoplasm.

Ectoplasmic Creation

You may choose to increase the duration of the items you create to 1 day/level or increase the volume of material created to 10 cubic feet per level. Add your mythic tier to Craft checks to make complex items.

Augmented: If you expend three uses of mythic power, you can increase the duration and the volume of material as described above.

Ectoplasmic Creation, Major

You may choose to increase the duration of the vegetable matter, stone, crystal, or base metal items you create to 1 day/level, precious metals or gems to 1 hour/level, or rare metals to 1 minute/level; or you may increase the volume of material created to 10 cubic feet per level. Add your mythic tier to Craft checks to make complex items.

Augmented: If you expend two uses of mythic power, you can increase the duration and the volume of material as described above.

Ectoplasmic Form

The damage reduction changes to DR 10/epic and psionics, and the fly speed increases to 30 feet. You can expand yourself as a free action, filling an area equal to double you normal space and height (a Medium creature fills a 10-foot-by-10-foot space to a height of about 10 feet) and blocking vision as obscuring mist. Returning from expanded to normal size is also a free action.

Augmented: If you expend two uses of mythic power, you can shift into or out of ectoplasmic form as a move action.

Ectoplasmic Shambler

The damage taken while inside the shambler is increased by 1 point per tier per round and the concentration DC to manifest a power or cast a spell is increased by your tier. Creatures within the shambler have their movement reduced to half speed.

Augmented (3rd): If you expend two uses of mythic power, all creatures within the shamble are entangled. The shambler’s speed becomes 20 feet and is immune to wind effects.

Ectoplasmic Sheen

If you manifest ectoplasmic sheen on an area, add your tier to the Acrobatics DC to move within or through the area. If you manifest it on a creature’s armor or clothing, add your tier to its Escape Artist checks and combat maneuver checks attempted to escape a grapple and to its CMD to avoid being grappled.

Augmented: You can expend three uses of mythic power to make the affected area flammable. It ignites from any fire at least the size of a candle flame. If an affected area is ignited, any creature in the area on your turn takes 1d3 points of fire damage and might catch on fire. If an affected creature is ignited, it takes 2d6 points of fire damage, and might catch on fire; add your tier to the save DC.

Ecto Protection

Increase the bonus gained against dispel effects and dismiss ectoplasm by your tier.

Augmented: If you expend two uses of mythic power, if your astral construct is dispelled or fails against a dismiss ectoplasm effect, the construct explodes, dealing 1d6 points of piercing damage for each power point spent on the manifestation to all creatures within a 5 ft. radius of the construct’s location.

Ego Whip

When manifesting mythic ego whip, you can choose to either extend the duration of the daze effect by a number of rounds equal to your mythic tier or to add half your tier to the Charisma damage.

Augmented (5th): If you expend three uses of mythic power, you can cause mythic ego whip to become a burst effect with 15 foot radius anywhere within range. You are immune to your own use of mythic ego whip.

Empathic Connection

You add your mythic tier to Charisma checks to convince the target to act as you command, and the target can understand your commands or suggestions as if you shared a language, though you are not otherwise able to communicate. Add your mythic tier to the Sense Motive DC to discern that a creature is charmed.

Augmented: If you expend two uses of mythic power, the duration is increased to 1 day/level.

Empathic Feedback

Any attack against you that originates within Medium range (100 feet + 10 feet/level) invokes the empathic feedback.

Augmented: If you expend two uses of mythic power, you add your tier to the save DC and any attempts to overcome power resistance.

Empathic Transfer

Increase the damage healed to 3d10 and 3d10 per power point augmented, and increase the maximum to 15d20 points of damage. The amount of hit points you lose is reduced by your tier and the amount of ability damage you receive, if any, is reduced by half (round up).

Empathic Transfer, Hostile

The range of the effect, both the standard and the 6 power point augment, increases to 30 feet. You do not need to make a touch attack to target a creature.

Empty Mind

Increase the bonus on Will saves by 50% (round down).

Augmented (3rd): If you expend two uses of mythic power, you can manifest this power after already having rolled a Will saving throw to reroll.

Endorphin Surge

You can affect one additional creature per mythic tier. In addition, if affected creatures take damage while mythic endorphin surge is in effect, the bonuses provided by this power are doubled.

Augmented: If you expend two uses of mythic power, all affected creatures gain the ferocity special quality and can fight on at 0 or fewer hit points, to a maximum hit point total equal to their Constitution plus your mythic tier.

Energy Adaptation

You gain a +6 bonus to saves against effects that deal acid, cold, electricity, fire, or sonic damage.

Augmented (5th): If you expend two uses of mythic power, you gain immunity against effects that deal acid, cold, electricity, fire, or sonic damage.

Energy Adaptation, Specified

You gain a +4 bonus on saves against effects that deal damage of the selected energy type. Once each round as a free action, you can choose one adjacent ally to gain energy resistance 5 against the chosen energy type for 1 round. This increases to energy resistance 10 at manifester level 7 and energy resistance 15 at manifester level 11.

Energy Ball

The damage dice of the power and its augments increase to d10. In addition, the mythic energy ball has different effects based upon the energy type.

  • Cold: Any creature that fails its save is partially encased in ice, reducing its speed by half. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect. The reduced movement lasts until the ice is destroyed. Destroying the ice requires a successful Strength or dispel check against the spell’s DC, or dealing bludgeoning or fire damage equal to 1 point per caster level to the creature.
  • Electricity: Any creature that fails its save is staggered for 1 round.
  • Fire: Any creature that fails its Reflex saving throw catches on fire, taking 2d6 points of fire damage each round until the fire is extinguished. Attempts to extinguish this fire use the power’s save DC.
  • Sonic: Any creature that fails its save is knocked prone.

Augmented (6th): If you expend two uses of mythic power, the area increases to a 40-foot radius spread, and any damage dealt by the power bypasses appropriate resistance and immunity for that energy type.

Energy Bolt, Lanis’s

The damage dice is d8 instead of d6. Any creature that fails its save is staggered for 1 round.

Augmented (3rd): If you expend two uses of mythic power, you can bend the line of the power once up to 90 degrees. Any creature that fails its save is stunned for 1 round.

Energy Burst

The radius of the burst increases to 60 feet.

Augmented: If you expend two uses of mythic power, you can select a number of creatures up to your tier to not be affected by the burst.

Energy Cone

The damage dice of the power and its augments increase to d10. You can choose any point within 30 feet of you to be the point of origin for the cone.

Augmented (3rd): If you expend two uses of mythic power, you can affect creatures in the cone based upon the energy type.

  • Cold: Creatures that fail their save are staggered.
  • Electricity: Creatures that fail their save are knocked prone.
  • Fire: Creatures that fail their save are set on fire, suffering one point of damage per dice of damage dealt by the cone each round until the fire is extinguished.
  • Sonic: Creatures that fail their save are dazed for one round. Creatures that succeed on their save are deafened for a number of rounds equal to your tier.

Energy Conversion

You may fire rays as if making an attack with a ranged weapon, allowing the use of iterative attacks for a high base attack bonus. If firing multiple rays in a single round, the rays can target the same creature or different creatures, as long as both all targets are in range.

Augmented (5th): If you expend two uses of mythic power, the amount of damage you can retain increases to 10 times your manifester level, and you can fire rays of two different energy types. Such rays deal damage based upon the amount and type of energy chosen when firing the ray.

Energy Current

The damage dice of the power and its augments increase to d10. Maintaining concentration of the energy current is reduced to a standard action, and the distance between the primary target and secondary target or targets increases to 30 feet.

Augmented: If you expend two uses of mythic power, you can always choose which foes are secondary targets, as long as they are within 30 feet of all other targets of mythic energy current.

Augmented (5th): If you expend three uses of mythic power, the damage to secondary targets is equal to the damage to the primary target.

Energy Missile

The damage dice of the power and its augments increase to d10. The range between targets increases to 30 ft. apart.

Augment (3rd): If you expend two uses of mythic power, you can target one additional creature or unattended object for every three mythic tiers you possess.

Augmented (8th): If you expend three uses of mythic power, you can target a single creature with every missile from mythic energy missile.

Energy Push

Add half your tier to the save DC of effect (minimum +1) and increase the damage of both the blast of energy and slamming into an object to 3d6.

Augmented: If you expend one additional use of mythic power, creatures that fail their save are pushed back and knocked prone.

Augmented (3rd): If you expend two uses of mythic power, the blast of energy can launch the target straight up instead of backwards. The target suffers falling damage as normal.

Energy Ray

The damage die type is increased to 1d8 and bypasses the first 10 points of resistance.

Augmented (3rd): If you expend two uses of mythic power, the power bypasses all energy resistance, but does not bypass immunities.

Energy Retort

You can choose whether to allow the effect to target a creature that strikes you or save it for a possible attack later in the round. The range of the retort increases to medium (100 feet + 10 feet/level) and you do not need line of sight to the attacker.

Augmented (4th): If you expend two uses of mythic power, all attacks against you are subjected to the effect of mythic energy retort.

Energy Stun

All targets must succeed on a Will save or be stunned for 1 round, even if they succeeded on the save to reduce damage to half. Add half your tier (minimum 1) to each die of damage dealt.

Augmented: If you expend two uses of mythic power, mythic energy stun deals splash damage to all creatures within 5 feet of the target. A successful Reflex save halves the splash damage.

Energy Wall

The wall’s damage increases to 2d8 points of damage to creatures within 10 feet, 1d8 points of damage to those past 10 feet but within 20 feet, and 2d8 points of damage + 1 point of damage per manifester level (maximum +20) to any creature passing through it.

Augmented (5th): If you expend two uses of mythic power, you may move the wall 5 feet in any direction as a move action on your turn. Moving the wall into a barrier (such as a stone wall) destroys the part of the wall that overlaps the barrier.

Energy Wave

The power instead deals 1d10 points of damage for each 1d6 points of damage it would have dealt. Any creature that fails its save suffers an effect based upon the energy type of the damage.

  • Cold: Any creature that fails its save is partially encased in ice, reducing its speed by half. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect. The reduced movement lasts until the ice is destroyed. Destroying the ice requires a successful Strength or dispel check against the spell’s DC, or dealing bludgeoning or fire damage equal to 1 point per caster level to the creature.
  • Electricity: Any creature that fails its save is staggered for 1 round.
  • Fire: The damage bypasses fire resistance and immunity.
  • Sonic: Any creature that fails its save is knocked prone.

Ensconce

As a free action, you can wake the ensconced creature without ending the effect, but the creature temporarily loses the benefits of the power. Each round out of the effect counts as one day for determining the duration of the effect. As a standard action, you can reactivate the effects of mythic ensconce.

Augmented (3rd): If you expend two uses of mythic power, all other creatures within 60 feet must make a Will save or forget the target creature existed. Their memory returns when the ensconced creature returns.

Entangling Ectoplasm

The duration of the effect increases to one minute. Add your tier to the DC to break free from the goo.

Augmented (5th): If you expend two uses of mythic power, the save DC increases by 1 each round the struck creature does not successfully break free. In addition, if the struck creature makes a successful check to break free, it must make another successful check to break free before the end of the next round or the ectoplasmic goo regenerates around it.

Eradicate Invisibility

The area of effect is doubled, and naturally invisible creatures are revealed for a number of rounds equal to your tier.

Augmented (3rd): If you expend two uses of mythic power, the duration becomes instantaneous and 1 round per level. Each round on your turn, the mythic eradicate invisibility emits another pulse.

Escape Detection

Non-mythic clairsentience and divination effects to detect you are unable to detect you. You add your tier to the manifester level check and any saving throw against mythic clairsentience and divination effects used to try to detect you.

Ethereal Form

While using this power, you can shift into the Material Plane as if using mythic blink, as described in Pathfinder Roleplaying Game Mythic Adventures. If you are 3rd tier or higher, you can spend two points of mythic power to use the augmented effect of mythic blink. If you remain completely ethereal, you gain energy resistance equal to twice your mythic tier against force effects.

Ethereal Form, Greater

Creatures using this power can shift into the Material Plane as if using mythic blink, as described in Pathfinder Roleplaying Game Mythic Adventures. If your mythic tier is at least 3rd, you can spend two uses of your mythic power to use the augmented version of mythic blink. If you remain completely ethereal, you gain energy resistance equal to twice your mythic tier against force effects.

Ethereal Passage

While using this power, you can shift into the Material Plane as if using mythic blink, as described in Pathfinder Roleplaying Game Mythic Adventures. If you are 3rd tier or higher, you can spend two points of mythic power to use the augmented effect of mythic blink. If you remain completely ethereal, you gain energy resistance equal to twice your mythic tier against force effects.

Evade Burst

You gain a bonus on Reflex saves equal to your mythic tier. Any hit point damage you take from an effect that allows a Reflex save is reduced by a number of hit points equal to half your mythic tier (round down).

Augmented (5th): If you expend three uses of mythic power, the duration becomes 1 round per level.

Everyman

The bonus to Disguise checks increases to +15. Changing your appearance requires only a move action instead of a standard action.

Augmented (7th): If you expend two uses of mythic power, the duration becomes permanent and your looks are permanently altered to your new appearance.

Exhalation of the Black Dragon

The damage dealt increases to 2d8 points of acid damage with 1d8 splash damage to creatures in adjacent squares, and each two power points spent augmenting increase the damage to the target by 2d8 and the splash damage by 1d8. Creatures damaged by the power take the same damage each round thereafter for 1 round per 3 manifester levels. There is no splash damage if the ranged touch attack misses.

Augmented (5th): If you expend two uses of mythic power, the power’s duration becomes one round per level and you can use the effect in subsequent rounds. The power is usable every 1d4 rounds after each use.

Expansion

Your size increases by an additional category. The benefits and penalties associated with your increased size category, as well as the increase of the natural reach, are also appropriately adjusted. This stacks with the 6 power point augment of the non-mythic version of this power.

Expulsion

If the target is a non-mythic extraplanar creature, it receives no saving throw to avoid being sent back to its proper plane, and there is no chance it will be sent back to plane other than its own. A mythic creature gains a saving throw to resist the power, but you may add your mythic tier to manifester level checks to overcome its power resistance.

False Future

If you reposition a creature as it is about to attack, you can reposition them so that their attack strikes a different creature instead of simply wasting the action. The new target of the attack must be within the target’s reach. You can reposition non-mythic creatures into squares with no ground.

Augmented (3rd): If you expend two uses of mythic power, you can target one additional creature per three tiers you possess.

False Sensory Input

You can completely define what the target perceives, including not seeing, hearing, or feeling certain things, creating phantom sounds, sights, or sensations of touch. The creature still feels pain, but otherwise its five senses are controlled by you.

Fate Link

The range increases to 100 feet + 10 feet per level.

Augmented: If you expend two uses of mythic power, you can link one additional creature’s fate per three mythic tiers you possess, or fraction thereof (one additional creature at 1st tier, 2 additional creatures at 4th tier, and so on.)

Fate of One

You do not have to take the result of the reroll if it’s worse than the original roll. You add your tier to the reroll.

Augmented (2nd): If you expend two uses of mythic power, you can reroll an additional number of times equal to half your tier.

Feat Leech

You can steal any feat, including mythic feats, the target possesses, in addition to psionic or metapsionic feats. If you steal a mythic feat and do not have the prerequisite feat, you must steal both feats to gain the benefit.

Augmented (2nd): If you expend two uses of mythic power, you can steal an additional number of feats equal to half your mythic tier.

Fiery Discorporation

You can use mythic fiery discorporation as long as you are within 100 feet of an open flame. You can choose any time within the next 24 hours to reappear from the fire.

Fission

You can choose how many power points your duplicate can use, rather than splitting them evenly. Your hit points are never lowered when you rejoin with your duplicate – whichever version of you has the highest hit points is used to determine the hit points when the effect ends.

Augmented: If you expend one additional use of mythic power, your duplicate has a manifester level equal to yours and you are only staggered when your duplicate dies, instead of gaining a negative level and being sickened for ten minutes.

Augmented (3rd): If you expend two uses of mythic power, you and your duplicate maintain telepathic communication for the duration of the effect.

Flight

The fly speed changes to 120 feet (or 80 feet if wearing medium or heavy armor, or carrying a medium or heavy load) with perfect maneuverability. When the duration expires, you are protected by catfall for a number of rounds equal to your manifester level.

Augmented (3rd): If you expend two uses of mythic power, you add your tier on Reflex saves and as a dodge bonus to AC. You gain these bonuses only while flying.

Fold Space

The duration of this power changes to 1 round per 2 manifester levels, and it creates a temporary, invisible, one-way portal in your square to your destination. You immediately pass through the portal and arrive at the destination, but you can’t take any other creatures with you.

When manifesting the power, you can designate a number of creatures equal to your manifester level. These creatures can see and use the portal, passing through it to arrive at the destination (this isn’t an action). A creature that passes through the portal can’t take any other actions until its next turn.

Force Screen

Half of the shield bonus (rounded down) from the power also applies against ranged touch attacks.

Augmented: If you expend two uses of mythic power, the effect can also gain one shield special ability with a +1 bonus cost, such as arrow catching.

Form of Doom, Zikopathik’s

You add your tier to the Disguise bonus and the save DC of the frightful presence ability gained from the effect. Non-mythic creatures that succeed on the saving throw against your frightful presence ability are not immune to it if you make another charge.

Augmented: If you expend two uses of mythic power, non-mythic creatures within 30 feet that fail the save against your frightful presence are panicked instead of shaken, and non-mythic creatures within 30 feet that make the save against your frightful presence are shaken.

Augmented (5th): If you expend three uses of mythic power, you add half your mythic tier to the natural armor bonus, damage reduction, and Strength score. Your land speed is increased by +20 instead of +10, and your tentacles deal 3d8 points of damage each.

Fortify

The resistance bonus gained from the power also applies to AC as a deflection bonus. Once during the power’s duration, you can roll a saving throw twice and take the higher result, or force a creature attacking you to roll the attack roll twice and take the worse result. You must decide to use this ability before the first roll is attempted.

Augmented (2nd): If you expend two uses of mythic power, you may reroll a number of times equal to your mythic tier.

Fuse Flesh

Shapechangers cannot shift out of this effect.

Augmented: If you expend two uses of mythic power, the duration becomes instantaneous. The target has to tear itself free from the fused form, suffering 2 points of Constitution damage, or it remains fused permanently.

Fusion

The target creature can be up to one size category larger than you to fuse with you. There is no damage taken if the other creature is expelled through the Astral Plane.

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