Mythic Spells (A-B)
Table of Contents

Aberrant Essence

The miss and failure chance of physical attacks and spells that individually target you increases to 75%. Additionally, your chance of ignoring solid objects during each move action increases to 75%.

Augmented (3rd): If you expend two uses of mythic power, your movements are so jerky and confusing that enemies are considered flat-footed against your attacks (although they are not flat-flooted if another creature threatens them in addition to you). Additionally, this spell toughens your organs, so your opponents’ piercing and slashing weapons have no chance of being treated as keen.

Aberrant Form (All)

Each mythic aberrant form spell is a separate spell, meaning you must select each separately as a mythic spell and you must first know the standard version of the spell you select, though you need not know lower-level aberrant form spells to learn their higher-level versions.

Mythic aberrant form increases any ability score bonuses and reduces any ability score penalties granted by the standard version by 2 and increases the natural armor bonus the spell provides by 1 (granting a +1 bonus if the spell normally grants no bonus). In addition, you may change the range of this spell to touch and target one creature you touch rather than yourself. The subject of this spell can resume its normal form or shift back into the same assumed form as a standard action without ending the spell; however, the spell’s duration continues to elapse while the target is in its own form. If the subject is a mythic creature, it can spend one use of its own mythic power as a full-round action to shift into a different form allowed by the spell.

Augmented (4th): If you expend two uses of mythic power, you increase the ability score bonuses granted by the spell by 4 rather than by 2. In addition, you can cast this spell on a number of creatures you touch equal to your mythic tier.

Aboleth’s Lung

The targets gain a bonus on Swim checks equal to your mythic tier, and a luck bonus on saving throws against the mucus cloud and slime abilities of aboleths. In addition, any pressure damage or nonlethal cold damage dealt to a target of this spell by exposure to deep water (or effects that duplicate deep water) is reduced by an amount equal to your mythic tier.

Augmented (3rd): If you expend two uses of mythic power, targets become immune to an aboleth’s mucus cloud and gain a swim speed equal to one-half their land speed. At the 6th mythic tier, they become immune to aboleth slime and gain a swim speed equal to their land speed.

Absolute Command

You can control a construct you have built with Hit Dice equal to or less than your level plus your mythic tier.

Augmented (4th): If you expend two uses of mythic power, you can also add your mythic tier to determine the construct’s attack bonus and saving throw modifiers.

Absorb Toxicity

You add your tier to the Save DC against your transferred affliction.

Augmented (6th): If you expend three uses of mythic power, the spell is not discharged until a creature fails its save and becomes afflicted or the duration expires. You may only target each creature once.

Augmented (9th): If you expend four uses of mythic power, the spell does not discharge after the first creature fails its save. After a second creature fails its save the spell is discharged.

Absorbing Inhalation

You add your mythic tier to the caster level check to inhale a magical gas, mist, or cloud, with an additional +4 bonus if it was created by a non-mythic effect. In addition, if a non-magical gas, mist, or cloud was created by a spell whose level is lower than your mythic tier, you can inhale it regardless of its size.

If you exhale the cloud before the spell’s duration expires, you can inhale another gas, mist, or cloud, including the same cloud you just exhaled. However, if you inhale and expel the same cloud more than once its potency is greatly reduced, with its remaining duration, area, and damage (if any) reduced by half and its save DC reduced by 4. These reductions stack each time you inhale and expel the same cloud. If you do not exhale the cloud before the spell’s duration expires, you are still entitled to any applicable saving throws.

Absorbing Touch

You can absorb magical objects as well as non-magical objects. Attended objects and magical objects are entitled to a Fortitude save to avoid being absorbed, using their own save bonus or that of their possessors, whichever is higher. In addition, you can eject the absorbed item into your hand or absorb it back into your hand as a standard action a number of times equal to your mythic tier without dismissing the spell.

Augmented (3rd): If you expend two uses of your mythic power, you can use certain magic items you have absorbed as if you are wielding or wearing them. Wands, rings, and wondrous items that provide continuous or per-day effects can be used while absorbed, so long as the item does not have to physically interact with anything outside your body (e.g. a rope of climbing would not function while absorbed). Wands containing spells with a range of personal function normally, while spells with a range of touch can be used by making a successful touch attack with the hand that absorbed it. Using a wand while it is absorbed costs twice the normal number of charges for each activation. While an absorbed item cannot be disarmed, stolen, or damaged, it still counts as a worn item for the purpose of magic item slot limits.

Augmented (5th): If you expend three uses of your mythic power, you can absorb a willing or helpless creature up to one size category smaller than yourself into your body. A helpless target is entitled a Fortitude save to avoid being absorbed. Absorbed creatures are considered unconscious and helpless while absorbed and can be expelled into an adjacent square as a standard action, ending the spell.

Abstemiousness

The food is so nourishing that eating it ends the fatigued condition and cures an amount of nonlethal damage equal to your caster level plus your mythic tier.

Augmented (2nd): If you expend two uses of your mythic power, the target food can sustain and revitalize a number of Medium or smaller creatures equal to your mythic tier for a full day.

Abundant Ammunition

Every container of nonmagical ammunition within 20 feet is affected by the spell. Any such container that leaves the area immediately loses the effect.

Abyssal Globule

The initial acid damage increases to 1d8 hp per caster level (maximum 10d8). Those who successfully save are sickened for the duration of the spell, and those who fail the save are nauseated and take the Constitution damage. Creatures that must save each round to end the affliction receive a –4 penalty to those saves. Those who make the save are still nauseated for the remaining duration.

Accelerate Poison

If the target is affected by more than one poison, your spell accelerates all poisons affecting the target. A poison with no onset time has its frequency tripled, requiring three saving throws and inflicting damage three times per round or minute, though its duration is reduced to one third.

Accursed Monolith

Creatures touching or adjacent to your mythic accursed monolith are affected as major curse, which can be used to create a major spellblight if cast as a mythos spell. In addition, the curse cannot be removed by a non-mythic effect unless the caster level of the effect exceeds yours.

Augmented (8th): If you expend two uses of mythic power, any creature within 20 feet plus 10 feet times your mythic tier with line of sight to a mythic accursed monolith can be affected as bestow curse. Creatures succeeding on their saving throw still take a -2 penalty on saves against curses and fear effects as long as they remain within or adjacent to the accursed monolith..

Acid Arrow

The damage dealt increases to 2d8 points of acid damage with 1d8 splash damage to creatures in adjacent squares. Creatures damaged by the spell take the same damage each round thereafter for 1 round per 3 caster levels. There is no splash damage if the ranged touch attack misses.

Acid Fog

The damage dealt increases to 4d6 points of acid damage. This spell otherwise functions like mythic solid fog, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures.

Augmented (3rd): If you expend two uses of mythic power, each round as a move action you may cause the mythic acid fog to dissipate and reform up to 40 feet away. You may choose for the mythic acid fog to deal damage before or after you move it, but not both.

Acid Pit

Add your mythic tier to the Climb DC for creatures attempting to climb out of the acid pit. In addition, creatures beginning their turn in the acid pit take 1d6 points of acid damage (even if they are not in the bottom of the pit) per round and must succeed on a Fortitude save or become sickened for as long as they remain within the acid pit and for 1 round thereafter.

Augmented (3rd): If you expend two uses of your mythic power, the damage dealt by the acid pit bypasses acid resistance or immunity and non-mythic creatures failing their Fortitude save are nauseated and sickened on a failed Fortitude save. Mythic creatures are sickened and staggered on a failed Fortitude save.

Acid Salt

The corrosive salts remain in the area for a number of rounds equal to one-half your tier (minimum 1). Any creature within the area at the time of casting or entering it thereafter takes 1d3+1 points of acid damage on the first round it is within the area and 1 point of acid damage per round thereafter. Creatures failing their Reflex save are dazzled as long as they remain within the area due to irritation of their eyes. The caster level and save DC of any rust effect used within the area is increased by 2.

Acid Splash

Add one-half your mythic tier to the damage dealt by this spell. All creatures adjacent to the target take 1 point of splash damage from the acid.

Augmented: If you expend two uses of mythic power, creatures taking damage from mythic acid splash take the same amount of acid damage on your turn one round later.

Acidic Grease

The DC of the Acrobatics check to avoid falling increases to 20. In addition, the damage dealt to creatures and objects that have fallen into the area increases to 1d8 hp/caster level. Further, the additional damage done to creatures and objects that have taken acid damage is 1d8 hp/2 caster levels (maximum 8d8).

Augmented (5th): If you expend two uses of mythic power, the area affected increases to up to an 80-ft. square. Additionally, the Acrobatics save DC increases to 30.

Acidic Spray

This spell deals 1d10 points of damage per caster level (maximum 15d10), and creatures failing their saving throw are sickened until the end of their next turn and take an additional 1d10 points of damage per two caster levels (maximum 7d10) one round later (Fortitude negates). Creatures that fail this second saving throw continue to be sickened and continue taking this damage each subsequent round that they fail their save, up to a maximum number of rounds equal to one-half your mythic tier (minimum 1).

Augmented (6th): If you expend two uses of mythic power, you send a flood of liquid acid that pushes against creatures and objects like the hydraulic torrent spell.

Acoustic Dampening

The target gains a bonus equal to 2 + your mythic tier on saves vs. sonic and sound-based effects. In addition, the target may add your mythic tier to the immediate second save this spell grants against an ongoing sonic effect and to each new saving throw it receives at the end of its turn.

Acute Senses

You may choose to increase the bonus on Perception checks provided by this spell by an amount equal to twice your mythic tier. Alternatively, you may grant the normal bonus as well as one of the following senses: darkvision 30 feet, low-light vision, scent.

Adelian Torchbearers

You conjure 1d8 force servants. In addition, the range of this spell becomes medium (100 ft. + 10 ft./caster level).

Adjuring Step

The duration of the spell increases to 1 min./level. None of your actions provoke attacks of opportunity as long as you move 5 feet or less for each action.

Augmented (4th): If you expend two uses of mythic power, your allies do not provoke attacks of opportunity while adjacent to you.

Adoration

You add half your tier to the morale bonuses granted by the spell. Any creature that attempts to harm the target of the spell must make a Will save. If it fails, it may not harm the target that round but may do so in subsequent rounds.

Aegis

The aegis counters non-mythic spells of 8th level and lower. It counters mythic spells of 6th level and lower.

Age Resistance (All)

You may extend the duration of this effect to one day times your mythic tier. Alternatively, you may change the range of this spell to touch.

Agonize

This spell has half the normal effect on a successful save rather than being negated. Its saving throw becomes Fortitude: partial.

Agonizing Rebuke

Nonlethal damage dealt by this spell is increased to 2d8 points of damage per attack or harmful action made against you. In addition, a target that takes nonlethal damage from this spell becomes shaken for as long as it has any nonlethal damage. Once all nonlethal damage has been cured, the shaken condition is removed. You gain a bonus equal to your mythic tier on Intimidate checks against a creature that has become shaken as a result this spell.

Agonizing Sphere

The sphere’s damage increases to 2d8 hp electrical damage + 1d8 for every two caster levels beyond third.

Aid

The +1 morale bonus provided by the spell applies to attack rolls, weapon damage, and all saving throws, and the temporary hit points provided by the spell are increased to 2d6 plus 2 per caster level (maximum +20). In addition, if the subject of the spell fails a saving throw against a fear effect, he can discharge the remaining duration of the spell to negate that fear effect.

Air Bubble

The air bubble encompasses the entire creature, keeping it and its effects dry.

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

Air Walk

The target walks straight upward at half speed, or straight downward at its normal speed, and its movement while walking on air is not impeded by non-mythic winds of less than windstorm strength. When determining how far the target is blown by winds of windstorm strength or greater, the target is blown 5 feet per 10 miles per hour by which the wind’s speed exceeds 50 miles per hour.

Air Walk, Communal

See mythic communal spells. The mythic version of air walk is described above.

Alarm

The duration is increased to 1 day per level, and you can hear the mental alarm anywhere on the same plane. You increase the range at which an audible alarm can be heard by 30 feet per mythic tier.

Alchemical Allocation

The spell has a duration of one round per mythic tier. On subsequent rounds you can gain the benefits of a potion or elixir without consuming it, spitting the contents back into its container. This can be a new potion or elixir each round, or the same one over subsequent rounds. If you consume the same potion more than once per casting of mythic alchemical allocation, each drink of that potion after the first has only half the normal effect.

Alchemical Inscrutability

The drinker is protected against divinations as mind blank for a number of days equal to your mythic tier. You may also protect an object from divination by applying the extract to that object.

Augmented (8th): If you expend two uses of mythic power, this alchemical extract protects a 10-footradius emanation from the target creature or object from divination as mind blank.

Alchemical Opacity

This spell reveals even creatures using mythic invisibility, and opacified invisible creatures find their vision obscured by the clinging emanation and have a 20% miss chance on attacks they make, though their opponents do not otherwise gain the benefits of concealment. In addition, you may target an object or creature, which must must succeed on a Will save or the spell becomes centered on and moves with him. At any point during the spell’s duration, as a standard action you can touch an object or a creature (requiring a melee touch attack if the creature is unwilling) to either take the spell’s effect from that location or creature onto yourself or to move the spell’s center from you to the touched area or creature.

Augmented (3rd): If you expend two uses of mythic power, the opacification is complete. Attacks against opacified invisible creatures have no miss chance, and opacified invisible creatures are blinded as long as they remain within the spell’s area.

Alchemical Sequestration

You can target a willing creature or object filling up to a 5-foot cube per level, and the duration changes to permanent.

Augmented (10th): If you expend five uses of mythic power, you can also target all creatures and objects within a 50-foot radius. You can increase this radius by 10 feet for each additional use of your mythic power you spend. Unwilling creatures are allowed spell resistance and a Fortitude save to negate the effect and are left behind at ground level in the space vacated by the area drawn into the bottle.

Alchemical Tinkering

You can transform an alchemical item into a different item with a higher cost than the original item. The new item’s cost can exceed the cost of the original by 10 gp times your mythic tier. Such items are inherently unstable, lasting only 1 round per level or until used. If not used by this time, the alchemical item is destroyed. Alchemical items transformed into items of equal or lesser value not used while transformed revert to their original form rather than being destroyed.

Augmented: If you expend one or more additional uses of mythic power, you can transform a firearm into a firearm of greater cost. The new item’s cost can exceed the cost of the original by 100 gp times your mythic tier for each use of mythic power you expend. The transformed firearm maintains this form for only 1 round per level and then reverts to its original form.

Alien Contact

As mythic lesser alien contact, but you can call one or more non-mythic aberrations or creatures with the alien or mythos subtype whose Hit Dice total no more than 12 plus half your mythic tier, or one or more mythic creatures of these types whose Hit Dice total 12 or less.

Alien Contact, Greater

As mythic lesser alien contact, but you can call one or more non-mythic aberrations or creatures with the alien or mythos subtype whose Hit Dice total no more than 18 plus half your mythic tier, or one or more mythic creatures of these types whose Hit Dice total 18 or less.

Alien Contact, Lesser

You can call a non-mythic aberration or creature with the alien or mythos subtype whose Hit Dice are up to 6 plus one-half your mythic tier. You can apply the alien, embryonic, or giant templates or other templates that add the alien or mythos subtype, but you cannot add other templates or class levels. A template that increases a creature’s CR increases its equivalent Hit Dice by an equal amount for the purpose of your Hit Dice limit.

Add your mythic tier to the DC of Charisma checks a trapped creature uses to try to break free and on your opposed Charisma checks to negotiate for the creature’s service, as well as on caster level checks made to overcome a trapped creature’s spell resistance if it attempts to break free from your binding.

Align Weapon

The target weapon gains a +1 sacred (if good) or profane (if evil) bonus to attack and damage rolls against creatures of the opposite alignment. Lawful or chaotic weapons may gain either a sacred or profane bonus, chosen when the spell is cast. In addition, if a creature struck by the weapon has multiple types of damage reduction that include the alignment type of the weapon (e.g., DR 10/cold iron and good), reduce the value of that damage reduction by an amount equal to your mythic tier even if your weapon would not normally overcome damage reduction of that type.

Augmented (6th): If you expend two uses of mythic power, you grant the target weapon the anarchic, axiomatic, holy, or unholy magical weapon property for the duration of the effect.

Allegro

You gain the benefits of mythic haste, as described in Pathfinder Roleplaying Game Mythic Adventures, as long as you are maintaining a bardic performance. If you dismiss the spell to reroll a Reflex save or Dexterity-based skill check, you add one-half your mythic tier to the roll. In addition, the action required to cast this spell is the same type of action as is required for you to begin your bardic performance.

Augmented (3rd): If you expend two uses of your mythic power, you gain the effects of augmented mythic haste as long as you are maintaining a bardic performance. If you dismiss the spell to reroll a Reflex save or Dexterity-based skill check, you add your mythic tier to the roll.

Allfood

You add your mythic tier to your caster level to determine the total weight of objects that you can transform into allfood, which may be a single object or up to one discrete object per mythic tier. The allfood’s consistency and flavor when consumed is determined by you at the casting of the spell (crunchy, meat-like, soft and creamy, etc).

Augmented: If you expend two uses of your mythic power, you can negate any energy-producing properties of the materials transformed into allfood, such as burning coals or a lit torch, so that such materials can be consumed without harm. You can likewise transform toxic, rotten, or diseased materials into safe, edible food, including a 5-foot patch of hazardous mold, fungus, and slime, such as yellow mold, green slime, or shriekers. This does not affect creatures, even if they are oozes or are fungoid in nature.

Alter Self

After casting the spell, you can change your shape an additional number of times equal to your mythic tier. Alternatively, you can cast this on a willing target with a range of touch (Fortitude negates (harmless), Spell Resistance yes). The subject of this spell can resume its normal form or shift back into the same assumed form as a standard action without ending the spell; however, the spell’s duration continues to elapse while the target is in its own form. If the target of this spell is a mythic creature, it can spend one use of its own mythic power as a full-round action to shift into a different humanoid form.

Augmented (3rd): If you expend two uses of mythic power, increase the spell’s duration to 1 hour per level.

Alter Winds

Add your mythic tier to your caster level to determine the strength of winds you can affect. In addition, the radius of the spell is increased by 10 feet times your mythic tier.

Augmented (3rd): If you expend two uses of your mythic power, you can cause the strength of winds to increase or decrease by two categories, and you affect non-mythic magical wind effects as long as their spell level is lower than your mythic tier.

Augmented (6th): If you expend three uses of your mythic power, you can affect an area with a radius of one mile.

Altered Consciousness

Add half your mythic tier (minimum 1) to the dodge bonus to AC and the maximum dodge bonus the spell can grant.

Amplify Elixir

For the duration of this extract, any potion or elixir you consume or oil applied to you is treated as if it were maximized. Increase all variable, numeric effects of the potion, oil, or elixir to maximum. If the potion or elixir does not have any variable numeric effects, then triple its duration. This extract affects oils that target your equipment as well as oils that target you.

Augmented (5th): If you expend two uses of your mythic power, potions, oils, and elixirs consumed during the duration of this extract are considered both maximized and empowered. Variable, numeric effects of potions and elixirs are maximized and then increased to 150% of their maximum. Potions, oils, and elixirs that do not have any variable numeric effects instead have their duration quadrupled.

Amplify Ley Field

The field of charged ley energy extends to a 60-ft. radius.

Analyze Device

If the target construct or clockwork device does not have DR, it gains DR 5/adamantine or bludgeoning if you activate or deactivate its mechanical properties, mechanisms, or functions, if appropriate.

Analyze Device, Greater

The spell’s casting time is 10 min.

Analyze Dweomer

Non-mythic magical items automatically fail their save to resist a mythic analyze dweomer. In addition, each round you can examine a number of creatures or objects equal to one-half your mythic tier (minimum 1).

Ancestral Memory

You add your mythic tier to the percentage chance of success in finding an ancestral memory. Even if this check fails, the insight bonus granted by this spell is 5 plus one-half your mythic tier (minimum 1).

Ancestral Regression

You add twice your mythic tier on Disguise checks made by the target to appear as a surface elf, and the spell cannot be detected by non-mythic divinations unless the caster succeeds on a caster level check with a DC of 15 plus your caster level plus your mythic tier. In addition, the target gains proficiency with longbow, longsword, and shortbow. If you are proficient in the use of a weapon with “elven” in the name, you may instead choose to grant the target proficiency with that weapon rather than longbow, longsword, and shortbow.

Angelic Seal

The damage dealt to evil creatures attempting to enter the warded area, or coming into contact with doors, windows, or walls under the seal’s effect, increases to 13d6 hp. If the creature is flung backward more than 35 feet, it is stunned for 2 rounds.

Angelic Seal, Greater

As greater angelic seal, except a caster who attempts to remove the seal with a miracle or wish must make a successful DC 35 concentration check or fail and waste their spell.

Anger Of Many Faces

The damage dealt by the shadowflesh heads increases to 1d8 hp damage/2 caster levels (maximum 5d8). Augmented (3rd): If you expend two uses of mythic power, when a creature has taken damage from a shadowflesh head, each round on its turn it also takes 1d4 hp bleed damage/2 levels (max 5d4). This bleed damage can be stopped by a DC 15 Heal check or through any magical healing. This damage does not stack.

Angry Mob

You can duplicate the appearance of specific individuals in the crowd, though creatures very familiar with those individuals gain a +2 circumstance bonus on Will saves to disbelieve the illusion. You add one-half your mythic tier (minimum 1) on Diplomacy and Intimidate checks when adjacent to or within your mythic angry mob, and you can command the angry mob to move up to 30 feet each round as a move action.

Animal Aspect, Greater

You may freely shift your chosen animal aspect (or aspects, if you have chosen to gain two different aspects) as a swift action as often as desired during the spell’s duration. You may instead cast the non-mythic version of this spell on a touched willing creature. If that creature is a mythic creature, it can expend one use of its mythic power to change its animal aspect as a swift action.

Animal Contagion

The DC of the save to avoid contracting the disease, and to avoid the disease’s effects once it is contracted, increases by +4.

Animal Growth

You grant the target animal a +10 size bonus to Strength, a +6 size bonus to Constitution, and no penalty to Dexterity. Add half your mythic tier to the normal +2 bonus the animal gains to its natural armor.

Animal Messenger

You can implant a verbal message in the target animal, along with a triggering condition for that message to activate, as the magic mouth spell. The mythic animal messenger travels to the place you designate and waits there until the spell expires or the message is delivered, whichever occurs first. A mythic animal messenger does not need to eat, drink, or sleep while waiting for the message, and it gains DR/epic and a bonus on Stealth checks equal to your mythic tier.

Augmented (3rd): If you expend two uses of mythic power, your mythic animal messenger gains the agile simple mythic template, as described in the Mythic Monster Advancement section of Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Animal Shapes

You may affect a number of targets equal to your caster level plus your mythic tier. Creatures gain the benefits of mythic beast shape III when polymorphed by this spell. In addition, creatures can transition from animal form to their normal form (or the reverse) as a move action and may do so any number of times during the spell’s duration.

Animal Trance

Add your mythic tier to the number of Hit Dice of animals you can fascinate. In addition, affected animals remain fascinated after you cease concentration for a number of rounds equal to your mythic tier.

Augmented: If you expend two uses of mythic power, mythic animal trance also affects magical beasts and vermin (including mindless vermin).

Animate Cloth

The circumstance bonus to CMB for dirty trick, disarm, grapple, steal, or trip combat maneuvers and to Climb, Sleight of Hand, and applicable Perform checks increases to +3. The shield bonus to AC increases to +2.

Animate Construct I-IX

Add your mythic tier to the number of HD of constructs this spell can animate.

Animate Dead I-IX

The casting time of this spell is reduced to 1 standard action.

Augmented (6th): If you expend two uses of mythic power, the undead you animate gain either the agile mythic template or the savage mythic template (see Mythic Adventures for both). The template lasts for a number of days equal to your mythic tier.

Animate Dead, Improved

Add your mythic tier to the caster level whendetermining how many Hit Dice of zombies you can animate with a single casting of this spell. This does not increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell’s material component.

Augmented (6th): If you expend two uses of mythic power, the zombies you animate gain either the agile or savage mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, for a number of days equal to your mythic tier. At 8th tier, you can expend 10 uses of mythic power and apply either the agile or savage mythic simple template permanently to the zombies you create with this spell.

Animate Dead, Lesser

This spell functions as mythic animate dead, as described in Pathfinder Roleplaying Game Mythic Adventures, but creates only a single Small or Medium skeleton or zombie.

Animate Ghoul

Add your mythic tier to the caster lever when determining how many Hit Dice of undead you can create with a single casting of this spell. This does not increase the total number of Hit Dice worth of undead you can control. By expending three additional uses of mythic power, you can ignore the material component required to create a ghast.

Augmented (6th): If you expend two uses of mythic power, the undead you animate gain either the agile or savage mythic simple template, as described in Pathfinder Roleplaying Game Mythic Adventures, for a number of days equal to your tier, or you may choose to create mythic ghouls, or one-half as many Hit Dice of mythic ghasts, as described in the Mythic Monster Manual, in place of normal ghouls. At 8th tier, you can expend 10 uses of mythic power and apply either the agile or savage mythic simple template permanently to the undead you create with this spell, or you may create mythic ghouls or ghasts; this is an instantaneous effect and cannot be dispelled.

Animate Glyphs

Add your mythic tier to your caster level when determining the number of glyphs you can trace.

Augmented (3rd): If you expend two uses of mythic power, the damage dealt by Small glyphs’ touch attack increases to 3d8 hp, and each successively larger glyph deals 2d8 hp more damage.

Animate Living Skeleton

This spell deals 2d6 hp negative energy damage and 2 points of Constitution damage upon each failed saving throw, as well as the target becoming staggered. A successful saving throw results in 1d6 hp negative energy damage, no Constitution damage, and the target is sickened for 1 round.

If the target dies during the duration of a mythic animate living skeleton it becomes an animated skeleton under control of the caster as per the animate dead spell.

Animate Rope

Your rope can extend and attack a target anywhere within the spell’s range. Add your mythic tier to the Armor Class, hardness, and break DC of the rope, as well as the concentration DC of a creature entangled by the rope that attempts to cast a spell. The rope gains hit points equal to your caster level plus your mythic tier.

Animate Water

Add your mythic tier to your caster level when determining the volume of the water you can animate. The animated water gains the amorphous extraordinary ability.

Augmented (6th): If you expend two uses of mythic power, the water you animate gains either the agile or savage mythic simple template, as described in Pathfinder Roleplaying Game Mythic Adventures, for a number of days equal to your tier. At 8th tier, you can expend 10 uses of mythic power and apply either the agile or savage mythic simple template permanently to the water you animate with this spell.

Anomalous Object

The spell’s duration is increased by a number of rounds equal to your mythic tier. If you must make a touch attack against a creature holding the object, you gain a +2 circumstance bonus on that attack.

Ant Haul

When determining the target’s carrying capacity, add your mythic tier to its Strength score before tripling its carrying capacity.

Ant Haul, Communal

See mythic communal spells. The mythic version of ant haul is described above.

Anthropomorphic Animal

You increase the duration of the spell to one day per mythic tier you possess. In addition, you can grant the target animal one of the following feats as a bonus feat for every 2 mythic tiers you possess (minimum 1): Exotic Weapon Proficiency, Heavy Armor Proficiency, Light Armor Proficiency, Martial Weapon Proficiency, Medium Armor Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus. You must have proficiency (or Weapon Focus) in the type of armor, shield, or weapon that you grant to the target. The target need not meet prerequisites for the feat you grant.

Anti-Summoning Shield

You add 5% times your mythic tier to the standard 50% chance of failure for summoning effects used by non-mythic creatures, and 5% per two mythic tiers to the standard 50% for summoning effects used by mythic creatures, up to a maximum of 100%. This failure chance applies to a non-mythic antipaladin, paladin, or summoner attempting to summon a divine bond mount or companion creature, eidolon, or fiendish servant (or any other class with an equivalent ability), though the chance of failure is halved. Mythic characters of these classes can summon their companion creature without a chance of failure.

Augmented (3rd): If you expend two uses of mythic power, you can cast this spell as an immediate action.

Anticipate Peril

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Antilife Shell

You may add your mythic tier to caster level checks to overcome the spell resistance of non-mythic creatures seeking to enter a mythic antilife shell. Even if you fail to overcome their spell resistance, any living creature other than you (and your familiar or animal companion) beginning its turn within a mythic antilife shell takes damage equal to your mythic tier (no save). Non-mythic creatures take double damage.

Antipathy

You can choose an additional number of alignments or specific kinds of creatures equal to half your mythic tier to affect with this spell. Alternatively, you can select a single creature type (and subtype, if a humanoid or outsider); mythic antipathy affects all creatures of that type (or subtype). A creature failing its saving throw but forced to remain in the area or adjacent to the object becomes sickened and shaken for as long as it remains there, even if normally immune to those conditions. Mythic antipathy cannot be dispelled by a non-mythic effect unless the caster level of the dispelling caster equals or exceeds yours.

Antiplant Shell

Spells or effects that create, summon, enlarge, animate, or otherwise manipulate plants or plant creatures have no effect within a mythic anti-plant shell. Add your mythic tier to caster level checks to overcome the spell resistance of non-mythic plant creatures seeking to enter the mythic anti-plant shell.

Even if you fail to overcome their spell resistance, any plant creatures beginning their turn within a mythic antiplant shell takes damage equal to your mythic tier (non-mythic plant creatures take double damage) and takes a penalty equal to half your mythic tier on saving throws.

Aqueous Orb

You can direct the movement of the aqueous orb as a swift action or a move action, whichever you choose. In addition, the damage dealt by this spell is increased to 2d10 points of nonlethal damage, and undead, constructs, or other creatures immune to nonlethal damage instead take 1d10 points of damage per round from the buffeting waters of the aqueous orb.

Augmented (4th): If you expend two uses of your mythic power, the aqueous orb you create is 15 feet in diameter and can engulf Large or smaller creatures that fail their save. It can contain up to 2 Large, 8 Medium, or 32 Small or smaller creatures within it.

Arboreal Hammer

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Arcane Concordance

Any arcane spell cast by your allies within the area of the mythic arcane concordance gains a +2 enhancement bonus to the DC of any saving throws against the spell, and a bonus equal to your mythic tier to any caster level checks to overcome spell resistance.

The list of metamagic feats that can be applied is increased to add the following: Bouncing Spell, Disruptive Spell, Intensified Spell, Merciful Spell, and Reach Spell (1 level increase only). You may change the metamagic feat you have chosen for your mythic arcane concordance by spending one use of your mythic power as a standard action or two uses of your mythic power as a swift action. This change applies for spells cast after that point but does not alter the effects of spells that have already been cast.

Augmented (5th): If you expend two uses of mythic power, the mythic arcane concordance allows for two metamagic feats to be applied (or a 2-level increase when using Reach Spell), chosen when the spell is cast.

Arcana Theft

A successful caster level check to dispel allows you to dispel and transfer two effects instead of just one, and you may choose to dispel effects that would not be beneficial to you without transferring them to yourself.

Arcane Bulwark

You may sacrifice a spell of up to sixth level to gain this spell’s benefits.

Augmented (3rd): If you expend two uses of mythic power, the spell’s duration is increased by a number of rounds equal to your mythic tier.

Arcane Eye

The duration increases to 10 minutes per level. You can assign a mythic arcane eye to follow a creature or move in a specific direction without concentrating on it. You must begin concentrating again to see what the mythic arcane eye sees, but in the meantime it continues following your prior directions.

Augmented (3rd): If you expend two uses of mythic power, the mythic arcane eye sees with true seeing.

Arcane Lock

Add your mythic tier to the DC of any lock present on the object; if the object has no lock, it can be opened with a DC 30 Strength check or DC 30 Disable Device check. If a creature tries and fails to open a door warded with this spell, that creature takes 2d6 points of magical force damage (Reflex negates). This damage is subject to spell resistance.

Arcane Mark

Whenever the mark is read by a creature, you receive a fleeting mental impression of the creature’s face. Just glancing at the mark is not enough to trigger this effect. Rather, the creature must make some sort of attempt to take in the meaning of the mark. Thus animals and other unintelligent creatures are not affected. This is a scrying effect and it can be used a number of times equal to your mythic tier before discharging the spell.

Arcane Reinforcement

Your focus on arcane crafting is such that you can make two Craft checks simultaneously. You may choose the same Craft skill twice, adding their results plus your Spellcraft ranks to determine your progress that day. You may instead choose to work on two different Craft skills, allocating your Spellcraft ranks entirely to one skill or splitting them between the two, and progressing on crafting two items at once. If you are crafting a magic item, casting mythic arcane reinforcement allows you to increase your maximum daily progress by 100 gp per rank you possess in the Spellcraft skill.

Arcane Sight

You know the location, power and school of all magical auras within your sight, and you may expend one use of mythic power to identify the most powerful spell or spell-like ability the creature currently has available for use. If a creature has multiple spells or spell-like abilities of the same level, you identify one at random. Mythic arcane sight requires mythic permanency to be made permanent.

Arcane Sight, Greater

If you concentrate on a specific creature within 120 feet of you as a standard action, you may expend two uses of mythic power to identify every spell and spell-like ability a creature currently has available for use.

Arcane Siphon

Add half your mythic tier (minimum 1) to the resistance bonus this spell grants.

Archon’s Aura

Mythic creatures affected by your archon’s aura must succeed on a Will save after successfully attacking you in order to end the spell’s effects on them, rather than automatically ending the effect with a successful attack. Opponents may attempt a new save after each successful attack they make against you. Non-mythic creatures are affected by your archon’s aura until they successfully hit you with a number of attacks equal to one-half your mythic tier (minimum 1) whereupon they are entitled to begin making saving throws to end the spell’s effects as described for a mythic creature.

Archway Of Ants

The archway created can support 15 times the caster’s maximum encumbrance.

Augmented (3rd): If you expend two uses of mythic power, the archway has AC 15, plus a bonus equal to your mythic tier.

Armor Of The Mountains

The damage dealt to adjacent creatures increases to 1d8 hp slashing damage +1 hp/caster level (maximum +15).

Augmented (6th): If you expend three uses of mythic power, the armor does not harm adjacent creatures that are friendly.

Armored Shell

The shell is deceptively light and does not reduce your speed, although the other penalties as described in the spell remain.

Arrow Eruption

Add one-half your mythic tier to your caster level to determine the number of creatures you may target (maximum 15 plus one-half your mythic tier), and you may add 5 feet times your mythic tier to the radius around the corpse within which you may target creatures. If the attack roll you make with this spell is a critical threat, add one-half your mythic tier as a bonus to the confirmation roll.

Augmented (2nd): If you expend two uses of your mythic power, you can reproduce any one spell or other limited-use magical effect that was used to enhance the original arrow or bolt. This spell or effect cannot be mythic, have an area effect, or have an effect that affects you (such as vampiric touch), and its level cannot exceed one-half your mythic tier.

Augmented (8th): If you expend three uses of your mythic power, you can reproduce any two spell or other limited use magical effects that were used to enhance the original arrow or bolt, regardless of level. Alternately, you can reproduce any one spell or effect that affects an area (such as fireball) or with an affect that effects you (such as vampiric touch), as long as that effect accompanied the original arrow or crossbow bolt.

Arrow Of Law

This spell affects the target as mythic order’s wrath, as described in Pathfinder Roleplaying Game Mythic Adventures.

Arrow Of The Animal Spirit

You can target a number of arrows or bolts equal to your mythic tier. You must loose these arrows or bolts in the next minute for the ghostly animals to attack.

Augmented (4th): You can expend two uses of mythic power to increase the competence bonus to CMB for a bull rush, grapple, or feint you make with these arrows by a number equal to your mythic tier.

As You Were

The casting time of this spell decreases to 1 min.

Asaraf’s Carapace

The armor created grants you 12 temporary hp per 100 lbs. of metal used as a material component.

Ash Storm

Creatures beginning their turn within a mythic ash storm must succeed on a DC 15 Reflex save or catch on fire from burning cinders. In addition, creatures that need to breathe must hold their breath or take 1d4 points of nonlethal damage each round they begin their turn inside the mythic ash storm. As long as this nonlethal damage persists, they are sickened.

Aspect Of The Bear

You gain a +4 enhancement bonus to natural armor and a +4 enhancement bonus on CMB rolls. You can perform drag and reposition maneuvers without provoking attacks of opportunity.

Augmented (2nd): If you expend two uses of your mythic power, any unarmed strikes or natural attacks you make during a grapple have their damage dice increased by one step for the duration of the spell, as if you were one size category larger.

Aspect Of The Demon

You do not gain the evil subtype or an evil alignment for spell-like abilities, supernatural abilities, and magic item effects while under the effect of this spell. Casting this spell has no chance of attracting any Abyssal lord’s notice.

Aspect Of The Dolphin

You gain a swim speed equal to 1-1/2 times your land speed (including the +8 bonus to Swim checks granted to all creatures with a Swim speed).

Augmented (3rd): If you spend two uses of mythic power, this spell triples the duration you can hold your breath.

Aspect Of The Falcon

You gain a +6 competence bonus on vision-based Perception checks, a +2 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 18-20/x3.

Augmented (3rd): If you expend two uses of mythic power, you also ignore the miss chance from concealment (but not total concealment) for the duration of the spell.

Aspect Of The Four Winds

When you cast this spell, in addition to the benefits gained from the aspect chosen at casting, you also gain a +1 deflection bonus to AC.

Aspect Of The Nightingale

You add one-half your mythic tier (minimum +1) to the competence bonus you gain on Perform (sing) and Diplomacy checks. Once per minute when you use a language-dependent effect of 3rd level or lower, you can expend one use of your mythic power to force creatures affected by it to roll twice on their saving throw and take the less favorable result.

Augmented (2nd): You can speak with animals with Small or smaller birds, and you can use Diplomacy checks to influence their reactions. You can discharge the aspect of the nightingale spell at any point during the spell’s duration to cast animal messenger, animal trance, calm animals, or charm animal; these spells are treated as 1st-level spells for the purpose of save DCs, and they affect only Small or smaller birds.

Aspect Of The Ram

The damage you deal with a gore attack increases to 1d6 hp + your Strength bonus. The damage you deal in a charge attack increases to 1d10 hp. In addition, any creature that takes damage from your gore attack while this spell is in effect must make a Fortitude save against the spell’s DC or be dazed for 1 round.

Augmented (7th): If you expend two uses of mythic power, your gore attacks bypass all damage reduction. Any creature struck by your gore attack is stunned for 1 round and staggered for 1d4 rounds after the stun ends. A successful Fortitude save against this spell’s DC negates the stun and reduces the duration of being staggered by half.

Aspect Of The Stag

You gain a +4 dodge bonus to AC against attacks of opportunity, your base speed increases by 30 ft, and you make all Acrobatics checks for jumping as if you had a running start.

Augmented (4th): If you expend two uses of your mythic power, your antlers are considered magical and epic for the purpose of overcoming damage reduction. In addition, you can use the antlers provided by the mythic aspect of the stag to make charge attacks against opponents, as if you had the powerful charge (gore, 2d8 + twice your Strength modifier) universal monster ability.

Aspect Of The Wolf

You gain the benefit of tireless pursuit and your base speed is increased by 20 feet. You gain a bonus equal to your mythic tier on Perception and Survival checks related to scent, including tracking by scent or pinpointing the location of an invisible creature. You gain a +4 enhancement bonus on trip attacks, and when you successfully trip a creature it provokes an attack of opportunity from you.

Augmented (6th): If you expend two uses of your mythic power, you gain a bite attack as a primary natural weapon dealing 1d6 points of damage for a Medium-sized caster, 1d4 points of damage for a Small caster. If you attack with weapons, you can use this bite attack as a secondary natural weapon. If your bite attack hits, you can make a combat maneuver check to trip the target as a free action. Your bite is considered magical and epic for the purpose of overcoming damage reduction.

Astral Projection

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

Augmented (6th): If you expend one additional 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 projection does unless it is destroyed.

Astral Projection, Lesser

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

Augmented (6th): If you expend one additional 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 lesser astral projection does unless it is destroyed.

Astrological Charting

The time required to explain your findings to creatures (and thus to confer to them the benefits of this spell) is reduced to 10 min. The casting time is not reduced.

Augmented: If you expend three uses of mythic power, the time required to explain your findings to creatures is reduced to 1 min. The casting time is not reduced.

Asynchronous Invisibility

Increase the miss chance provided by this spell’s blur effect by 5%, plus an additional 5% per 3 mythic tiers. In addition, the target does not become dazzled when the spell ends and does not risk attracting the attention of a Hound of Tindalos.

Atavism

The target gains a +3 bonus on all rolls, including damage rolls, a +3 bonus to special ability DCs, a +6 bonus to AC and CMD, and +3 hit points per HD. In addition, you can affect plants and vermin with Intelligence 2 or less with this spell as if they were animals.

Atavism, Mass

This spell functions as mythic atavism, but you can affect an additional number of targets equal to one-half your mythic tier, and the targets need not be within 30 feet of each other.

Atonement

You can provide advice and absolution for offenses large and small, inspiring the target toward greater piety. The target is treated as if wearing a phylactery of faithfulness for one day per caster level, and during this time gains a bonus equal to half your mythic tier against charm and compulsion spells and effects used by creatures whose alignment is opposed to the target’s on either the good-evil or lawful-chaotic axis.

Augury

Add twice your mythic tier to the percentage chance of performing a successful augury. In addition, if an augury 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

You may move the target’s alignment aura by one additional step, plus one step for every 3 mythic tiers after 1st. If you adjust the target’s alignment four or more steps less than you are allowed, you can make the aura alteration permanent.

Aura Of Doom

Creatures that become shaken within your aura of doom and remain within it must make an additional save each round at the beginning of their turn or become frightened. If already frightened, they become panicked on a failed save.

Aura Of Greater Courage

Allies that leave the area of effect of mythic aura of greater courage remain immune to fear for a number of rounds equal to your mythic tier.

Augmented: If you expend two uses of your mythic power, allies who leave the area of effect gain a +4 morale bonus on saving throws against fear effects for the remainder of the spell’s duration, even after their temporary immunity to fear has expired.

Augmented (2nd): If you expend two uses of your mythic power, you increase the radius of your mythic aura of greater courage by 10 feet per two mythic tiers.

Avasculate

Any bleed or blood drain damage the target takes is quadrupled, and you add your mythic tier to the DC of Heal check DCs to halt bleed damage or to repair the damage from this spell. You also add your mythic tier to the DC of concentration checks made by spellcasters entangled in their own vasculature by this spell.

Augmented: If you expend one additional use of mythic power, you can cast this spell on a creature that has fewer than half its hit points remaining, even if it is not currently taking bleed damage.

Augmented (6th): If you expend two uses of mythic power, you can cast this spell as an immediate action when a creature within 30 feet takes bleed damage.

Avenge The Pain

The arrow you shoot back at your attacker is unerringly a critical hit. It deals damage as a normal critical hit from your weapon (you must be able to shoot from your weapon the ammunition used as the focus for this spell), and it bypasses damage reduction.

Augmented (2nd): If you expend two uses of mythic power, the avenged wound may be up to 24 hrs. old, and the arrow strikes its target even if it is warded against scrying or located on another plane.

Awaken

An awakened tree or animal gains a +2 inherent bonus to one ability score of your choice and is considered a mythic creature for the purpose of spells and effects but gains no mythic abilities.

Augmented (6th): The awakened tree or animal gains the divine or invincible simple mythic template, as described in Advancing Mythic Monsters in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Awaken The Deep Magic

If you expend one use of mythic power and make a DC 25 caster level check, you may awaken additional resonances of a Titanic ley line. A Titanic line awakened through this spell shifts its power from the normal effect to any one Titanic power chosen by the caster.

Axe Storm

The damage the axes deal increases to 6d6 hp slashing damage to all creatures in the area. In addition, the furious storm causes the spell’s area to become difficult terrain for the duration.

Badger’s Ferocity

You add your mythic tier to your level to determine how many weapons you can affect. If you choose to target only natural weapons, you can affect a number of them equal to one-half your caster level plus your mythic tier. You can maintain concentration on this spell by spending a move action each round. The spell ends immediately if you begin casting another spell, activate a magic item, or use a spell-like or supernatural ability.

Baleful Conjunction

The penalties increase to –6 if targets are more than 30 ft. away from each other and –3 if targets are within 30 ft. of each other.

Augmented (8th): If you expend two uses of mythic power, all targets except those within 5 ft. of at least one other target must make a Will save against this spell’s DC or be staggered for the duration of the spell. Targets that move within 5 ft. of another target during the duration of the spell are no longer staggered.

Ball Lightning

The damage dealt increases to 3d10 points of electricity damage, and the saving throw changes from Reflex negates to Reflex half. The speed of the mythic ball lightning increases to 30 feet per round and directing them is a free action.

Augmented (5th): If you expend two uses of your mythic power, your mythic ball lightning becomes electromagnetic, allowing you to make a combat maneuver check to bull rush a target that fails its saving throw, using your caster level in place of your base attack bonus, and your ability modifier in your primary spellcasting ability score in place of your Strength modifier. If the target is wearing metal armor, you gain +1 bonus if the target is wearing light metal armor or using a light metal shield or buckler, +2 if the target is wearing metallic medium armor or a metal heavy shield, or a +4 bonus if the target is wearing heavy metal armor. The mythic ball lightning moves with the target during the bull rush maneuver, up to its maximum remaining movement for the round.

Ballista Of Force

Add your mythic tier to the ballista’s attack bonus. The damage it deals increase to 10d6 hp.

Augmented (8th): If you expend three uses of mythic power, the ballista’s AC increases to 20, its hardness increases to 30 and its hp is 180.

Baneweapon

You may choose two types of creatures to target during casting.

Augmented (6th): If you expend two uses of mythic power, the weapon or projectiles enchanted also gain the flaming burst, icy burst, or shocking burst quality for the duration of the spell, but only against creatures of the targeted types. This quality must be chosen during casting.

Banish Seeming

You make a dispel check against every illusion or creature using a spell, spell-like ability, or supernatural ability to change its form within a 20-foot-radius burst centered on you, as if using greater dispel magic to perform an area dispel. You gain a +2 enhancement bonus on your dispel check, and roll one check to apply against every viable target within the area of effect. A successful check negates one illusion or change in form per 4 caster levels for each creature in the area. A creature returned to its natural form by mythic banish seeming is prevented from changing its form again for a number of rounds equal to your caster level plus your mythic tier.

Banishment

You add your mythic tier to the number of Hit Dice of creatures you can affect. Non-mythic extraplanar creatures targeted with this spell receive no saving throw. Mythic creatures gain a saving throw to resist the spell, but you may add your mythic tier to caster level checks to overcome their spell resistance.

Baphomet’s Blessing

The target adds one-half your mythic tier (minimum +1) as an enhancement bonus to attacks made with its gore attack, and its gore is considered chaotic, evil, and magic for the purpose of overcoming damage reduction. The target gains the powerful charge special attack, dealing double normal damage for its gore attack plus 1-1/2 times its Strength modifier. The target gains immunity to maze spells and cannot be caught flat-footed. In addition, a humanoid target of this spell is considered a monstrous humanoid for the purpose of all game effects.

Bard’s Escape

You add your mythic tier to your caster level to determine how many targets may accompany you, and the targets need not be within 30 feet of each other as long as they are within range. The targets of this spell become temporarily invisible after teleporting, as a vanish spell, lasting a number of rounds equal to your mythic tier or until broken by attacking.

Augmented: If you expend two uses of your mythic power, you may teleport an unattended object weighing no more than 10 pounds times your mythic tier or a dead body of your size or smaller in place of a living creature, up to your maximum number of targets. You can bring the body of a creature one size larger, treating it as four targets, and you can bring heavier objects along by combining multiple targets. An unattended magical item is entitled to a Will save to resist being teleported.

Barnacle Armor

Add your mythic tier to your caster level for purposes of determining how much damage this spell can prevent. In addition, the damage the barnacles inflict on a successful grapple increases to 1d8 hp.

Battle Plan

The morale bonus this spell grants increases to +3. Additionally, the morale bonus granted to those who hear this spell’s information secondhand increases to +2.

Augmented (5th): If you expend two uses of mythic power, there is no chance that this spell’s bonuses will become penalties.

Battle Trance

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Battlemight

The armor bonus to AC increases to +3, and the morale bonus to attack rolls increases to +3.

Battleward

The spell automatically reflects non-area-of-effect spells that target you or the shield.

Augmented (7th): If you expend two uses of mythic power, you can cause a reflected spell to target the creature that originally cast it. The creature must be a valid target of the spell and on the same plane as you, and it gets any saving throws allowed at the spell’s original DC.

Beacon Of Luck

You and all allies within 30 feet gain a +1 luck bonus on all saving throws and as a bonus on mythic surge dice. This luck bonus increases to +2 at 5th tier and +3 at 10th tier. Whenever you activate a mythic surge, you can roll your surge die twice and take the more favorable result. Each of your allies may do this as well, but they may do so only once per casting of the spell. An ally that uses a mythic beacon of luck to roll twice on a saving throw can do so once per casting of the spell, rather than only once per 24 hours.

Bear’s Endurance

Your target gains a bonus to Constitution checks equal to half your mythic tier, and once during the spell’s duration as a free action you can ignore an effect that would cause you to become fatigued.

Augmented (6th): If you expend two uses of mythic power, the target gains a +6 enhancement bonus to its Constitution score rather than +4.

Bear’s Endurance, Mass

As mythic bear’s endurance, but affecting one creature per level within range; the targets need not be within 30 feet of each other.

Beard Sponge

While a potion is stored in your beard (or hair or eyebrows), you may also deliver the substance to a target creature with a touch. If the creature is unwilling, you must make a successful melee touch attack to do so. A potion delivered to another creature this way takes effect immediately, and the creature receives a saving throw if the potion would normally allow it. If you would deliver the substance but fail the touch attack, the potion remains in your beard until you have drank it or delivered it, or until the spell’s duration ends.

Beast Shape (All)

Each mythic beast shape spell is a separate spell, meaning you must select each separately as a mythic spell and you must first know the standard version of the spell you select, though you need not know lower-level beast shape spells to learn their higher-level versions.

Mythic beast shape increases any ability score bonuses and reduces any ability score penalties granted by the standard version by 2 and increases the natural armor bonus the spell provides by 1 (granting a +1 bonus if the spell normally grants no bonus). In addition, you may change the range of this spell to touch and target one creature you touch rather than yourself.

The subject gains the ability to speak with animals with other animals of whatever form it has assumed (including dire or giant animals of that kind). The subject of this spell can resume its normal form or shift back into the same assumed form as a standard action without ending the spell; however, the spell’s duration continues to elapse while the target is in its own form. If the subject is a mythic creature, it can spend one use of its own mythic power as a full-round action to shift into a different form allowed by the spell.

Augmented (4th): If you expend two uses of mythic power, you increase the ability score bonuses granted by the spell by 4 rather than by 2. In addition, you can cast this spell on a number of creatures you touch equal to your mythic tier.

Beguiling Bauble

When a creature witnesses you committing an act that violates your assumed alignment, they receive a penalty to their Will save equal to half your mythic tier (minimum 1).

Beguiling Gift

When offering the item to the target, you can attempt a Bluff check with a bonus equal to your mythic tier, opposed by the target’s Sense Motive check; if the target is a mythic creature, it may add its mythic tier to the Sense Motive check. If your check succeeds, you add one-half your mythic tier (minimum +1) to the save DC of the spell and to any caster level check you make to overcome the target’s spell resistance.

If the target fails its initial saving throw, and the object offered is not something used up or consumed on the first round, then the target continues to use the offered object appropriately for up a number of rounds equal to your mythic tier. Each round at the beginning of its turn the target can attempt a new save to end the spell.

Beguiling Stars

Creatures fascinated by the stars receive a penalty to their Will saves to avoid falling asleep as deep slumber. The penalty is equal to half your tier (minimum 1).

Augmented (5th): If you expend two uses of mythic power, creatures that fall asleep due to this spell can only be awakened by mythic effects. In addition, the duration of the deep slumber increase to 1 hour per level. The duration of the fascination effect does not increase.

Bend Space

You increase the miss chance or chance to ignore an attack provided by this spell by 10% (to a maximum of 100%), reduce damage from an area effect by 10% (to a minimum of 0%), and increase the deflection bonus to AC you gain by 1 for every 2 mythic tiers you possess. If you use this spell to extend your reach, it is increased by 5 feet, plus 5 feet for every 5 mythic tiers you possess.

Bestial Lure

The phantasmal tiger conjured receives an additional bonus to attack equal to half your mythic tier (minimum 1). In addition, any creature who makes a Will save to disbelieve the tiger receives a penalty to the save equal to half your tier (minimum 1).

Bestow Curse

The penalty to the target’s attack rolls, saves, ability checks, and skill checks or the decrease to its ability score is increased by an amount equal to half your mythic tier. The percentage chance that the cursed target can take no actions is increased by 5% times your mythic tier, to a maximum of 100%. In addition, the DC of the caster level check to remove your curse with break enchantment or remove curse is increased by an amount equal to your mythic tier.

Bestow Grace

The recipient of the spell may add one-half your mythic tier (minimum 1) as a sacred bonus on its saving throws in lieu of using their Charisma bonus. If their Charisma bonus exceeds one-half your mythic tier, they gain a sacred bonus on saving throws equal to their Charisma bonus +1. The target also gains a +2 circumstance bonus on saving throws against spells or effects with the evil descriptor and does not automatically fail saving throws against effects with the evil descriptor on a natural 1.

Augmented (2nd): If you expend two uses of your mythic power, the target can use your Charisma bonus in place of its own for the purpose of determining its sacred bonus on saving throws. The recipient may choose to double the bonuses granted by this spell on a single saving throw. This ends the spell, whether or not the saving throw succeeds.

Bestow Grace Of The Champion

The target can lay on hands a number of times equal to one-half your mythic tier, and it can use this ability to heal others as a standard action or itself as a swift action. It may also choose to expend two uses of its lay on hands ability to channel positive energy as a paladin of 1/2 your caster level as a standard action. The target also grants a +4 morale bonus on saves against fear to all allies within 10 feet.

Augmented (7th): If you expend two uses of your mythic power, the target’s lay on hands, channel energy, and smite evil abilities function as a paladin whose level equals your caster level and the target becomes immune to charm effects and grants a +4 morale bonus on saves against charm effects to all allies within 10 feet.

Bestow Insight

You add one-half your mythic tier (minimum +1) to the insight bonus granted by this spell. In addition, if the target chooses to roll twice when making a skill check with the chosen skill, rather than ending the spell it simply halves the bonus granted by bestow insight. The target may choose to roll twice when making another skill check with the chosen skill, choosing the best result. This ends the spell’s effects.

Bestow Weapon Proficiency

Target creature gains a +1 competence bonus on attacks made with the held weapon.

Augmented (3rd): If you expend two uses of mythic power, target creature gains proficiency and a +1 competence bonus for any weapon it wields.

Bind Guardian

The cost of the sacrifice required to cast the spell decreases by 25 percent. If you expend two uses of mythic power, the cost decreases by half.

Binding

Add your mythic tier to your effective caster level for the purpose of determining whether a non-mythic target is allowed a Will save and how long the mythic binding lasts. You may also have a number of assistants equal to 6 plus one-half your mythic tier when casting the spell cooperatively. A mythic binding can be affected by a non-mythic antimagic field or mage’s disjunction only if the caster’s level exceeds your caster level.

Binding Earth

If cast upon an object, add your mythic tier to the DC of Strength checks made to pull the object free from the ground. If cast upon a creature, increase the damage dealt for every 5 feet of movement to 1d8 points of damage. In addition, the shifting quagmire that follows the target upsets its balance, causing it to take a penalty to Armor Class and on Acrobatics, Climb, and Stealth checks equal to one-half your mythic tier as long as it is moving along a surface of earth or stone. This penalty also applies to the target’s CMD except against awesome blow, bull rush, drag, or reposition combat maneuvers, in which case it applies as a bonus. If the target is forced to move by one of these combat maneuvers, it takes damage for every 5 feet of its movement.

Binding Earth, Mass

This spell functions as mythic binding earth, but you can affect an additional number of targets equal to one-half your mythic tier, and the targets need not be within 30 feet of each other.

Binding Oath

The effects of a broken binding oath can only be removed with a wish or miracle.

Augmented (7th): If you expend two uses of mythic power, when the binding oath is broken, you may choose one additional effect appropriate for bestow curse, an additional fate affliction, or another additional penalty at the GM’s discretion.

Bitter Chains

The bleed damage the chains deal increases to 2 hp/caster level (maximum 15 hp per round). If you expend two uses of mythic power, the maximum increases to 30 hp per round).

Black Dog Curse

The penalty increases to –3, and it increases to –6 against hellhounds or legendary animals such as Old Gnash.

Black Dust

The dust is so thick that it functions like light undergrowth, which provides concealment and increases the DC of Acrobatics and Stealth checks by 2.

Black Hand

When you gain a bonus to attributes with this spell, you gain that bonus an increased number of rounds equal to your mythic tier.

Black Mark

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Black Well

Add your mythic tier to your caster level when determining how many squares affected creatures are pulled toward the well. Creatures pulled into the well take 2d8 hp negative energy damage per caster level and must succeed a Fortitude save or be nauseated for 1d4 rounds.

Blade Of Bright Victory

Your weapon is treated as good and lawful for the purpose of overcoming damage reduction. In addition, your weapon is immune to rusting (if metallic) or rot (if wooden) and gains a bonus equal to your mythic tier on saving throws against any other effect. You add one-half your mythic tier to the sacred bonus this spell provides to your CMD against disarm and sunder maneuvers directed at your weapon.

Blade Of Dark Triumph

Your weapon is treated as chaotic and evil for the purpose of overcoming damage reduction. In addition, your weapon is immune to rusting (if metallic) or rot (if wooden) and gains a bonus equal to your mythic tier on saving throws against any other effect.

You add one-half your mythic tier to the profane bonus this spell provides to your CMD against disarm and sunder maneuvers directed at your weapon.

Blade Of My Brother

Add your mythic tier to your caster level to determine the weapon’s attack bonus. Furthermore, each round the spell is active, you can instruct the weapon to fight beside another creature within your line of sight as a free action, but you can only change targets once per round.

Blade Snare

You add your mythic tier to your caster level check to trap an opponent’s weapon or to maintain a grapple against that opponent. An enemy attempting to retract its weapon or limb with a combat maneuver check or Escape Artist check takes a penalty equal to your mythic tier. If your opponent is a non-mythic creature, you can maintain your grapple as a move action rather than a standard action. If your opponent is a mythic creature, it may add its mythic rank or tier as a bonus on its combat maneuver check or Escape Artist check. If a weapon you attempt to snare is a mythic magic weapon, its wielder gains a bonus equal to the weapon’s enhancement bonus on its combat maneuver check or Escape Artist check to free the weapon. You cannot snare a legendary weapon with this spell.

Augmented (4th): If you expend two uses of your mythic power, you can snare a number of weapons equal to one-half your mythic tier simultaneously. You can maintain your grapple on one weapon as a move action (or a swift action, if the wielder is a non-mythic creature). If you are maintaining your hold on two or more weapons, maintaining the grapple is a standard action. You make a single combat maneuver check and compare it to the CMD of the wielder of each weapon in whatever order you choose, taking a cumulative ─2 penalty for each weapon after the first you wish to continue holding. If you have snared at least two weapons and their wielders are both maintaining their grip and trying to free their weapons, you gain the grappled condition (though penalties for the grappled condition do not apply against creatures whose weapons you have snared).

Bladed Dash

You can move an additional 5 feet times your mythic tier, and you add one-half your mythic tier (minimum 1) as a bonus to damage on a successful attack you make as part of your bladed dash.

Augmented (4th): If you expend two uses of mythic power, you may make two attacks over the course of the trajectory, both of which gain the spell’s bonus on attack and damage rolls.

Bladed Dash, Greater

You can move an additional 5 feet times your mythic tier, and you add one-half your mythic tier as a bonus to damage on every successful attack you make as part of your bladed dash. In addition, you may make one turn of up to 90 degrees during the course of the dash.

Blast Barrier

Creatures adjacent to a mythic blast barrier when it explodes takes 2d10 points of slashing damage and 1d10 points of sonic damage per 3 caster levels (maximum 6d10).

Augmented (6th): If you expend two uses of mythic power, the barrier is immune to energy damage.

Blaze of Glory

When you cast this spell, any good creature in range is healed 1d10 points of damage per two caster levels and per two mythic tiers. All evil creatures within range take the same amount of damage instead (Will half ). Non-mythic evil creatures take a penalty on their saving throw equal to one-half your mythic tier. In addition, all allies and enemies are affected as mythic prayer for 1 round per caster level, as described in Pathfinder Roleplaying Game Mythic Adventures.

Blaze of Valor

Add half your tier (minimum 1) to the amount your Charisma increases. In addition, the amount of hp your wounded allies regain increases to 10.

Blazing Chariot

The fire damage the chariot deals to creatures within 5 ft. increases to 2d8 hp. In addition, the damage dealt to creatures in the chariot’s path increases to 2d10 hp bludgeoning damage plus 2d8 hp fire damage. The chariot’s movement rate increases to 90 ft. on the ground and 180 ft. while flying.

Augmented (3rd): If you expend two uses of mythic power, the chariot’s movement rate increases to 120 ft. on the ground and 240 ft. while flying.

Bleed

You can cast this spell as an immediate action.

Augmented: If you expend two uses of mythic power, you can target a creature with 0 or more hit points that is currently taking hit point bleed damage. You increase that bleed damage by an amount equal to one-half your mythic tier. This does not affect bleed effects that deal ability damage or cause effects other than hit point damage.

Bleed For Your Master

You subtract your mythic tier from the number of rounds the target is shaken after intercepting an attack meant for you. In addition, if you direct it to intercept an attack from a creature making multiple attack rolls for separate attacks, such as iterative weapon attacks or attacks with multiple natural weapons, your companion automatically intercepts the first attack and provides a 20% miss chance for any subsequent attacks made against you by the same creature until the beginning of your next turn.

If an attack misses you because of this miss chance, it automatically hits your familiar, companion, or fiendish servant instead, regardless of the result of the attack roll.

Blend

When moving half your speed or less, you add your mythic tier to the Stealth bonus provided by this spell. You can make Stealth checks without cover and concealment when moving up to your speed, though you gain no bonus on your Stealth check. Alternatively, you can cast the non-mythic version of blend on a willing creature with a range of touch.

Bless Water

Holy water you create with this spell deals 4d4 points of damage to undead and evil outsiders and 2d4 points of damage to antipaladins and clerics of evil deities. Your mythic holy water loses its potency after a number of days equal to your mythic tier, becoming ordinary holy water after that period.

Bless Weapon

The weapon gains a +1 sacred bonus on attack and damage rolls against evil creatures. In addition, if the weapon strikes an evil creature that has a form of damage reduction other than DR/magic or DR/ good, it bypasses a number of points of that damage reduction equal to your mythic tier. This does not include DR/epic or DR/-.

Augmented: If you expend two uses of your mythic power, the weapon’s ability to bypass damage reduction includes DR/epic and DR/-. In addition,

Augmented (6th): If you expend two uses of your mythic power, the weapon gains the holy special weapon property.

Blessed Chance

You may add +2 to the affected action.

Blessed Halo

The amount of fast healing this spell confers increases by an amount equal to half your tier (minimum 1), to a maximum of an additional fast healing 5 at 10th tier. The total maximum of fast healing this spell grants increases accordingly (maximum fast healing 10 at 19th level and 10th tier).

Blessing Of Courage And Life

The target receives a +4 morale bonus on saving throws against fear and death effects. At any time while the spell is in effect, the target can choose to end the spell as a swift or immediate action for a burst of healing energy. The target loses the saving throw bonus, may choose one of the following benefits: negate a fear effect, negate a temporary ability score penalty or fatigue caused by a necromancy effect, cure 2 points of ability damage, cure 3d6 points of damage +1 point per caster level (maximum +10), or gains fast healing 2 for a number of rounds equal to your caster level plus your mythic tier.

Augment (7th): By expending four uses of mythic power you can provide an additional effect to mythic blessing of courage and life. If the target gains a negative level, it can end the spell as an immediate action to remove that negative level. If the target is killed by a death effect, the target can end the spell in order to reroll its save against that effect. If the damage from the effect is still enough to kill the target, it may apply the curing effect of ending the spell described above. If this curing is enough to bring the subject to a hit point total where it is not killed, it is stabilized and returned to life as the breath of life spell.

Blessing Of Fervor

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Blessing Of Luck And Resolve

The saving throw bonus provided by this spell is a luck bonus rather than a morale bonus, and any target that has a bonus specifically against fear, such as a fighter’s bravery class feature or a creature under the effect of a bless spell or inspire courage bardic performance, gains immunity to fear as long as that effect and the blessing of luck and resolve are both in effect. If the target fails a saving throw against any mind-affecting effect, it can end the spell to reroll the save with a +4 luck bonus, taking the result of the second save, even if worse.

Blessing Of Luck And Resolve, Mass

This spell functions as mythic blessing of luck and resolve, but you can affect an additional number of targets equal to one-half your mythic tier, and the targets need not be within 30 feet of each other.

Blessing Of The Mole

The target can hold its breath twice as long as normal and gains a burrow speed of 5 feet through soft earth, sand, and soil, though it cannot burrow through solid rock. The target also gains tremorsense with a radius of 5 feet plus 5 feet per 2 mythic tiers.

Blessing Of The Salamander

The target gains fast healing 5 plus one-half your mythic tier, immunity to fire, and a +5 competence bonus to its Combat Maneuver Defense. In addition, the target can make a melee touch attack that deals 1d6 points of fire damage. The target can add this fire damage to the damage dealt by its unarmed strike or to one of its natural attacks, and it also deals this damage when making a successful combat maneuver to bull rush, drag, or grapple.

Augmented (2nd): If you expend two uses of your mythic power, the target gains a bonus equal to one-half your mythic tier as a natural armor bonus to AC.

Augmented (5th): If you expend three uses of your mythic power, the target’s touch deals 2d6 points of fire damage, and this bypasses fire resistance or immunity.

Blessing Of The Watch

All affected creatures gain a +1 morale bonus on initiative checks and Knowledge (local), Perception, Sense Motive, and Survival checks, and their movement is not slowed by crowds. Affected creatures also gain a bonus equal to one-half your mythic tier (minimum +1) on Diplomacy or Intimidate checks to influence the movement of a crowd.

Blight

The target plant creature takes 1d10 points of damage per caster level (maximum 15d10). A non-mythic plant creature failing its saving throw is destroyed regardless of its hit points.

Augmented: If you expend two uses of your mythic power, the area of effect changes to a 5-foot-radius spread or a 10-foot cone-shaped spread and affects all plants or plant creatures in the area. The radius (or length of the cone) increases by 5 feet at 5th mythic tier and again at 10th mythic tier.

Blightcore Meltdown

Subtract your mythic tier from the level of any force effects protecting creatures from your mythic blightcore meltdown to determine how many rounds they offer protection against full damage and blightburn sickness. Add one-half your mythic tier (minimum 1) to the save DC of blightburn sickness caused by your blightcore meltdown. In addition, creatures that contract blightburn sickness and remain within the area must succeed on a Fortitude save each round at the beginning of their turn. Each failed save increases the cure condition of the disease by one additional consecutive save.

Augmented: If you expend an additional use of mythic power, the mutagenic flux of the blightcore meltdown is greatly enhanced, forcing creatures attempting to save against polymorph effects or making caster level checks to dispel or remove polymorph effects to roll twice and select the worse result.

Augmented (10th): If you expend five uses of mythic power, the radius of the blightcore meltdown expands by 10 feet each round. Even after the spell ends, the area remains toxic. Any creature beginning its turn within the area contracts blightburn sickness, though only one save is required for every 24 hours. The save DC decreases by 1 per day. When the save DC reaches 1, the area is no longer toxic.

Blind Seer's Madness

Creatures that fail their Will saves are also wracked by pain that deals 1d6 hp damage/tier. This damage does not end the spell’s effects, but any other damage still does.

Augmented (4th): If you expend two uses of mythic power, the amount of damage this spell deals increases to 1d8 hp damage/tier.

Blind Spot

If you attack the target or cast a spell that damages the target or requires a saving throw, the spell does not automatically end. Instead, the target must make an immediate Will save against this spell’s DC; otherwise, the target still can’t see you and still believes you don’t exist. The target receives a saving throw every time you do something that would normally cause the spell to end.

Blindflies

Creatures that are blinded by this spell are also sickened for 1 min./caster level. Unlike the blinded condition, creatures do not receive a save to lessen the duration of this condition.

Blinding Ray

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Blinding Scales

Creatures that recover from the spell’s blindness effect are dazzled for 1d4 rounds. A successful initial save causes creatures to become dazzled for 1d6 rounds.

Blood And Steel

When made permanent, this spell acts as an awaken spell for the construct, and allows it to develop a personality, earn class levels, become a cohort, etc.

Blood Armor

The AC bonus of the armor the spell forms increases to +7. In addition, creatures that are normally immune to bleed effects can be used as the focus of this spell. In this case, thick, black blood magically flows from the creature’s wound, regardless if the creature naturally has blood.

Blood Biography

If you cast this spell on a living or undead non-mythic creature, add one-half your mythic tier to the save DC of the spell. In addition, you gain the following additional information:

  • Where is your home? (The creature’s place of origin, as well as the name or general location of its most recent dwelling.)
  • What immunities, resistances (including DR and SR), or vulnerabilities do you have? (The creature’s natural abilities, not abilities granted by temporary effects or magic items.)
  • Who are your nearest kin? (The creature’s closest blood relatives, if any.)

In addition to the information you gain immediately, you may store a blood biographies in your mind equal to your mythic tier. If you encounter a creature that is a blood relative of a creature on whom you have used mythic blood biography, you are entitled to attempt a DC 25 Sense Motive check with a bonus equal to your mythic tier. If the check succeeds, you recognize that they are related to one of your stored biographies. If you cast this spell on such a creature, you add one-half your mythic tier to the save DC (this stacks with the increase if the target is a non-mythic creature)., and in addition to the normal information you can gain from using the spell you learn the following information:

  • When the target last had contact (physical or otherwise) with the relative whose blood biography is stored.
  • Where the target believes their relative to be.
  • Whether the target believes their relative to be alive.

Augmented (3rd): If you expend two uses of your mythic power, you can cast this spell without material components. The answers appear in your mind rather than on a physical surface.

Augmented (5th): If you expend three uses of your mythic power, you can cast this spell as a standard action. If you spend 1 hour casting the spell, you can ask the creature whose blood it is a number of questions equal to one-half your mythic tier, as if questioning a corpse using speak with dead.

Blood Blaze

Whenever the target’s blood blaze is triggered, the burning blood illuminates that target and the creature struck by the spray of burning blood as faerie fire until the end of the target’s next turn. In addition, the blood blaze is contagious, so that when a spray of burning blood strikes a creature it must succeed at a Fortitude save or be affected by blood blaze for a number of rounds equal to one-half your mythic tier (minimum 1).

Blood Crow Strike

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Blood Diamonds

Add your mythic tier to your caster level to determine the number of blood diamonds you create. Reduce the damage you take from casting this spell by an amount equal to one-half your mythic tier, to a minimum of 1 point of damage.

Blood Lure

It takes three full-round actions for a creature fascinated by this spell’s effect to consume the entire pool of blood. When a creature consuming the blood is subject to an attack, the duration only ends if that creature makes a successful Will save.

Blood Mist

Creatures within the mythic blood mist are coated with the algae created by the spell regardless of whether they save. This reveals the location of invisible creatures and results in a -20 penalty on Stealth checks. In addition, creatures that fail their saves take 1 additional point of Wisdom damage each round they remain within the mythic blood mist. When their Wisdom damage equals or exceeds their Wisdom score, they do not fall unconscious as normal, instead gaining the effects of rage for as long as the mythic blood mist spell is in effect.

Blood Scent

The targets of this spell gain a morale bonus equal to your mythic tier on Survival checks to track an injured creature by scent. If that creature is taking bleed damage, this bonus is doubled. In addition, the targets ignore miss chance due to concealment when attacking an adjacent creature that is taking bleed damage or is at less than half its full hit points.

Blood Song

You reduce the damage you take for each spell you imbue by an amount equal to one-half your mythic tier (minimum 1). If you know the mythic version of a spell and the creature in which you are imbuing the spells is a mythic creature, you can imbue one use of mythic power at the same time you imbue the spell. When the recipient casts that spell, he casts the mythic version of that spell. You cannot regain uses of mythic power imbued in this way until the recipient uses them.

Blood Spoor

Spells or effects that prevent scrying do not prevent this spell’s effects. In addition, if your quarry moves to another plane, you automatically sense it as well as to which plane the quarry has moved, although the quarry does not leave a trail on the plane.

Augmented (3rd): If you expend two uses of mythic power, the quarry leaves a trail as normal on all other planes to which it moves during this spell’s duration.

Blood Tide

Add half your mythic tier (minimum 1) to the number of rounds the spell lasts.

Blood Tide, Greater

The targeted creature takes 4 hp bleed damage. In addition, add half your mythic tier (minimum 1) to the spell’s duration.

Blood Transcription

You can attempt to learn more than one spell from the creature whose blood you consume, as long as the total number of spells does not exceed your mythic tier and the total level of the spells you learn does not exceed your caster level plus your mythic tier.

Bloodhound

You add your mythic tier on Perception checks involving smell (including checks made to detect poison) and one-half your mythic tier on Survival checks to track by scent. You do not take a penalty to saving throws against odor-related effects such as the stench ability and stinking cloud.

Augmented (2nd): If you expend two uses of your mythic power, you may use your scent ability underwater as if you were a water-breathing creature and you gain the keen scent Universal Monster Ability.

Augmented (6th): If you expend three uses of your mythic power, you are no longer distracted by foul odors; the Survival DC to properly detect or identify creatures masked by false or powerful odors is 10. Noting the direction of a scent or pinpointing an invisible creature by scent is a swift action.

Bloodshot

Once per casting of the spell you may fire a line of blood that is 5 ft. long per caster level.

Bloody Claws

The recipient’s bleed damage is equal to one-half your caster level plus one-half your mythic tier (limited by the creature’s maximum damage with that attack). You add your mythic tier to the Heal DC to stop the bleeding.

Augmented (3rd): If you expend two uses of your mythic power, the maximum bleed damage dealt by the mythic bloody claws is equal to the creature’s maximum damage with the chosen attack form plus one-half your mythic tier. In addition, when a non-mythic magical healing effect is used on a creature bleeding from your mythic bloody claws, the caster or creator of the effect (or the user of a magic item, if that is the source of the healing effect) must succeed on a Heal check in order to stop the bleeding. If the check fails, the bleed damage is halved instead of stopped entirely.

Blur

Increase the miss chance provided by mythic blur by 5%, plus an additional 5% per 3 mythic tiers.

Boiling Blood

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Bold Errantry

The number of “bright” rounds increases to 4, and the luck bonus to rolls made during the “bright” rounds increases to +6.

Bolster Spirits

The target receives a +1 bonus on its new save versus a fear effect.

Bomber's Eye

You increase the range of any thrown weapon by 20 feet and gain an insight bonus equal to one-half your mythic tier on attack rolls made with thrown weapons. If you roll a natural 1 on an attack roll with a thrown weapon, you may expend one use of your mythic power to reroll that attack roll.

Bone Machine

The construct’s metal becomes a type of bone that is rock-hard, like fossilized material. The construct retains any natural armor bonus. In addition, its newfound quickness grants it a +2 dodge bonus to AC.

Bone Shards

You may fire one bone shard, plus two additional shards for every four levels beyond 2nd (maximum six bone shards at 10th level).

Augmented (4th): If you expend two uses of mythic power, the damage the bone shards deal increases to 1d8 hp piercing damage. In addition, when you make a range touch attack to hit with a shard, you gain a +2 bonus to hit.

Bone Shards, Greater

The damage the shards deal increases to 1d8 hp per caster level (maximum 15d8). In addition, living creatures struck by the bone shards take an additional 1 bleed damage per round.

Augmented (6th): If you expend two uses of mythic power, the bone shards cause creatures to experience excruciating pain. All creatures struck by the bone shards must make a Will save against this spell’s DC or be sickened for a number of rounds equal to your mythic tier.

Bone Swarm

The damage the bone cube deals increases to 1d8 hp bludgeoning damage plus an additional 1d8 hp damage per every four additionally caster levels.

Augmented (2nd): If you expend two uses of mythic power, the bone cube can move 120 ft. each round.

Bones Of The Earth

The pit created is 40 ft. long and wide. It is 20 ft. deep plus 5 ft./2 caster levels.

Boneshatter (DM)

The damage dealt increases to 1d8 hp/caster level (maximum 15d8). Add your mythic tier to your caster level when determining how long the target is exhausted or fatigued.

Boneshatter (OLP)

In addition to the hit point damage dealt by the spell, the target takes 1d3 points of Strength and Dexterity damage on a failed saving throw. Objects made of bone, chitin, or similar material take maximum damage from this spell, rather than increasing damage by 50%. If the spell is already maximized, as with the Maximize Spell feat, the damage is increased by 50% (as the Empower Spell feat) and the spell’s base damage is maximized.

Bonesmasher

The damage dealt increases to 1d8 hp sonic damage/caster level (maximum 5d8)

Augmented (3rd): Living creatures with a skeletal structure are staggered for two rounds.

Borrow Fortune

You must roll twice, taking the least favorable roll, for only one round after casting this spell. If you roll a natural 20 on the reroll you gain when you cast this spell, you need not roll twice in the subsequent round.

Augmented (3rd): If you expend two uses of your mythic power, you add a luck bonus equal to one-half your mythic tier on your initial reroll, and on the subsequent round when you must roll twice and take the least favorable score.

Borrow Skill

You may choose between your own and the touched subject’s key ability modifier, whichever is greater. If the borrowed skill is a class skill for you, you also add one-half your mythic tier to checks using that skill. If you use this spell to borrow a Craft, Perform, or Profession skill, you can use that skill for the duration of one skill check, up to one hour times our caster level plus your mythic tier.

Borrowed Time

Instead of taking an extra swift action, you can take either an extra move or an extra swift action each round. You can use this extra swift action to take two immediate actions between your turns; this consumes your extra swift action in your next round. Each extra action you take still deals damage to you as normal for the spell.

Boulder Toss

When hurling a suitable object, you gain a +8 enhancement bonus to Strength.

Bow Spirit

If you have the appropriate Rapid Reload feat, you can create bow spirit that uses a different kind of ranged weapon that uses ammunition, including blowguns, crossbows, firearms, and slings. The spell’s effect is unchanged, other than functioning with a different weapon. The bow spirit adds half your mythic tier on its attack rolls. You add your mythic tier to the caster level check DC to dispel the mythic bow spirit, though a creature using mythic dispel magic adds their mythic rank or tier to their caster level check to dispel it. The bow spirit’s AC against touch attacks is 10 + your Dexterity modifier plus you r mythic tier.

Augmented (5th): If you expend three uses of your mythic power, the bow spirit deals maximum damage when it confirms a critical hit.

Bowstaff

Target weapon becomes a magic weapon and gains an additional 20 points of hardness. If a quality of the weapon cannot be applied to melee weapons, the weapon gains an additional enhancement bonus equivalent to the inapplicable ability.

Brand

A mythic brand may take the form of any sigil or symbol you choose, or a number of letters equal to 6 plus your mythic tier. Placing a mythic brand deals 1d3 points of damage. Removing a mythic brand causes 1d6 points of damage and 1 point of Charisma damage. In addition, you are immediately aware of any attempt to remove the mythic brand, though not the method or degree of success.

Augmented (2nd): If you expend two uses of your mythic power, the mythic brand is particularly disfiguring, resulting in a penalty equal to one-half your mythic tier on Diplomacy checks. Removing the brand is likewise disfiguring, dealing 1d6 points of damage and 2 points of Charisma damage.

Brand, Greater

The brand inflicts 2d6 points of damage and 2 points of Charisma damage. If brought within 100 feet of a symbol of your faith, whether or not the symbol is visible, the mythic greater brand envelops the creature’s entire body, resulting in a penalty equal to one-half your mythic tier on Diplomacy checks and causing the target to become entangled in bands of enchanted ink and scarified flesh.

Augmented (6th): If you expend three uses of your mythic power, the brand causes severe mental distress and distraction, causing the target to become shaken and to take a -4 penalty on concentration checks as long as the mythic greater brand remains in place.

Brand, Greater

A mythic greater brand is horribly blasphemous to any creatures that worship your god. They are hostile if they can see the brand.

Augmented (3rd): If you expend two uses of mythic power, you gain a +6 sacred bonus to checks to track the target.

Breaching Sphere

A mythic breaching sphere reduces hardness as follows: for casters up to 9th level, it negates 10 hardness; for casters 10th-14th level, it negates 15 hardness; and for casters 15th level or higher it negates 20 hardness.

Augmented (3rd): If you expend two uses of mythic power, the damage the sphere deals increases to 2d8 hp acid damage + 1d8 for every 2 levels beyond 4th.

Break

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Breath Of The Dead

Creatures that fail their saves become nauseated for 1 round and sickened for 4 rounds. Creatures that successfully save are still sickened for 1 round.

Augmented (8th): If you expend two uses of mythic power, creatures that fail their saves become nauseated for 5 rounds.

Breath Of Veles

One non-mythic creature in the cone’s area of effect is automatically disintegrated if it fails its save. If more than one non-mythic creature is in the area of effect, the creature with the lowest HD is affected.

Augmented (5th): If you expend two uses of mythic power, two non-mythic creatures in the area of effect are automatically disintegrated if they fail their saves. Non-mythic creatures with the lowest HD are affected first.

Augmented (7th): If you expend three uses of mythic power, three non-mythic creatures in the area of effect are automatically disintegrated if they fail their saves. Non-mythic creatures with the lowest HD are affected first.

Breathlessness

Add your mythic tier to your level for purposes of determining the spell’s duration.

Bright Errantry

The number of “bright” rounds increases to 3.

Brilliant Inspiration

The target gains a bonus pool equal to your caster level plus your mythic tier. After rolling twice and choosing the better result, the target may add a bonus of up to one-half your mythic tier to the result of the die roll as a free action. The spell does not end before its duration expires unless two natural 20’s are rolled. When the spell ends, any leftover points from your bonus pool are lost if not used.

Augmented (5th): If you expend three uses of your mythic power, the target may roll three times and choose the most favorable result.

Bristle

When the target exchanges its natural armor bonus to AC for an enhancement bonus to damage, it gains a +2 damage bonus for each point of its natural armor bonus to AC that it sacrifices. The maximum reduction a creature can make in its natural armor bonus is equal to one-third your caster level (maximum 5) plus one-half your mythic tier.

Alternatively, the target may substitute up to 10 points of damage reduction (of any kind) in place of its natural armor bonus to AC in order to gain an enhancement bonus to damage equal to the number of points of damage reduction sacrificed.

Brittle Portal

You add twice your mythic tier to the reduction in hardness of the target area. If you reduce the target area’s hardness below 0, the object or surface takes 1d4 points of damage per point of hardness reduction beyond that required to reduce hardness to 0. If you cast this spell on the ground, the ground is treated as light rubble (if you deal at least 10 points of damage), dense rubble (20 points of damage), or a 5-foot-deep pit (30 points of damage). Falling into a 5-foot-deep pit deals no damage but requires a DC 10 Reflex save to avoid falling prone. Moving through the pit requires climbing or jumping. The bottom of the pit is treated as dense rubble. The effects of rubble are described in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook.

Brittling

Reduce the item’s hardness by an additional number of points equal to your mythic tier.

Broken Mind

The extract still bends your mind, but you have a measure of control over the madness (you are still immune to attempts to read your mind). You suffer no penalty to Intelligence-based checks. The penalty to Stealth, Diplomacy, and Bluff checks is reduced to –3.

Brow Gasher

The duration of the spell does not end when it is discharged—if you hit the same creature again during the duration, each further hit that deals damage increases the creature’s penalty to the creature’s attacks by 1.

Bull’s Strength

Your target gains a bonus to Strength checks equal to half your mythic tier and your carrying capacity is doubled.

Augmented (6th): If you expend two uses of mythic power, the target gains a +6 enhancement bonus to its Strength score rather than +4.

Bull’s Strength, Mass

As mythic bull’s strength, but affecting one creature per level within range; the targets need not be within 30 feet of each other.

Bullet Shield

The base deflection bonus from this spell increases to +6. There is a 50% chance that any ranged critical hit or ranged sneak attack is negated and treated as a normal hit.

Augmented (5th): If you expend two uses of mythic power, you gain concealment against firearm and ranged attacks as well as ranged touch attacks made to subject you to spell effects.

Bulwark Of Blades

Add your mythic tier to the dagger’s attack and damage rolls.

Bungle

You increase the maximum Hit Dice you can affect with this spell to 10 plus your mythic tier. In addition, if the target is a non-mythic creature, it must succeed on a Will save after taking the penalty from this spell or it takes a -10 penalty on its next attack roll or check requiring a d20 roll that occurs within the spell’s duration.

Buoyant

The DCs to walk on water are reduced by 3.

Augmented (3rd): If you expend two uses of mythic power, the DCs to walk on water are reduced by 5.

Burning Gaze

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Burning Monkey Swarm

The spell burns even more wildly, resembling a great flaming mass filled with shadowy monkey faces. The fire damage increases to 2d6 hp.

Augmented (4th): If you expend two uses of mythic power, the fire damage increases to 2d8 hp and the save DC for distraction increases to 22.

Burrow

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Burrowing Burst

The creature or creatures affected become fatigued rather than exhausted at the end of the spell’s duration. They still must lose this condition before the spell can be cast on them again.

Burst Bonds

Your blast to burst your bonds deals 1d10 points of damage per caster level (maximum 10d10) to the target object, ignoring hardness of less than 20.

When targeting a creature that is grappling or otherwise restraining you, a non-mythic creature takes a penalty equal to one-half your mythic tier on its saving throw. If the creature fails its save, you add your mythic tier to your CMB when making a combat maneuver check to escape the grapple, or when making a new saving throw against a restraining effect that allows a save.

Burst Of Glory

Increase the sacred bonus on attack rolls to +2 and the sacred bonus on saves against fear by an amount equal to one-half your mythic tier (minimum 1), and add your mythic tier to the number of temporary hit points gained by you and your allies. Each ally you affect glows with a white or golden radius equivalent to light, though they can dismiss the glow as a free action. You shine with a radiance equivalent to daylight for the spell’s duration, though you can dismiss the glow, reduce it to the intensity of a light spell, or resume glowing (as either light or daylight) once per round as a free action.

Augmented (3rd): If you expend two uses of mythic power, any profane bonus affecting a creature within the spell’s area when cast is suppressed for 1 round/ level (Will negates). A creature with a profane bonus is blinded if it fails its save, or dazzled if it succeeds. It can attempt a new saving throw each round at the end of its turn to remove the blinded or dazzled condition.

Burst Of Nettles

The stinging nettles created by this spell cling to targets for a number of rounds equal to your mythic tier, regardless of whether they save. A creature covered in these clinging leaves takes a ─20 penalty on Stealth checks and is dazzled as its vision is obscured. An invisible creature covered in leaves has its location clearly revealed and is treated as having concealment rather than total concealment when it is attacked.

These clinging leaves are destroyed if the target takes fire damage to the target equal to your mythic tier, and a creature covered in nettles may attempt a Reflex save against the spell’s save DC to clear them off if it or an ally spends a full-round action removing them.

Burst Of Speed

The movement bonus granted by this spell increases to +30 ft. and is not affected by type of armor worn.

Augmented (3rd): If you expend two uses of mythic power, you gain the benefits of the spring attack feat for the round.

Augmented (6th): If you expend three uses of mythic power, you gain an additional +10 ft. bonus to speed.

Burst With Light

Increase damage to 2d8 points of damage per round (2d10 for undead), and the target is dazzled by its own radiance. You increase the maximum duration of the effect by a number of rounds equal to one-half your mythic tier. In addition, a creature that successfully saves takes half damage but does not immediately end the effect. Instead, the effect deals half damage for the remainder of the spell’s duration or until the target succeeds on a second save, ending the effect.

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