Mythic Spells (C-D)
Table of Contents

Cackling Skull

Creatures that hear the cackling skull become frightened for 1d4 rounds on a failed save and are shaken for 1 round even on a successful save.

Cacophonous Call

On a failed save, the target is both nauseated and sickened. If the target is a non-mythic creature, it is sickened for a number of rounds equal to one-half your mythic tier even on a successful save.

Cacophonous Call, Mass

This spell functions as mythic cacophonous call, 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.

Caging Bomb Admixture

Your caging bomb admixture affects creatures that take splash damage from the bomb even on a missed attack, affecting any creature(s) that fit inside its splash radius. The cage of force created by the bomb is as strong as a mythic wall of force, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures.

Calcific Touch

You deal 1d6 points of Dexterity damage with each successful touch, and creatures failing their saving throw are slowed (as the spell) and entangled for 1 round.

Call Animal

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

Call Cannibals

You may summon 1d4+1 fiendish cannibals, 1d3 fiendish mythic ghouls (or lacedons), or 1 fiendish mythic ghast, as described in the Mythic Monster Manual. If you do not have that product, you can apply the savage mythic simple template, as described in Pathfinder Roleplaying Game Mythic Adventures, to standard fiendish ghouls or ghasts.

Call Construct

You can cast this spell on a construct without first casting arcane mark, and if you no longer control the construct you learn its precise location, as if you had cast discern location. The spell cannot be dispelled by any non-mythic means unless the dispelling creature’s caster level equals or exceeds yours.

The cost of the material component for this spell is reduced by 100 gp times your mythic tier. In addition, you can call the bonded construct to you even while you or the construct is subject to a non-mythic effect that blocks teleportation or summoning, such as antimagic field, dimensional anchor, dimensional lock, or forbiddance, with a successful caster level check against a DC of 15 plus the caster level of the effect, and adding your mythic tier as a bonus to the check.

Augmented: If you expend two uses of your mythic power, you can cast this spell even if the material component is not in your possession (though it still shatters when you cast the spell).

Call Lightning Storm

Each lightning bolt’s damage increases to 5d10 points of damage (10d8 points outdoors in stormy weather). Half of this damage is electricity and half is sonic damage. Those that fail their saves are stunned and blinded for 1 round and dazzled and deafened for 1 minute thereafter. Those that succeed at their saving throws are dazzled and deafened for a number of rounds equal to half your mythic tier.

Call Of Earth And Stone

Add your mythic tier to your caster level for purposes of determining the chance that the creature knows the answers you seek.

Call Of Fire

The spell’s duration is increased by a number of rounds equal to your mythic tier.

Augmented (7th): If you expend three uses of mythic power, the weapons affected gain the flaming burst property.

Call Of The Dead

Creating burning or bloody skeletons at the time of casting only requires reducing the spell’s duration to 30 min./level.

Augmented (5th): If you expend three uses of mythic power, you can create burning or bloody skeletons at the time of casting without reducing the spell’s duration.

Call Of The Grave

The area of effect increases to a 40-ft. radius spread.

Call Valkyrie

The valkyrie summoned gains the advanced template, not including the increase to natural armor. If you attempt to force the valkyrie to perform a task, she receives a –2 penalty to all attempts to escape your magic circle trap and resist commands given using planar binding.

Call Voidling

The spell’s duration is increased by a number of rounds equal to your mythic tier.

Call Weapon

You can call a melee or ranged weapon from a willing ally, with a range of up to 60 feet. You can also call an unattended weapon to your hand in the same fashion. The circumstance bonus on attack and damage rolls with the weapon you call is +2 on the round you cast the spell and +1 until the end of your next turn. Augmented: If you expend one additional use of mythic power at the end of your turn as a free action, you cause the called weapon to telekinetically fly back to its original wielder’s hand.

Augmented (4th): If you expend two uses of mythic power, the circumstance bonus you gain on attack and damage rolls with the weapon you call is increased by 1 for every 3 mythic tiers after 1st. This bonus continues in subsequent rounds, dropping by 1 each round at the beginning of your turn until it reaches zero.

Call Woodland Beings

As mythic lesser call woodland beings, but you can call one or more non-mythic fey, plants, magical beasts, or animals with the fey animal templateLLK 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.

Call Woodland Beings, Greater

As mythic lesser call woodland beings, but you can call one or more non-mythic fey, plants, magical beasts, or animals wih the fey animal templateLLK 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.

Call Woodland Beings, Lesser

You can call one or two non-mythic fey, plants, magical beasts, or animals with the fey animal templateLLK whose Hit Dice total no more than 6 plus half your mythic tier, and the payment required for such a creature is reduced by half. Alternatively, you can call a single mythic creature or two mythic creatures of the same kind whose Hit Dice total no more than 6. You cannot call creatures with class levels or templates; however, you may add the feytouched template or the agile or savage mythic simple template to a creature you call, treating that creature as though it had 2 Hit Dice more than normal for the purpose of your Hit Die limit.

Calling Card

Add your mythic tier to the ranged touch attack required to implant the object into the target.

Calm Animals

The number of Hit Dice of animals you can calm with this spell is increased by an amount equal to your mythic tier, and the animals you target need only be within range; they need not be within 30 feet of each other. If you have the wild empathy class feature, you can use that ability as part of the same standard action you use to cast this spell, with a bonus to the check equal to your mythic tier.

Calm Emotions

This spell lasts a number of rounds equal to half your mythic tier after you stop concentrating. The effect ends immediately if you attack.

Augmented (3rd): If you expend two uses of mythic power, this spell acts as an area dispel (as dispel magic) against all effects that cause confusion, fear, effects with the emotion descriptor, or grant morale bonuses. You can end the effect of a supernatural effect of these types with a caster level check (adding one-half your mythic tier) against a DC equal to 15 plus the creator’s Hit Dice.

Calm The Waves

Add your mythic tier to your level for purposes of determining how long this spell lasts.

Campfire Wall

Creatures inside the mythic campfire wall when it is cast can freely pass in and out without ill effect. Other creatures passing through the barrier from outside take 2d6 points of damage and catch on fire (Reflex negates). Even if they do not catch on fire, the light surrounding them causes them to become dazzled as long as the light persists. The light lasts for a number of minutes equal to 1d6 plus your mythic tier. Undead creatures take 2 points of Charisma damage from passing through the flames.

Cannibal Compulsion

The target of the spell does not gain a Will saving throw each round to end the effect, and even if somehow the effect ends before the end of the spell’s duration, the target becomes confused (as the condition) for the remainder of the spell’s duration.

Augmented: The target adds one-half your mythic tier (minimum 1) on combat maneuver checks to grapple and on damage rolls with its bite attack against creatures of its own type. It also adds one-half your mythic tier (minimum 1) to the save DC of the ghoul fever it inflicts with its bite. A non-mythic target is not allowed a new saving throw to break a mythic cannibal compulsion after killing a creature of its type.

Cannibalize

Up to 6 HD of undead creatures can be affected by this spell.

Canopic Conversion

Increase damage to 1d8 points of damage per caster level (maximum 20d8). If the target is killed, it awakens 1d4 rounds later as a mummy or advanced mummy which remains under your command (as if you had used the Command Undead feat) for a number of days equal to your mythic tier.

Alternatively, you can cause a slain mythic creature to rise as a mythic mummy, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures. If the target is not a mythic creature, you can still transform it into a mythic mummy by expending four uses of mythic power. If the target has more than 8 HD, it becomes an advanced mythic mummy (requiring the expenditure of one additional use of mythic power for every 2 HD above 8 if the creature is not already a mythic creature); at the GM’s option, an advanced mythic mummy may gain additional mythic ranks as well as additional Hit Dice, though it’s mythic rank must be at least 2 less than your mythic tier. A mythic mummy created with this spell is not under your control. As long as you are holding one of the canopic jars created by this spell, you gain the benefits of mythic protection from evil and mythic sanctuary, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures, against the mummy whose organs are within it.

Augmented (9th): If you create a non-mythic mummy or advanced mummy with this spell and spend additional mythic power equal to one-half the mummy’s Hit Dice, it remains under your control (as Command Undead) permanently. This control cannot be dispelled but can be negated as if it were a mythic curse. If the curse is removed, the mummy immediately seeks you out to destroy you. It gains the effects of vengeful outrage as though it were a living creature.

Cape Of Wasps

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

Carrion Hammer

You add your mythic tier to your base attack bonus when attacking with the carrion hammer, and to your caster level for the purpose of determining the damage dealt by your carrion hammer. If your carrion hammer is primarily composed of skeletal undead, you may use the Cleave feat when attacking with it. If it is primarily comprised of fleshy undead, you can instead use the Awesome Blow feat.

Cast Out

The target takes 4d6 points of nonlethal damage + 1 point per caster level (maximum +15). You add one-half your mythic tier (minimum +1) on caster level checks to dispel charm, compulsion, and possession effects, and you add your mythic tier to your caster level to determine how many such effects you can remove. If the target fails its save but you fail to dispel all of the charm, compulsion, and possession effects affecting it, the target becomes shaken for a number of rounds equal to your mythic tier. If you successfully remove all charm, compulsion, and possession effects, the target is dazed for 1 round before recovering its senses.

Augmented (4th): If you expend two uses of your mythic power, you add your mythic tier on caster level checks to dispel. In addition, if the creator of a charm, compulsion, or possession effect affecting the target is within 5 feet times your mythic tier when its effect is dispelled, that target takes nonlethal damage equal to your mythic tier and is shaken for a number of rounds equal to one-half your mythic tier. If you dispel multiple effects created by the same creature, this damage and the duration of the shaken condition stack.

Castigate

On a failed save, the target drops prone and then cowers. If the creature is already affected by a fear effect, it takes an additional -2 penalty on its save against this spell. This stacks with the penalty for creatures that worship your deity.

Augmented (3rd): If you expend two uses of your mythic power, you may ignore the language-dependent descriptor of the spell.

Castigate, Mass

This spell functions as mythic castigate, 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.

Augmented (3rd): If you expend two uses of your mythic power, you may ignore the language-dependent descriptor of the spell.

Cat’s Grace

Your target gains a bonus to Dexterity 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 fall prone.

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

Cat’s Grace, Mass

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

Catapult

Add your mythic tier to the attack rolls you make to hurl objects.

Cause Fear

Add your mythic tier to the Hit Die limit that this spell can affect; hence, if you are a 3rd-tier mythic character, you can affect creatures with 8 or few HD. For creatures of 5 or fewer Hit Dice, add a number of rounds to the spell’s duration equal to half your mythic tier.

Caustic Blood

The damage dealt on a successful hit increases to 1d8 hp plus your Constitution modifier (or double your Constitution modifier if you are suffering from a bleed condition).

Caustic Blood

Your caustic blood spurts out in a 10-foot cone-shaped burst, affecting all creatures within that area. Increase damage to 1d8 points of acid damage per caster level for the initial damage and 1d8 points of acid damage per 2 caster levels for damage on the subsequent round.

Augmented (4th): If you expend two uses of mythic power, your acid damage ignores acid resistance or immunity. In addition, creatures damaged by your caustic blood take damage for a number of rounds equal to one-half your mythic tier. A creature that successfully saves on two consecutive rounds ends the effect for itself; this does not end the effect for other creatures.

Caustic Eruption

This spell deals 1d10 points of damage per caster level (maximum 20d10), 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 10d10) one round later (Reflex 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 your mythic power, the area increases to a 50-foot-radius spread, and any acid damage dealt by this spell bypasses acid resistance and acid immunity.

Celestial Fanfare

The damage dealt to evil creatures within the area of effect increases to 1d8 hp/caster level (maximum 15d8), and they are blinded and deafened for 2d6 rounds. A successful Fortitude save still halves the damage, and it reduces the blindness and deafness to 1d6 rounds. Additionally, neutral creatures who do not make their Fortitude save are blinded and deafened for 1d6 rounds.

Certain Grip

You add your tier to the competence bonus granted by this spell. Bull rush maneuvers against the target creature may move it no more than 5 feet.

Augmented (5th): If you expend three uses of mythic power, the subject may sacrifice a move action next round to add its mythic tier to any failed roll affected by this spell or to add its mythic tier to its CMD if an opponent would otherwise succeed in a combat maneuver against it.

Chain Of Bones

Add your mythic tier to your caster level for purposes of determining the bone chains’ CMB.

Chain Of Perdition

You add your tier as a deflection bonus to the chain’s Armor Class, to its combat maneuver bonus and combat maneuver defense, and to the DC for caster level checks to dispel it.

Augmented: If you expend two uses of mythic power, the chain gains the benefits of cleave.

Augmented (4th): If you expend three uses of mythic power, you may move the chain as a swift action.

Chains Of Fire

This spell deals 1d10 points of damage per caster level (maximum 20d10) and the save DC isn’t reduced for secondary targets. Secondary targets have to be within 30 feet of any other target, not necessarily the primary target.

Challenge Evil

You gain a bonus equal to one-half your mythic tier (minimum +1) on melee attack and damage rolls against the subject of the spell. In addition, at the end of any round in which the target has not attacked you, it takes force damage equal to your mythic tier and becomes sickened for the remainder of the spell. If you move away from the target the spell does not end, but all effects of the spell are negated until you make a melee attack against the target. Each round you spend away from the target causes one minute of the spell’s duration to elapse.

Chameleon Stride

You can use this as a touch spell rather than a personal spell. If you cast the spell on yourself, add your mythic tier to the bonus you gain to Stealth checks, and you have total concealment from creatures more than 30 feet away (attacks have a 50% miss chance).

Channel Scroll

If the scroll’s spell is on your spell list and you activate its magic without expending the scroll, add your mythic tier to its DC, regardless of whether you expend one or two prepared spells or spell slots. If the scroll’s spell is not on your spell list, add twice your mythic tier to the Spellcraft check required to channel the scroll.

Channel The Gift

The spell the target casts that is fueled by your channel the gift spell takes effect with a caster level increase equal to one-half your mythic tier (minimum +1). In addition, if your ally is a mythic creature, it may expend one use of its mythic power to cast the mythic version of that spell.

Channel Vigor

You can cast this spell with a range of touch. If you cast the spell on yourself, the effect of mythic channel vigor depends on which portions of your self on which you choose to focus:

Limbs: You gain the benefits of a mythic haste spell, as described in Pathfinder Roleplaying Game Mythic Adventures.

Mind: You add one-half your mythic tier (minimum +1) to the competence bonus you gain on Perception skill checks and ranged attack rolls. You also apply this bonus on all Intelligence checks and Intelligence-based skill checks.

Spirit: You add one-half your mythic tier (minimum +1) to the competence bonus you gain on Will saves. You also apply this bonus on all Charisma checks and Charisma-based skill checks.

Torso: You add one-half your mythic tier (minimum +1) to the competence bonus you gain on Fortitude saves and concentration checks. You also apply this bonus on all Constitution checks and Strength checks.

Chaotic Spell Lash

When you roll a d10 to determine the condition afflicted, you may add or subtract one as desired.

Augmented (7th): If you expend two uses of mythic power, roll a d10 twice and apply both conditions. You may not add or subtract one to either of these rolls, however.

Chaotic Vitality

There is a 50% chance that you do not apply the effect to yourself.

Augmented (5th): If you expend two uses of mythic power, there is a 75% chance that you do not apply the effect to yourself.

Chaotic Vitality, Mass

Add half your mythic tier (minimum 1) to the number of creatures affected by this spell.

Augmented (5th): If you expend two uses of mythic power, there is a 50% chance that you do not apply the effect to yourself.

Charm Animal

As mythic charm person, except that it affects creatures of the animal type.

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

Charm Monster

As mythic charm person, except that the effect is not restricted by creature type or size.

Charm Monster, Mass

As mythic charm monster, except that you add twice your mythic tier to the number Hit Dice of creatures you may charm.

Charm Of Secrets

You may name an additional secret for every two mythic tiers your possess.

Charm Person

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

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

Chastise

If you succeed in changing a creature’s attitude with Diplomacy or Intimidate, or in a Bluff check opposed by the target’s Sense Motive, the target is treated as shaken when interacting with you (though not with other creatures) for a number of rounds equal to your mythic tier.

Cherub’s Burning Blade

Add your mythic tier to your caster level and base attack bonus when making attack rolls with the burning blade.

Chill Heart

The spell’s duration is increased by a number of minutes equal to your mythic tier.

Chill Touch

The damage dealt increases to 2d4 points of damage and 1d2 points of Strength damage on a failed save. Instead of making one attack per level, you can discharge the spell’s effect as a single attack that deals 1d4 points of damage per level (max 10d4) and 1d4 points of Strength damage on a failed save. Undead creatures touched become panicked for 1 minute per caster level.

Chord Of Shards

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

Chronal Lance

You create an additional lance for every two mythic tiers your possess (minimum 1 additional lance).

Chrono Location

The target may move forward or backward an additional number of minutes equal to your mythic tier.

Circle Of Clarity

All non-mythic figments and glamers are suppressed within the mythic circle of clarity, and you add a bonus equal to one-half your mythic tier to the saving throw bonus granted by the spell to disbelieve mythic illusions. You also add your mythic tier on the Perception checks to notice creatures or objects in the area.

Circle Of Wind

The winds that surround you are stronger, granting you a +3 deflection bonus to AC and a +5 bonus on saves against very hot conditions.

Clairaudience/Clairvoyance

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

Clashing Rocks

You can target a number of creatures equal to one-half your mythic tier (minimum 1) with the clashing rocks, making a ranged touch attack against each. You must designate one of these as the primary target, and the two Colossal rocks appear within 30 feet on either side of that target. Other creatures you wish to target with the clashing rocks must be within the 30-foot-wide line in between the clashing rocks. If the clashing rocks must break through a solid barrier, add twice your mythic tier on the Strength check to do so.

Claws Of The Earth Dragon

The damage dealt to creatures knocked to the ground increases to 1d8 hp/2 caster levels (maximum 10d8).

Cleanse

You can use this as a touch spell rather than a personal spell. If you cast the spell on yourself, you can cast this spell as a move action and cure 8d8 points of damage + 2 points per caster level (maximum +40) and you also remove the following conditions: bleeding, nauseated, slowed, or staggered.

Cleansing Ray

The damage dealt to oozes or plants increases to 1d8 hp. Or, the spell can destroy a 10-ft. square patch of non-creature fungus, mold, or slime, and it disinfects unattended, non-magical objects in that area.

Clenched Fist

Add your mythic tier on attack and damage rolls with a mythic clenched fist, and each attack functions as an Awesome Blow. Add your mythic tier as a deflection bonus to the hand’s Armor Class, to its combat maneuver bonus and combat maneuver defense, and to the DC for caster level checks to dispel it. A mythic clenched fist takes damage from a disintegrate spell but is not automatically destroyed by it.

Augmented: If you expend two uses of mythic power, the mythic clenched fist you create is Huge, increasing its Strength score to 37 and reducing its Dexterity score to 8. Its attack bonus is equal to your caster level plus your mythic tier plus your Wisdom bonus + 13 for its Strength bonus, -2 for its size, dealing 2d6+13 points of damage plus your mythic tier with each attack. Its AC is 18 (-1 Dex, +11 natural, -2 size), plus a deflection bonus equal to your mythic tier. Its CMB is equal to your caster level plus your mythic tier +15 (+13 Strength, +2 size) and its CMD is equal to your caster level plus your mythic tier +24 (-1 Dex, +2 size, +13 Strength).

Augmented (3rd): If you expend two uses of mythic power (three uses if the mythic clenched fist is also made Huge as described above), the mythic clenched fist gains the following bonus feats, based on your mythic tier: 3rd-Improved Critical; 5th-Critical Focus; 7th- Staggering Critical; 9th-Stunning Critical.

Cloak Of Chaos

Warded creatures gain a +6 deflection bonus to Armor Class and a +6 resistance bonus on saving throws and spell resistance of 25 plus your mythic tier against lawful spells and spells cast by lawful creatures. A lawful creature attempting to possess or exercise mental control over a protected creature takes 1d6 points of damage per 2 caster levels (maximum 10d6) from mental feedback (Will negates). Finally, a lawful creature that succeeds on a melee attack against a warded creature is affected as mythic confusion for 1 round (Will negates), as described in Pathfinder Roleplaying Game Mythic Adventures.

Cloak Of Dreams

Non-mythic creatures beginning their turn within you cloak of dreams are filled with a drowsy torpor as long as they remain within the cloak of dreams and for a number of rounds thereafter equal to one-half your mythic tier (minimum 1 round). This drowsiness causes them to take a -2 penalty on saving throws against sleep effects (including this spell) and a -5 penalty on Perception checks.

Augmented (4th): If you expend two uses of your mythic power, you can use this spell as a melee touch attack. On a successful hit, the target becomes drowsy (as described above) for a number of rounds equal to your caster level (plus your mythic tier if the target is a non-mythic creature). In addition, if the target fails a Will save it is wrapped in your cloak of dreams without realizing it, causing creatures within 5 feet of that creature to fall asleep (though you are immune to the spell’s effects). When you do this, you can choose to implant a suggestion (as the spell) for it to go and bid all of its allies good night, moving adjacent to them and affecting them with your cloak of dreams, or you may instead afflict the target with confusion. The suggestion or confusion effect ends when the cloak of dreams does.

Cloak Of Shade

The targets treat the effects of hot environmental conditions as if they were two steps cooler, as described in Heat Dangers in Chapter 14 of the Pathfinder Roleplaying Game Core Rulebook. This spell protects targets with the light sensitivity special quality from exposure to bright light. Targets with the light blindness special quality are instead treated as though they had light sensitivity.

Cloak Of Winds

You can cast this spell on a non-living creature or object. Add one-half your mythic tier to the attack roll penalty taken by creatures making ranged attacks against the target. Small or smaller creatures must succeed on a Fortitude save when attempting to touch or attack the target in melee to avoid being pushed away from the caster, and Tiny or smaller creatures take a penalty on this save equal to one-half your mythic tier.

Clockwork Timer

Add your mythic tier to your caster level for purposes of determining how many minutes you can delay a spell.

Clone

If you utilize a cubic inch of flesh from a dead doppelganger, you can make a blank clone that can support any small or medium humanoid creature. You choose which free soul you invite to inhabit the clone, but the soul must choose to inhabit it. At that point the blank clone takes on the features of the soul’s original body in every way except that the creature has the shapechanger subtype in addition to the creature’s original subtypes.

Augmented (2nd): If you expend two uses of mythic power, reduce the growing time of the clone by a number of months equal to half your mythic tier. If this reduces the number of months to 0, the clone grows in 24 hours.

Cloud Shape

The damage reduction changes to DR 10/epic and magic, and the fly speed increases to 60 feet. The target can expand itself as a free action, filling an area equal to double its normal space and height (a 60-foot cube, a 90-foot square area 20 feet high, or a 180-foot square area 10 feet high) and blocking vision as obscuring mist. Returning from expanded to normal size is also a free action.

Augmented: If you expend two uses of mythic power, the target can shift into or out of cloud shape as a move action.

Coin Swarm

The damage the swarm deals increases to 1d8 hp/4 caster levels.

Cold Ice Strike

This spell deals 1d10 points of damage per caster level (maximum 15d10), and half of this damage is cold damage, while the other half is piercing and slashing damage. Creatures that fail their Reflex save also take bleed damage equal to your mythic tier from the razor-sharp slivers of ice.

Command, Greater

Creatures that succeed on their saving throw against this spell, whether when initially cast or in a subsequent round, become staggered and remain staggered until they successfully save a second time in a subsequent round.

Command Plants

You add your mythic tier to Charisma checks to convince the target to act as you command, and you increase the total Hit Dice of plant creatures you can control by an amount equal to twice your mythic tier.

Command Undead

The duration increases to one week per level. A non-mythic undead creature automatically obeys your orders as long as they are not suicidal or obviously harmful (though they may be dangerous, such as ordering the undead into combat). If your mythic rank is higher than an undead creature’s mythic tier (or mythic rank), add the difference between your mythic rank and their mythic tier (or rank) to Charisma checks made to convince the undead to act as you command.

Augmented (3rd): If you expend two uses of mythic power, you can issue commands telepathically to the undead creature as long as you are within one mile. This communication is one-way; you cannot receive messages from the undead.

Commune

You may ask an additional number of yes/no questions equal to your mythic tier. Alternatively, you can ask a single question and receive an answer with a total number of words equal to your caster level plus twice your mythic tier.

Augmented (3rd): If you expend two uses of mythic power, you can cast this spell without a material component.

If you are at least 6th mythic tier and expend three uses of mythic power, you can cast this spell as a full-round action.

Commune With Birds

Your question can be answered by birds within 1 mile per mythic tier, and you may ask one additional question per two mythic tiers (minimum 1). Each question requires 1 minute to receive an answer, but all questions must be asked within 10 minutes of casting the spell. Unused questions are lost.

Commune With Nature

You gain a number of pieces of information equal to 3 plus your mythic tier, and the spell’s detection operates at a range of 1 mile (or 100 feet underground) times your caster level plus your mythic tier. You may select one location or creature whose presence or location is revealed by this spell to observe more closely. This functions as clairaudience/clairvoyance (for a location) or scrying (for a creature) and lasts as long as you continue concentrating after casting mythic commune with nature, up to a maximum number of rounds equal to your mythic tier.

Augmented: If you expend two uses of your mythic power, you can observe multiple creatures or locations revealed by mythic commune with nature, switching between creatures or locations each round as a swift action. You can switch your observation back to a creature or location you have previously observed, though this does not allow you to observe a creature that has already succeeded at its saving throw against your scrying.

Compassionate Ally

When the target helps its injured ally, it is compelled to continue healing that creature’s wounds as long as it has healing resources available (including magic items) or until the creature is restored to full health. After fully healing a creature, if there is another injured ally within sight the target is compelled to move to assist that ally to the exclusion of other activities. The target can defend itself, but it cannot attack or take actions other than tending to injured allies. If no allies are injured, the target may act normally. A target with no healing resources other than the Heal skill must make a DC 15 Heal check on an injured ally each round until it succeeds. If its ally is still injured, the target will stay adjacent to the ally and use the aid another action to boost the target’s AC until its wounds are fully healed or the spell ends.

Compel Hostility

The spell affects creatures within 5 feet of your threatened area, in which case your immediate action includes a free 5-foot step to enter the creature’s threatened area.

Compelling Fate

The target creature receives a penalty to its Will save equal to your mythic tier.

Compelling Question

The target creature receives a penalty to its Will save equal to twice your mythic tier.

Comprehend Languages

You gain a bonus to Linguistics checks equal to one-half your mythic tier and can read non-magical writings at a rate of one page per round rather than per minute. In addition, you can expend a portion of the spell’s remaining duration to speak or write a message in a language you do not know. Each word the message contains reduces the remaining duration of the spell by 1 minute.

Confess

This spell deals nonlethal damage equal to one-half the amount of lethal damage it deals. Until all of the target’s nonlethal damage is healed, the target is fatigued.

Augmented (4th): If you expend two uses of your mythic power, the duration of this spell is changed to concentration, with a maximum duration of 1 round per 2 mythic tiers. You must ask a different question each round, and the damage dealt by this spell (and the duration of the sickened effect on a failed save) is halved for any question after the first.

Confound Languages

The target creature receives a penalty to its Will save equal to your mythic tier.

Confound Senses

The targets also receive a –2 penalty to all attack rolls.

Confusion, Lesser

You affect a single living creature as mythic confusion, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures.

Augmented: If you expend two uses of mythic power, the duration is increased by one round per two mythic tiers.

Conjure Black Pudding

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

Conjure Energy Arrows

The energy arrows deal an additional amount of damage of the chosen energy type equal to your mythic tier.

Conjure Giant Eagle

The giant eagle gains the advanced template, except it does not gain additional natural armor.

Construct Body

You can spend additional uses of mythic power to gain additional augmentations, but you cannot spend more mythic power uses than a number equal to half your mythic tier.

Consume Light

You may consume much larger light sources, including fires and other sources as big as 10 square feet. Each light source bigger than a campfire that you consume grants you 1d8 temporary hp.

Contact Other Plane

You may ask one extra question per mythic tier and subtract your mythic tier from your percentile roll to determine the truthfulness of the answer. If you choose to ask only one question, you do not have to make a save and “Lie” and “Random Answer” results count as “Don’t Know”. Add your mythic tier to your Intelligence check to avoid Int/Cha decrease.

Contagion, Greater

This spell functions as mythic contagion, as described in Pathfinder Roleplaying Game Mythic Adventures, but the disease cannot be cured without the use of magic. The DC to remove the disease with magic is equal to the save DC + 5 + your mythic tier. Spells such as heal that automatically cure disease remove the mythic greater contagion only if the caster succeeds at a caster level check as if using remove disease. Mythic heal automatically removes this disease.

Contagion Of Rust

Against ferrous creatures, this spell deals 6d8+1 hp/ caster level. A Reflex save only negates 25 percent of this damage.

Contagious Flame

You can target any creatures within range; they need not be within 30 feet of one another. Any creature struck by a ray of fire catches on fire, and any creature (other than you) adjacent to the target of a ray must succeed at a Reflex save or catch on fire as well.

Augmented (4th): If you expend two uses of your mythic power, creatures that catch on fire from the contagious flame take 2d6 points of fire damage per round, and the fire damage dealt by this spell (including damage caused by catching on fire) bypasses fire resistance or fire immunity.

Continual Flame

The radius of normal light provided by this spell increases by 5 feet per two mythic tiers, while the radius of increased light increases by 5 feet per mythic tier. In addition, the continual flame gives off a comforting warmth to creatures within the radius of its normal light, granting a +2 circumstance bonus to Constitution checks, Fortitude saves, and Survival checks made to withstand the effects of a cold climate.

Control Construct

You add your mythic tier on Spellcraft checks to gain or maintain control of the target construct. If successful, you can give a non-mythic construct a simple command, which it will follow for a number of rounds equal to your mythic tier after you stop concentrating. If the target is a mythic construct, add its mythic rank to the DC of this check, and you must check each round to maintain control. If the construct’s creator or master is a mythic creature and is present and trying to control the construct, she adds her mythic rank or tier to her Spellcraft check to oppose your attempts to control the construct.

Augmented: If you expend two uses of mythic power, you can implant a suggestion (as the spell, but affecting only the target construct) in the construct that it will continue to obey even after you cease concentrating. If the construct’s creator is present, it can attempt a Spellcraft check with a DC equal to 10 + your ranks in Spellcraft + your mythic tier + your ability modifier in your primary spellcasting ability score. The construct’s creator can attempt this check each round to end the suggestion effect and wrest back control of the construct.

Augmented (6th): If you expend a number of uses of mythic power equal to one-half the target construct’s CR, the duration of this spell changes to permanent and you no longer need to make Spellcraft rolls to control the construct, as it regards you as its creator.

Control Plants

Add twice your mythic tier to the total Hit Dice of plant creatures you can control, and the creatures need only be within range to be affected; they need not be within 30 feet of each other. In addition, while following your commands the controlled plants gain a morale bonus equal to one-half your tier on attack rolls, damage rolls, saving throws, skill checks, and ability checks.

Control Summoned Creature

If you succeed on a Spellcraft check to identify a summoning spell as it is being cast, you can cast this spell as an immediate action. You gain a bonus equal to your mythic tier on this check. The original caster of the spell designates the location where the summoned creature will appear, but if the target fails its save you control its actions once it arrives.

Control Undead

Add twice your mythic tier to the Hit Dice of undead you may control. You may target any undead within range; they need not be within 30 feet of each other. Change the save to Will partial. Undead that successfully save become shaken for a number of rounds equal to your mythic tier, even if normally immune to fear. Undead failing their saves against mythic control undead are controlled, and upon the ending of the spell they become panicked for a number of rounds equal to your mythic tier. While panicked, they can attempt a new saving throw each round at the end of their turn to end the panicked effect.

Control Water

The affected area increases to 20 ft./level by 20 ft./level, with a depth of 5 ft./level, and you can choose to make the waters within churning and rough (penalizing Swim checks by an amount equal to your mythic tier) or placid and smooth (granting a bonus to Swim checks equal to your mythic tier). If you cast this spell on water elementals and other creatures with the water subtype, you duplicate the effect of a mythic slow spell, as described in Pathfinder Roleplaying Game Mythic Adventures.

Augmented (3rd): If you expend two uses of mythic power, the affected area increases to 100 ft./level by 100 ft./level, with a depth of 10 ft./level; alternatively, you can affect a smaller area 10 ft./level by 10 ft./level, but with a depth of 100 ft./level.

Augmented (6th): If you expend three uses of mythic power, the affected area increases to 1 mile/level by 1 mile/level, with a depth of 100 ft./level; alternatively, you can affect a smaller area 100 ft./level by 100 ft./level, but with a depth of 1000 ft./level

Control Winds

The DC for Strength checks and Fly checks to avoid being checked or blown away is increased by your mythic tier. The attack roll penalties for ranged attacks are increased by an amount equal to half your tier.

Augmented (3rd): If you expend two uses of mythic power, any non-mythic spell or spell-like ability with the air descriptor, except for calling or summoning spells, fails within the area of effect unless its caster succeeds at a caster level check with a DC equal to 11 plus your caster level. If the caster is not a mythic creature, add your mythic tier to the DC.

Converse With Drake

An unwilling dragon receives a penalty to its Will save equal to your mythic tier. Further, if you must make a Diplomacy check to alter the attitude of a dragon affected by this spell, you gain a bonus to the check equal to twice your mythic tier.

Coordinated Effort

You add your mythic tier to your caster level to determine how many allies can share your teamwork feat, and you can designate one target of the spell to be treated as if they actually had the teamwork feat. Allies can gain the benefits of the shared teamwork feat when coordinating their effort with that creature as well as with you.

Augmented (4th): If you expend two uses of your mythic power, you can share two teamwork feats that you possess with the targets of the spell. Alternatively, you can share one teamwork feat with all targets of the spell as if they actually had the teamwork feat; they do not need to cooperate with you or your chosen designee to gain those benefits.

Corpse Rebellion

The spell’s duration is increased by a number of rounds equal to your mythic tier.

Corpsewall

The wall created is made up of even more dead, bloated flesh. It is 8 ft. high, and when an animated mythic corpsewall attacks, add your mythic tier to its attack rolls.

Augmented (6th): If you expend two uses of mythic power, on a successful hit, add twice your mythic tier to the normal amount of damage a mythic corpsewall deals.

Corrosive Consumption

You can affect objects as well as creatures, and the damage from this spell is not halved against metal objects. If the object is currently worn or wielded by a creature, you can affect the object by making a successful disarm, steal, or sunder combat maneuver, with a bonus on your combat maneuver check equal to your mythic tier.

Against both objects and creatures, this spell deals 1 point of damage per caster level (maximum 15) plus damage equal to your mythic tier on the first round. On the second round it deals 1d6 points of damage per caster level (maximum 15d6), and on the third and final round it deals 1d8 points of damage per caster level (maximum 15d8). A creature becomes sickened as long as the acid clings to it, and for a number of rounds thereafter equal to one-half your mythic tier.

The acid cannot be rinsed off with water save by total immersion or being targeted with a water effect that affects an area at least as large as the target, such as aqueous orb or hydraulic torrent. A creature attempting to scrape off the acid must succeed on a Reflex save (DC 15 + your mythic tier + your Intelligence modifier).

Augmented (5th): If you expend two uses of mythic power, this spell affects both a creature and one object it carries. If you succeed on a touch attack against the creature, roll randomly to determine which of its items is affected, using the Items Affected by Magical Attacks table in the Chapter 9 of the Pathfinder Roleplaying Game Core Rulebook. If you instead make a successful disarm, steal, or sunder combat maneuver against the target, you may choose which item is affected along with the creature. Total immersion in water can rinse off the creature and the item simultaneously, but scraping the acid off must be done separately for the item and the creature.

Corrosive Touch

This spell’s damage increases to 1d6 points of acid damage per caster level (maximum 5d6). If the target is wearing metal armor or wielding a metal weapon or shield, you may attempt a free sunder combat maneuver against the target; if the maneuver is successful, the item takes the same amount of acid damage as the target. The damage dealt by this spell is not halved against metal objects.

Augmented: If you expend two uses of mythic power and the free sunder combat maneuver is successful, the acid ignores the hardness of the item (unless it is a legendary item or artifact) and bypasses any acid resistance or immunity possessed by the target creature. If the acid damage you deal exceeds the item’s hit points, any leftover damage is dealt to the target creature.

Corruption Resistance

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

Corvid’s Cunning

When you roll a second time on a single Intelligence-based skill or ability check, add your mythic tier to the result.

Corvid’s Cunning, Mass

Like mythic corvid’s cunning, but add half your mythic tier (minimum 1) to the result of the second roll when an affected creature makes a single Intelligence-based skill or ability check.

Augmented (3rd): If you expend two uses of mythic power, add your mythic tier to the result of the second roll when an affected creature makes a single Intelligence-based skill or ability check.

Cosmic Communion

You may ask one extra question per mythic tier and subtract your mythic tier from your percentile roll to determine the truthfulness of the answer. If you choose to ask only one question, you do not have to make a save and “Lie” and “Random Answer” results count as “Don’t Know”. Add your mythic tier to your Intelligence check to avoid Intelligence and Charisma decrease and Wisdom damage. If you attract the attention of a cosmic entity and it sends mythos creatures to attack, you gain an insight bonus on your attack rolls, saving throws, caster level checks, and initiative against such creatures equal to one-half your mythic tier.

Cosmic Ray

Increase damage to 1d8 points of damage per level (maximum 20d8), and creatures sickened by the cosmic ray also contract blightburn sickness.

Cosmic Realignment

The bonus or penalty to attack rolls and saving throws increases to +3 or –3. Further, targets that are confused by this spell deal an additional amount of damage to themselves when they must strike themselves due to the condition. That damage is equal to 1d6 hp + 1/2 your mythic tier (minimum 1).

Costly Victory

The amount of damage dealt to opponents increases to 1d10/caster level (maximum 20d10), or the amount of damage dealt by an ally’s nimbus increases to 2d8 hp.

Countless Eyes

The target gains a bonus equal to one-half your mythic tier (minimum +1) on saving throws made to disbelieve visual illusions. In addition, the target can expend one hour of the spell’s duration to negate the dazzled condition or all of the spell’s remaining duration to negate the blinded condition. If the target would be affected by a pattern, it can ignore that pattern by expending a number of hours of the spell’s duration equal to the level of the pattern.

Covetous Aura

The duration of the covetous aura increases to 1 minute per level or until discharged. You may gain the benefits of spells of 5th level or lower cast within the aura’s area of effect. You can gain the effects of two separate spells, after which the mythic covetous aura ends.

Augmented (6th): If you expend two uses of mythic power, the duration increases to 10 minutes per level or until discharged. You may gain the benefits of spells of 7th level or lower cast within the aura’s area of effect. When you gain the benefit of a spell, the original spell is immediately targeted with a greater dispel magic spell at your caster level. If the dispel check succeeds, the spell ends for any of the original recipients in the area of your covetous aura.

Coward’s Lament

The target must succeed on a Will save at the end of a turn in which it attacks you in melee to reset its penalties to zero, rather than this reset occurring automatically. In addition, whenever one of your judgments directly affects the target of this spell (or protects you from an ability or attack used by the target), you add the creature’s penalty from this spell at the beginning of its turn to your inquisitor level to determine the effect of your judgment. If you are at least a 7th-level inquisitor and use your bane ability against the target, any attacks you make while it is suffering penalties from this spell are treated as if you had the greater bane ability.

Crafter’s Curse

Add your mythic tier to the penalty on the target’s Craft skills.

Crafter’s Fortune

On the target’s next Craft check, it may roll twice and select the better result. If the target has Skill Focus in that Craft skill, she can treat the result of her next Craft skill check as a natural 20.

Crawling Corruption

The area of corruption becomes thicker, more viscous, and more horrible. Creatures in the area of effect receive a –2 penalty to their Reflex and Fortitude saves. In addition, any creature that fails either its Reflex or Fortitude save is sickened for as long as they are entangled or for as long as they take Fortitude or Strength damage, plus an additional number of rounds equal to half your mythic tier (minimum 1).

Create Dark Creeper

The dark creepers created using this spell gain the advanced template.

Create Demiplane (All)

You may choose to increase the duration of your demiplane to one week per level, or you may increase its size to a number of 20-foot cubes (rather than 10- foot cubes) as appropriate to the spell you cast. Only a creatures whose mythic rank or tier exceeds yours can dispel your demiplane.

Create Food And Water

The food created by this spell is highly nourishing and refreshing. Eating and drinking this food for 10 minutes removes the fatigued condition and reduces exhaustion to fatigue (though continuing to eat cannot further reduce this fatigue). In addition, rather than bland fare you can create a sumptuous feast of full-flavored food and well-crafted dishes. You can only create food that you yourself have consumed, and you cannot create foods that are dangerous or harmful. The GM may require Profession (cook) and Spellcraft checks to create rare or highly specific foods, from DC 10 for simple yet delicious fare to DC 20 for delicacies or DC 30 for extremely rare foodstuffs.

Create Pit

Add your mythic tier to the Climb DC for creatures attempting to climb out of the pit.

Augmented (3rd): If you expend two uses of your mythic power, you can increase the depth of the pit by 50% or you can increase its size to 15 by 15 feet.

Augmented (6th): If you expend three uses of your mythic power, you can increase the depth of the pit by 100% or you can increase its size to 20 by 20 feet.

Create Treasure Map

Add your mythic tier to your caster level to determine the number of sources of treasure you can locate with this spell. In addition, you can use any part of the target creature’s corpse as long as you have a blank scroll or blank page in a book upon which to create the map. If the creature is aware of monsters, traps, or other obvious safeguards on the treasure sources, this spell will reveal the general nature of that safeguard to the best of the creature’s understanding. This is subject to the GM’s discretion but may reveal the creature’s size and/or type, and whether a known trap is mundane or magical.

Create Tupilaq

The cost of the materials required to create the tupilaq is reduced to 15,000 gp.

Augmented (2nd): If you expend two uses of mythic power, the cost is reduced to 10,000 gp.

Create Undead

You can use this spell to create any corporeal, non-extraplanar undead creature whose CR does not exceed your caster level -10.

Augmented: If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell.

Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell.

Create Greater Undead

You can use this spell to create any incorporeal or extraplanar undead creature whose CR does not exceed your caster level -9.

Augmented: If you expend two uses of mythic power, you can apply the advanced or giant simple template to the created undead. This doubles the material component cost of the spell.

Augmented (3rd): If you expend one use of mythic power times the undead creature’s adjusted CR (including the adjustment for any templates), you can apply the agile, invincible, or savage mythic simple creature template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures, to the newly created undead creature. This triples the material component cost of the spell.

Create Water

You create one cubic foot (8 gallons) of water per level. If you create this water as a downpour on top of a creature with the fire subtype, it takes damage equal to your mythic tier (Reflex negates). You can use the water to try to extinguish a Medium or smaller nonmagical fire, with a 50% chance of success, increased by 5% times your caster level.

Create Wormhole

The spell’s duration is increased by a number of rounds equal to your mythic tier.

Augmented (7th): If you expend two uses of mythic power, this spell’s range increases to long (400 + 40 ft./ caster level).

Creeping Doom

The centipede swarms you summon deal 4d10 points of damage with their swarm attack. Prone creatures take double damage from the swarm and take a penalty equal to half your mythic tier against the swarm’s distraction and poison attacks. The swarms gain the savage mythic simple template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures. You can command the swarms as a move action instead of a standard action. Any area containing a swarm is considered difficult terrain.

Augmented: If you expend two uses of your mythic power, creatures taking damage from a mythic creeping doom become entangled for as long as they remain within the swarm and for a number of rounds equal to half your mythic tier thereafter, taking 2d10 points of damage and 1 point of additional bleed damage from clinging centipedes each round they remain entangled. The clinging centipedes can be removed as a full-round action with a Reflex save against the spell’s save DC.

Crown Of Empyreal Glory

The crown sheds light equal to sunlight in a 40-ft. radius, bright light in the next 80 ft., and dim light for another 110 ft. If you channel positive energy while the spell is in effect, the additional amount to healing or damage increases to 2d8.

Crumblewall

The fissure this spell creates increases to 10 ft. wide and 40 ft. deep. Thus, creatures that fall into the fissure take 4d6 hp damage. Additionally, add 10 hp damage to the amount the target structure takes. This damage is also magically bound to affect structures and therefore is not halved as with object damage and bypasses any of the structure’s hardness.

Cruor Of Visions

The pool of blood acts as a crystal ball with detect thoughts and true seeing.

Crusader’s Edge

Whenever you confirm a critical hit against an outsider with the evil subtype, you gain 2d6 temporary hit points. While wielding this weapon, you gain a +2 sacred bonus on saving throws against spells, spell-like abilities, and special abilities originating from evil outsiders.

Augmented (5th): You can expend two uses of mythic power to give the touched weapon the holy weapon special ability.

Crushing Depths

The amount of damage dealt increases to 1d8 hp bludgeoning damage/level (maximum 20d8).

Crushing Despair

You can choose which creatures in the area are affected by the spell, and the saving throw of the spell changes to Will partial, and creatures that make their saves are affected by the spell for a number of rounds equal to half your mythic tier. In combat situations, affected creatures must make a Will save each round at the beginning of their turn or become staggered by the weight of their hopelessness. A creature failing its save in consecutive rounds becomes nauseated rather than staggered, and a creature failing three or more saves in a row becomes dazed. A successful save ends any of these conditions for the creature’s turn. Mythic crushing despair cannot be countered or dispelled by non-mythic good hope.

Augmented (8th): If you expend three uses of mythic power, you affect every living creature within 1 mile and the effect lasts for a number of days equal to your mythic tier. You may exclude yourself and a number of other creatures equal to your mythic tier from the effect.

Crushing Hand

Add your mythic tier as a deflection bonus to the hand’s Armor Class, to its combat maneuver bonus and combat maneuver defense, and to the DC for caster level checks to dispel it. You can command a mythic crushing hand to perform drag, reposition, or trip combat maneuvers, in addition to those normally allowed, and it deals damage when it succeeds on any combat maneuver, including grapple maneuvers made to pin or move a grappled opponent. A mythic crushing hand takes damage from a disintegrate spell but is not automatically destroyed by it.

If a mythic crushing hand attacks a target using freedom of movement, you may expend one use of mythic power as a swift action as part of its attack to make a caster level check to dispel that effect, as if you had cast dispel magic.

Augmented: If you expend two uses of mythic power, a mythic crushing hand gains the smother special attack, as described in the New Universal Monster Rules section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Crushing Trample

The amount of damage dealt to a trampled opponent increases to 1d8 hp + 1 1/2 your Strength modifier + your mythic tier. The die increases to 1d10 if you are Large.

Crustacean Carapace

The natural armor bonus granted increases to +5.

Augmented (2nd): If you expend two uses of mythic power, the natural armor bonus increases to +7.

Cup Of Dust

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

Cure Critical Wounds, Mass

The damage cured increases to 8d8 points of damage plus 2 points per caster level (maximum +80), and additionally each living creature you target is cured of 4 points of ability damage. The type of ability damage cured is chosen separately by each target. If the target is undead, it is dazzled for a number of rounds equal to your caster level if it fails its saving throw.

Cure Light Wounds, Mass

The damage cured increases to 2d8 points of damage plus 2 points per caster level (maximum +50), and additionally each living creature you target is cured of 1 point of ability damage. The type of ability damage cured is chosen separately by each target. If the target is undead, it is dazzled for a number of rounds equal to your caster level if it fails its saving throw.

Cure Moderate Wounds, Mass

The damage cured increases to 4d8 points of damage plus 2 points per caster level (maximum +60), and additionally each living creature you target is cured of 2 points of ability damage. The type of ability damage cured is chosen separately by each target. If the target is undead, it is dazzled for a number of rounds equal to your caster level if it fails its saving throw.

Cure Serious Wounds, Mass

The damage cured increases to 6d8 points of damage plus 2 points per caster level (maximum +70), and additionally each living creature you target is cured of 3 points of ability damage. The type of ability damage cured is chosen separately by each target. If the target is undead, it is dazzled for a number of rounds equal to your caster level if it fails its saving throw.

Curse, Major

You add your mythic tier to the DC to remove the curse. In addition, any creature attempting to remove the curse from the target is affected by the same curse as the target (Will negates). This save is required after each attempt to remove the mythic major curse, regardless of whether or not the removal succeeds.

Augmented: If you expend two uses of mythic power, the mythic major curse is hereditary, passing on to all of the target’s descendants for a number of generations equal to your mythic tier. The curse typically manifests in adolescence or adulthood, and each descendant is entitled to a single Will save to avoid acquiring the curse. If they save, the curse’s heredity nevertheless continues, but any of their descendants gain a +2 circumstance bonus on saving throws to avoid the curse. If a descendant has multiple ancestors that have resisted the curse, these bonuses stack.

Curse Of Boreas

The target receives a penalty to its Fortitude save equal to your mythic tier.

Curse Of Disgust

You can designate a number of different triggers for your curse of disgust equal to your mythic tier. If the target is within 30 feet of two or more triggers simultaneously, the penalties for the sickened condition increase by 1 for each trigger after the first (maximum penalty -5).

Curse Of Incompetence

The target also becomes incredibly clumsy, and it takes a –2 penalty to all Dexterity-based skill checks, initiative rolls, and Reflex saves.

Curse Of Magic Negation

The target takes a penalty equal to your mythic tier on caster level checks to overcome the spell resistance of its negated spellblight (as described in the Mastering Magic chapter of Pathfinder Roleplaying Game Ultimate Magic). You also add your mythic tier to the DC of caster level checks made to dispel or remove the curse.

Curse Ring

The cost of this spell’s material component is reduced to 500 gp.

Curse Water

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

Cursed Earth

You increase the area affected by this spell to a radius of 1 mile times your mythic tier, and you also add your mythic tier to the DC of caster level checks made to dispel or remove the curse.

Cursed Gift

Non-mythic creatures that freely accept a mythic cursed gift do not receive a Will save to negate the curse.

Cushioning bands

The target gains DR 5/slashing or piercing, and the cushioning bands absorb all damage from constriction, falling, being buried, and similar crushing effects, up to a maximum of 15 points of damage per caster level (maximum 150).

Damnation Stride

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

Damp Powder

The spell targets a number of firearms equal to your mythic tier.

Augmented (6th): If you expend two uses of mythic power, you may instead target an ammo pouch or other receptacle that contains firearm ammunition. Ammunition in that pouch that is fired during the next 5 rounds has a 50% chance of being affected by the spell.

Dance Of A Hundred Cuts

You add your mythic tier to your caster level to determine the bonus you gain from this spell (maximum +10), and the bonus is doubled when making Acrobatics checks.

Dance Of A Thousand Cuts

This spell functions as mythic dance of a hundred cuts, but you also gain the benefits of mythic haste, as described in Pathfinder Roleplaying Game Mythic Adventures.

Augmented (6th): If you expend two uses of mythic power, you gain the effects of augmented mythic haste.

Dance Of The Dead

This spell can animate skeletons with the burning template and zombies that are not staggered.

Dancing Lantern

You can command the dancing lantern to move up to 10 feet times your mythic tier away from you, though if it is not within 5 feet of you it is considered an unattended object if attacked. You can specify the distance and direction from you that the lantern should remain and it will maintain that unless it comes to a solid barrier or a choice of direction, in which case it will wait at the barrier or decision point until you give it a new direction. As a swift action, you can adjust the illumination shed by mental command, shifting between normal bright light, dim light, and extinguishing it (allowing ambient darkness or total darkness to prevail).

Dancing Lights

You can create one additional light per mythic tier. Each additional light increases the radius of normal light shed by the mythic dancing lights by 5 feet. You can form the dancing lights into an equal number of letters or numbers, spelling messages, though this requires you to concentrate on the effect as a move action. In addition, as a swift action at any point during the spell’s duration you can command one or more lights to flash brightly and then wink out. This flash causes a creature within the area of mythic dancing lights to become dazzled for a number of rounds equal to the number of lights you sacrifice. The target can halve the duration of the dazzled effect with a Reflex save.

Dancing Wand

Using a mythic dancing wand does not expend any more charges than normal.

Dark Brand

The target receives a penalty to its Will save to resist this spell equal to twice your mythic tier.

Darkblindness

The spell’s duration is increased by a number of hours equal to your mythic tier.

Darkvision

The range of the target’s darkvision is increased to 120 feet, and this range stacks with any existing darkvision the target possesses. In addition, the target can see through up to 10 feet plus 5 feet per mythic tier of magical darkness.

Augmented (3rd): If you expend two uses of mythic power, the range of the target’s mythic darkvision becomes equal to the target’s line of sight.

Darkvision, Communal

See notes on communal spells. The mythic version of darkvision is described above..

Darkvision, Greater

The range of the target’s darkvision becomes equal to its line of sight, and the target can see normally through up to 20 feet plus 10 feet per mythic tier of magical darkness.

Daze

Increase the Hit Die limit of this spell by an amount equal to one-half your mythic tier. In addition, you may choose to affect one or more creatures within a 5-foot-radius spread rather than affecting a single creature. Creatures with the lowest Hit Dice are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Daze, Mass

You add one-half your mythic tier to the Hit Die limit of creatures you can affect, and targets may be up to 30 feet plus 5 feet times your mythic tier apart.

Augmented (5th): If you expend two uses of mythic power, this spell functions as daze monster rather than daze, in addition to the above modifications.

Daze Monster

Increase the Hit Die limit of this spell by an amount equal to your mythic tier. In addition, you may choose to affect one or more creatures within a 10-foot-radius spread rather than affecting a single creature. Creatures with the lowest Hit Dice are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Augmented (2nd): If you expend two uses of mythic power, increase the duration of the spell for a number of rounds equal to one-half your mythic tier.

Dazzling Blade

You add your mythic tier on Bluff checks made to feint, and one-half your mythic tier (minimum 1) on combat maneuver checks made to disarm and to your CMD against disarm maneuvers. If you discharge the spell in a blinding flash, the chosen opponent is blinded for a number of rounds equal to your mythic tier on a failed save, or dazzled for the same duration on a successful save. A blinded or dazzled creature is entitled to a new Will save each round at the end of its turn; if the save succeeds, a blinded creature becomes dazzled and a dazzled creature regains its normal vision.

Dazzling Blade, Mass

You add your mythic tier to the number of weapons you can affect, and the weapons need not be within 30 feet of one another as long as all weapons are within range.

Deadeye’s Arrow

If you use the attack option for deadeye’s arrow, you deal 1d10 points of electricity damage +1 point per level (maximum +5), and the target is dazzled for 1 round on a hit. If you use the beacon option, you can shoot the arrow at any target within range; you need not shoot it straight up. If you hit the target as a ranged touch attack, it takes no damage as the arrow erupts in flash of lightning and peal of thunder, but the target must succeed at a Fortitude save or be dazzled and deafened for 1 round (if a mythic opponent) or a number of rounds equal to your mythic tier (if a non-mythic opponent).

Augmented (5th): If you expend two uses of mythic power when using the attack option, your spell ignores electricity resistance or immunity, and the target is deafened for 1 round and dazzled for a number of rounds equal to your mythic tier. If you use the beacon option, a target you strike receives no saving throw to avoid being dazzled and deafened, and all non-mythic creatures within 30 feet are dazzled and deafened for 1 round (Fortitude negates).

Deadeye’s Lore

You add half your mythic tier to the sacred bonus granted by this spell. If you move at half speed while traveling you automatically find enough food to feed yourself in any environment where that is possible.

Augmented (5th): If you expend two uses of mythic power, if you move at half speed while traveling you automatically find enough food to feed up to six people in any environment where that is possible. You must travel to a new location at least two miles away each day to find new sources of sustenance.

Deadly Finale

Add your mythic tier to your caster level to determine how many targets you can affect, and these targets need only be within spell range to be affected; they do not need to be within 30 feet of one another. Targets failing their saving throws are staggered for as long as they are taking bleed damage.

Deadly Juggernaut

If you reach the spell’s maximum bonus you immediately add your mythic tier to the luck bonus and DR.

Augmented (3rd): If you expend two uses of mythic power, you may make a free 5 ft. step every time you reduce a qualifying opponent to 0 or fewer hit points and may make a single melee attack on another creature.

Augmented (5th): You may expend up to three extra uses of mythic power. For each extra use of mythic power you expend, the luck bonus for each qualifying opponent increases by 1.

Deafening Song Bolt

You may launch one additional deafening song bolt for every 3 mythic tiers. If a target is struck by multiple deafening song bolts, the duration of deafness from all bolts stacks and the target must succeed on a Fortitude save with a penalty equal to the number of bolts that hit it. In addition, each bolt deals 3d12 points of sonic damage, and the damage dealt by all bolts from a single casting is combined as if it were a single effect for the purpose of overcoming a target’s sonic resistance.

Death Candle

Increase the spell’s range to close (25 feet + 5 feet per 2 caster levels). The fire elemental you summon gains the benefits you would normally gain from a death knell spell.

Augmented (3rd): If you expend two uses of mythic power, the casting time decreases to 1 immediate action, and you may target a creature that you killed on your last turn as if it were still alive; the dead target gets no save. If you spend 1 round casting the spell, you may add the agile, invincible, or savage mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Death From Below

The dodge bonus granted by this spell increases to +2 for every size category the attacker is larger than the target of the spell. You add your mythic tier to your caster level to determine the maximum dodge bonus allowed by the spell (+1 per 3 levels, +1 per 2 levels for gnomes).

Death Ward

The target gains immunity to all non-mythic death effects, and when targeted by a mythic death effect that allows a saving throw the target can roll twice and take the better roll.

Augmented (3rd): If you expend two uses of mythic power, any undead creature and any creature delivering a death effect, energy drain effect, or negative energy effect by touch to the target (including both normal melee attacks as well as melee touch attacks) takes feedback damage equal to your mythic tier (no save) with each touch.

Deathwatch

In addition to the categories normally revealed, you can discern whether creatures you see are:

Normal health: At least 90% of full normal hit points.

Fair health: Between 30% and 90% of its full hit points,

Poor health: Less than 30% of full normal hit points remaining.

Mythic deathwatch also reveals how many temporary and/or permanent negative levels or points of Constitution damage or drain creatures have.

Debilitating Portent

Any time the subject fails its Will save, you may dismiss the spell as an immediate action to deal 1d3 Wisdom damage to the subject.

Debilitating Stare

The spell’s duration is increased by a number of rounds equal to half your mythic tier (minimum 1). The spell can last for a maximum of 15 rounds.

Deceitful Presence

Opponents that interact with the target receive a penalty to their Will save equal to your mythic tier.

Decelerate

Creatures whose speed is reduced to 5 ft. must make a Reflex save equal to this spell’s DC or fall prone due to the slowed, disorienting feelings this spell causes them to experience.

Decompose Corpse

You can affect the corpse of a creature of any size. If cast on a non-skeletal corporeal undead creature, you inflict a temporary -2 penalty to its Strength or Dexterity score (caster’s choice) for 1 minute, in addition to the spell’s normal effect.

Deepen Shadow

The circumstance bonus to Stealth checks increases to +5.

Augmented (2nd): If you expend two uses of mythic power, the circumstance bonus to Stealth checks increases to +6.

Deeper Darkness

The light level is lowered by three steps, plunging even bright light into darkness. This supernatural darkness cannot be penetrated with the darkvision of non-mythic creatures, and even mythic creatures find the range of their darkvision halved. Non-mythic light spells cannot be used to counter or dispel mythic deeper darkness.

Defending Bone

You add one-half your mythic tier to the damage reduction you gain from your defending bone, up to a maximum number of hit points equal to 5 hit points per level plus 5 hit points per mythic tier.

If you take negative energy damage, your defending bone grants you resistance against that energy equal to your damage reduction. This negative energy damage counts against the total number of hit points your defending bone can absorb. If you are affected by an energy drain attack (including an attack by an undead creature that inflicts ability damage or ability drain), as an immediate action you can discharge the remaining duration of the defending bone to negate that effect.

Defending Glyph

The glyph can prevent a total of 10 hp damage/caster level (maximum 100 hp) before it fades away and the spell is discharged.

Augmented (5th): If you expend two uses of mythic power, the glyph grants you DR 10/piercing.

Augmented (8th): If you expend three uses of mythic power, the glyph’s damage reduction cannot be bypassed.

Defensive Shock

When a creature strikes you with a metal melee weapon (not including hafted weapons like axes, hammers, and spears), you can attempt a free combat maneuver to disarm the attacker. This maneuver does not require an action and does not provoke attacks of opportunity. Each time the spell discharges, it loses only one die of damage, rather than being reduced by half.

Augmented (4th): If you expend two uses of mythic power, the electricity damage from this spell bypasses electricity resistance or immunity. In addition, even if you fail to overcome an attacker’s spell resistance, you may attempt a new caster level check to overcome its spell resistance each time thereafter that it hits you. Once you succeed, the spell affects your attacker fully from that point on.

Defile Armor

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

Deflection

You can use this as a touch spell rather than a personal spell, and the target gains a deflection bonus to AC equal to one-half your mythic tier (minimum +1). If you use this spell on yourself, you can deflect one ranged attack against you each round as if you had the Deflect Arrows feat.

Deform Angularity

Your deflection bonus to AC is increased by 2, and the chance for targeted attacks to be redirected away from you is increased by 5% per two mythic tiers you possess (maximum 75% at 10th tier).

Augmented (5th): If you expend two uses of mythic power, you can cast this spell as an immediate action.

Defy Depth

The spell’s duration is increased by a number of hours equal to your mythic tier.

Deific Vision

Magical barriers do not block your eyes unless they are mythic spell effects or the extraordinary, supernatural, or spell-like abilities of mythic creatures.

Delay Disease

Increase the duration by a number of days equal to one-half your mythic tier (minimum 1). The target develops a resistance to the diseases in its system while the spell delays their onset. Once the spell expires, the save DC for any diseases in the target’s system is reduced by an amount equal to one-half your mythic tier. Heal checks to treat disease and caster level checks when casting remove disease also gain this as a bonus.

Delay Pain

The target gains a bonus equal to one-half your mythic tier (minimum +1) on saving throws against effects with the pain descriptor. In addition, any nonlethal damage taken by the target is reduced by 5 hit points, plus 5 hit points per mythic tier after 1st.

Delay Poison

The target develops a resistance to the poisons in its system while the spell delays their onset. Once the spell expires, the target gains a bonus equal to half your mythic tier to saving throws vs. any poisons in its system. Heal checks to treat poison and caster level checks when casting neutralize poison also gain this bonus.

Delay Poison, Communal

See mythic communal spells. The mythic version of delay poison is described above.

Delayed Blast Disintegrate

A disintegrated creature cannot be resurrected or the target of similar effects unless it is mythic.

Augmented (8th): If you expend three uses of mythic power, creatures do not receive Fortitude saves to reduce the damage unless they are mythic.

Delayed Blast Fireball

Increase damage dealt to 1d10 points (maximum 20d10) and creatures that fail their saves catch on fire, taking 2d6 points of fire damage per round. The DC to extinguish this fire is equal to the spell’s save DC. You can choose to delay the burst for as long as 1 hour per mythic tier. You may expend one use of your mythic power to mentally move the bead up to 40 ft. or to detonate the bead early. Doing either is a standard action.

Augmented (3rd): If you expend two uses of mythic power, you can set the mythic delayed blast fireball to explode multiple times, up to once per two mythic tiers. These detonations deal only half normal damage and must be timed at least 1 minute apart.

Augmented (6th): If you expend two uses of mythic power, damage increases to 1d12 points of fire damage per level and the area increases to a 40-foot-radius spread. Fire damage from a mythic delayed blast fireball augmented in this way ignores fire resistance or immunity.

Delayed Consumption

You can consume and delay the effects of multiple extracts. so long as their combined level does not exceed 3 + one-half your mythic tier. All extracts to be delayed must be consumed within 1 minute of using the delayed consumption extract.

Delusional Pride

The target’s mythic delusional pride renders it incapable of fighting defensively, using Combat Expertise or the total defense action, or using Acrobatics to avoid attacks of opportunity. Enemies gain a +2 circumstance bonus on attack rolls when the target uses the charge action or when making attacks of opportunity against the target due to her reckless lack of caution. The target also disdains the assistance of others, and cannot give or receive any benefit from flanking, teamwork feats, or the aid another action. The target gains a +2 morale bonus on saves against fear.

Demand

This functions as mythic sending, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures, but also conveys a suggestion to each creature you target. Each creature receives the same sending and the same suggestion.

Augmented (6th): If you expend two uses of mythic power, each suggestion takes effect as a mythic suggestion, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures.

Demand Offering

You may compel the target to give you a worn or carried object on its person, rather than the object it carries in its hands. This makes the effect language-dependent; if you cannot communicate your request, either by sharing a language or using Bluff to successfully use nonverbal communication, the target offers you what it holds in its hands.

Augmented (4th): If you expend two uses of your mythic power, the target continues moving toward you in order to give its offering for a number of rounds equal to one-half your mythic tier. Each round it begins its turn adjacent to you, it offers you what it has in its hands or a worn or carried object you request (or a random item if it does not understand you). The target gains a new saving throw to end the effect at the end of each turn that it gives you an offering.

Denounce

A creature you denounce takes a penalty equal to one-half your mythic tier (minimum 1) on Charisma checks and Charisma-based skill checks. In addition, save DC of any charm or compulsion effects the target uses the target uses is reduced by one-half your mythic tier (minimum 1). Add your mythic tier to the DC of Diplomacy checks to reverse the effects of this spell.

Dermal Flensing

The target takes 2 points of Strength, Dexterity, Constitution, and Charisma damage and 1d6 points of bleed damage. The reduction in the target’s natural armor bonus to AC and the bonus on critical hit confirmation rolls against the target are both increased by an amount equal to one-half your mythic tier (minimum 1).

Destabilize Powder

The spell targets a number of firearms equal to your mythic tier.

Augmented (6th): If you expend two uses of mythic power, you may instead target an ammo pouch or other receptacle that contains firearm ammunition. Ammunition in that pouch that is fired during the next 5 rounds has a 50% chance of being affected by the spell.

Destruction

The damage dealt by this spell is increased to 15 points of damage per caster level, plus 2 points of Strength, Dexterity, and Constitution damage. Creatures that save take 10d10 points of damage, plus 2 points of Strength, Dexterity, or Constitution damage (your choice).

Detect Aberration

You gain a bonus equal to your mythic tier to Knowledge (dungeoneering) checks to identify aberrations. You can also detect burrowing aberrations through up to 5 feet of solid earth or 1 foot of solid rock per mythic tier.

Detect Animals Or Plants

You can cease concentrating on the spell without ending the spell. It provides no information when you are not concentrating on it, but you can resume and cease concentrating again to use its effects any number of times within the spell’s duration. Each time you concentrate on the spell, you can specify a number of kinds of animals or plants equal to your mythic tier +1, gaining information on each kind simultaneously.

Detect Chaos

As mythic detect evil, but detecting chaotic auras.

Detect Charm

You can detect the strength and location of all mind-affecting effects in the area, and you add your mythic tier to Knowledge (arcana) and Spellcraft checks made to identify the properties of each charm, compulsion, and possession aura that you detect. If you succeed by 5 or more on your check, you identify the precise spell or effect. When a creature within the area uses a charm, compulsion, or possession effect, you are entitled to make a Sense Motive check as an immediate action to notice the effect being used, with a DC equal to 15 plus the caster level of the effect (or the Hit Dice of a creature using a supernatural effect). If this check succeeds, you identify the creature using the effect and can attempt a Spellcraft check to identify the effect. If you make this Sense Motive check as a standard action, you gain a bonus equal to your mythic tier on both that check and the accompanying Spellcraft check.

Detect Demon

You can cease concentrating on the spell without ending the spell. It provides no information when you are not concentrating on it, but you can resume and cease concentrating again to use its effects any number of times within the spell’s duration. On the third round of detection, you can make a Knowledge (planes) check to identify the type of demon represented by each demonic aura you detect.

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

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

Detect Dragons

You may make one untrained Knowledge (arcana or dungeoneering) check to determine a dragon’s age, type, and color.

Augmented (3rd): If you expend two uses of mythic power, you may make a number of untrained Knowledge (arcana or dungeoneering) checks equal to your mythic tier to determine the dragons’ age, type, and color.

Detect Evil

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

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

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

Detect Good

As mythic detect evil, but detecting good auras.

Detect Law

As mythic detect evil, but detecting law auras.

Detect Magic

You can cease concentrating on the spell without ending the spell. It provides no information when you are not concentrating on it, but you can resume and cease concentrating again to use its effects any number of times within the spell’s duration. You gain a bonus equal to your mythic tier to Knowledge (arcana) skill checks to determine the school of magic that you detect. In addition, you can detect magical auras protected by effects that block divination with a caster level check with a DC of 11 plus the caster level of the effect, or through lead sheeting with a DC 20 caster level check, plus 5 per inch of thickness. You can penetrate 3 feet of wood or dirt, 1 foot of stone, or 1 inch of common metal with a DC 15 caster level check, plus 5 for each multiple of that thickness. If the substance or effect blocking your divination is not mythic, or if it already allows a caster level check or saving throw to penetrate its protection, add your mythic tier on your caster level check or saving throw.

Augmented: If you expend two uses of mythic power, any overwhelming magical auras within the area become clearly visible to everyone at the beginning of your turn on the first round you scan an area. Strong areas become clearly visible at the end of your turn on the first round you concentrate on an area, moderate auras at the end of the second round, and faint auras at the end of the third round. Any creature able to see these auras can make Knowledge (arcana) checks to identify the school of magic.

Magical auras on creatures, objects, or areas that are invisible are also invisible, and you cannot see auras to which you have no line of sight even if you are able to detect their strength and location.

Detect Poison

You add your mythic tier to your Wisdom and/or Craft (alchemy) check to identify any poison you detect. If you identify it, you gain a +2 circumstance bonus to Heal checks to treat it or caster level checks to negate it with neutralize poison.

Detect Secret Doors

When you are not concentrating, the spell continues to function in a 10-foot-radius emanation centered on you. In addition, you gain a bonus equal to one-half your mythic tier on Perception checks made to notice traps placed on secret doors that you detect. You can concentrate as a swift action to gain information on the second and subsequent rounds after detecting a secret door.

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

Detect Snares And Pits

This spell functions continuously, without requiring concentration, revealing the presence of hazards within the area. You can concentrate on the spell as a swift action to gain additional information as described for the second and additional rounds.

While this spell is in effect, you gain a bonus equal to your mythic tier on Perception and Disable Device checks to find and disarm snare and pit traps. If you use the aid another action to assist someone else in finding or removing a pit or snare trap, add one-half your mythic tier to the to the bonus your provide that person.

Detect Thoughts

You add one-half your mythic tier to Sense Motive checks against any creature. If you are reading a creature’s surface thoughts at the same time you make this check, you add your mythic tier instead.

If a creature fails its saving throw, you can ask it one question per two caster levels. This functions like speak with dead but represents mental probing and searching rather than literal questions and answers. The target gains a new saving throw after each question; if it succeeds, it is able to shut you out of its mind and you can no longer read its thoughts.

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

Detect Undead

You gain a bonus equal to your mythic tier to Knowledge (religion) checks to identify undead creatures. You can also detect incorporeal undead even if they are hiding inside a solid object thicker than would normally allow detection.

Detonate

The eruptive force of this spell causes any creature failing its Reflex save to be pushed away from you a distance equal to 5 feet times your mythic tier. If a creature strikes a solid barrier or a creature larger than itself before traveling this distance, it takes 1d6 points of damage per 10 feet traveled and falls prone. A creature pushed back by this spell can move through the space of creatures its own size or smaller without impediment, but if this forced movement would cause them to end up in another creature’s space they instead fall prone in the nearest square before entering that creature’s space. This forced movement does not provoke attacks of opportunity.

Augmented (6th): If you expend two uses of your mythic power, you deal 1d12 points of damage of the selected type for every 2 caster levels. Creatures of your own size or smaller are pushed 10 feet away from you (as described above) even if they succeed on their saving throw.

Deva’s Wings

When used as a secondary attack, the damage the wings deal increases to 1d6 hp plus 1/2 your Strength bonus (1d4 if you are Small).

Devil’s Charm

The bonus to Charisma is doubled, but it decays at twice the rate. For instance, you gain a +12 bonus the round after casting the spell, but it declines to +10 in the following round, then to +8, then to +6, then to +4, then to +2, and it ends in the seventh round after casting.

Devolution

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

Devourer’s Fury

Add your mythic tier to your combat maneuver check to trip creatures within the area. In addition, you can alter the area of effect to fill a 60-foot line or a 15-footradius spread centered on you. You are never tripped by your own devourer’s fury.

Augmented (3rd): If you expend two uses of mythic power, the ground in the area is transformed into dense rubble, and creatures knocked prone take 1 point of bludgeoning damage times your mythic tier from the grinding stones thrown up by the spell. The effects of rubble are described in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook.

Devouring Maw

Add one-half your mythic tier to the damage dealt by your bite attack and the DC of the ghoul fever your bite inflicts, including saves to avoid becoming nauseated or sickened by your bite and swallow whole attacks.

You may attempt to swallow a creature up to one size category larger than yourself, being treated as if carrying a heavy load, or a single creature of your own size, becoming as encumbered as if carrying a medium load. You do not become encumbered by swallowing a single creature smaller than yourself.

If you are at least 4th tier, you can swallow a number of creatures of your own size or smaller, becoming encumbered as if carrying a medium load if you have swallowed more than one. The maximum number of smaller creatures you can have swallowed at the same time is equal to one-half your mythic tier.

Devouring Maw, Greater

As mythic devouring maw, but you add your mythic tier (rather than one-half your mythic tier) to the damage dealt by your bite attack and the DC of the ghoul fever your bite inflicts, including saves to avoid becoming nauseated or sickened by your bite and swallow whole attacks. If a humanoid creature dies within your gullet, you can expend two uses of your mythic power to regurgitate it as a mythic ghoul or four uses of your mythic power to regurgitate it as a mythic ghast, as described in the Mythic Monster Manual. If you do not have that product, you can apply the savage mythic simple template, as described in Pathfinder Roleplaying Game Mythic Adventures, to a standard ghoul or ghast.

Devouring Shadow

The target is not fatigued when this spell ends.

Diabolical Temper

While this spell is in effect, the target must roll percentile each round. On a result of 51-100, the target attacks itself with whatever object(s) it holds as its rage turns toward itself.

Diagnose Disease

You add one-half your mythic tier (minimum +1) on Heal checks to treat a disease and on caster level checks to remove disease from a creature on whom you have used this spell. If you are exposed to a disease within 1 minute of using this spell, you gain a +2 circumstance bonus on your saving throw to avoid contracting that disease.

Die 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 50% 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. If your familiar, companion, or fiendish servant would be reduced to negative hit points or killed by damage it takes from intercepting attacks meant for you, it continues intercepting attacks directed at you until the end of your attacker’s turn and then falls dead.

Dimensional Anchor

You may add your mythic tier to caster level checks to overcome the spell resistance of non-mythic creatures. In addition, if the target attempts to use any form of extradimensional travel, it becomes entangled for a number of rounds equal to your mythic tier (no save). If you target a non-mythic incorporeal creature with this spell, it loses the ability to pass through solid objects or creatures and takes full damage from magical effects and magical weapons, rather than half damage.

Augmented (2nd): If you expend two uses of your mythic power, you can target one additional creature per two mythic tiers.

Dimensional Bleed

Add your mythic tier to the ranged touch attack this spell requires.

Augmented (2nd): If you expend two uses of mythic power, the damage the attack deals increases to 1d8 hp/caster level (maximum 15d8 hp damage). Additionally, a target that fails its save takes 2 hp bleed damage each round until a full-body force effect blocks the hemorrhaging.

Dimensional Shove

The target does not receive a Will save to resist the spell unless it is a mythic creature. In addition, you can select the destination of the target, as long as that destination is known to you, on solid ground, and is within the normal range of the shove (100 ft.). The location cannot be within a solid object. Otherwise, the spell fails.

Dimensional Wave

The amount of damage dealt increases to 1d8 hp force damage/caster level (maximum 20d8 hp damage) to all creatures except you within 10 ft. It deals 1d6 hp force damage/caster level (maximum 20d6) to all creatures between 11 and 30 ft.

Diminish Plants

When you use this spell to stunt growth, you reduce the potential productivity of plants in the area to one-twelfth normal over the next year within a radius of one mile per two mythic tiers. When you cast it to prune growth, you affect a circle with a radius of 100 feet times your mythic tier (150 feet per tier for a semicircle, 200 feet per tier for a quarter-circle), and you automatically dispel mythic and non-mythic spells that that enhance plants, such as entangle, plant growth, and wall of thorns.

Augmented: If you expend two uses of your mythic power, all plant creatures within the area of your prune growth effect become fatigued (if mythic) or exhausted (if non-mythic). If those plant creatures are summoned, you can make a caster level check against a DC of 11 plus the caster level of the summoning effect to dismiss them back to their place of origin.

Augmented (6th): If you expend two uses of mythic power, you can increase the radius of prune growth to one mile times your mythic tier (1.5 miles per tier for a semicircle, 2 miles per tier for a quarter-circle).

Dirge Of The Victorious Knights

The damage increases to 1d10 points of damage per caster level (maximum 20d10). Any creature that fails its Reflex saving throw is knocked prone, and must succeed at a Fortitude save or be stunned for 1 round.

Augmented (7th): If you expend two uses of mythic power, the area increases to a 240-foot line 20 feet wide. All cold damage dealt by the spell ignores cold resistance and cold immunity.

Discern Lies

You gain a bonus equal to twice your mythic tier on all Sense Motive checks to oppose a Bluff check, Linguistics checks to detect forgeries, and Perception checks to oppose a creature’s Disguise or Sleight of Hand check.

In addition, you penetrate non-mythic protections from divination with a caster level check with a DC of 11 plus the caster level of the protective effect. If the protective spell already allows such a caster level check, you gain a bonus on the check equal to your mythic tier.

Discern Location

You can overcome the protection of a non-mythic mind blank or similar effect with a caster level check with a DC of 11 plus the caster level of the mind blank. In addition, you can find your way to the target creature or object as though you were finding a location with mythic find the path for a number of rounds equal to your caster level. If the creature or object moves, you sense its movement and continue to be able to follow it.

Augmented (3rd): If you expend two uses of mythic power, the mythic find the path secondary effect lasts a number of minutes equal to your caster level. If you are at least 6th tier and expend three uses of mythic power, the mythic find the path secondary effect lasts a number of hours equal to your caster level.

Discharge Eyespore

Removing an eye to cast this spell deals only 1 point of Constitution damage. The radius of the eyespore’s blindsight is increased by 10 feet, plus 10 feet per 5 mythic tiers. If the eyespore is damaged it explodes in a 20-foot-radius. Creatures adjacent to the eyespore when it explodes take a penalty on their saving throw equal to one-half your mythic tier (minimum 1) against both the damage and blinding sickness caused by the explosion.

Discordant Blast

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

Discovery Torch

The spells counters and dispels any non-mythic darkness spells in its area of effect. Secret doors within the area are limned in light, lowering the DC of perception checks to discover them by 20.

Disfiguring Touch

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

Disguise Other

Add your mythic tier to your bonus on Disguise skill checks made by the target. In addition, as a full-round action the target may change its appearance to create a new disguise. Each time the target changes its appearance, this bonus on Disguise skill checks is reduced by 2, to a minimum of +2.

Disguise Self

Add your mythic tier to your bonus on Disguise skill checks. As a full-round action, you may change your appearance to create a new disguise. Each time you change your appearance, your bonus on Disguise skill checks is reduced by 2, to a minimum of +2.

Disgusting Stench

If a creature attempts to swallow you whole while this spell is in effect, in addition to immediately regurgitating you and anything else in its stomach, it is nauseated for a number of rounds equal to half your mythic tier (minimum 1).

Augmented (5th): If you expend two uses of mythic power, creatures that attempt to swallow you whole are nauseated for a number of rounds equal to your mythic tier.

Disgusting Stench, Greater

As mythic disgusting stench, but creatures that bite you and fail a Will save are sickened for a number of rounds equal to twice your mythic tier.

Augmented (7th): If you expend three uses of mythic power, creatures that bite you and fail a Will save are nauseated for a number of rounds equal to your mythic tier.

Dismissal

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

Dispel Chaos

As dispel evil, but affecting chaotic creatures and spells and granting an insight bonus when used to dispel a chaotic spell or enchantment spell cast by a chaotic creature.

Dispel Evil

The deflection bonus to AC against evil creatures is increased to +6. In addition, if using this spell to drive an evil extraplanar creature back to its home plane, you gain a bonus equal to half your mythic tier to your melee touch attack and to your caster level check to overcome the creature’s spell resistance (if any). If the target is a non-mythic evil extraplanar creature, it does not receive a saving throw against the spell. If you use this spell to dispel an evil spell or enchantment cast by an evil creature, if that spell affected a single creature, that creature gains a +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. If it affected an area or multiple creatures, all non-evil creatures in that area or that were formerly affected gain a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.

Dispel Good

As dispel evil, but affecting good creatures and spells and granting a profane bonus when used to dispel a good spell or enchantment spell cast by a good creature.

Dispel Law

As dispel evil, but affecting lawful creatures and spells and granting a luck bonus when used to dispel a lawful spell or enchantment spell cast by a lawful creature.

Dispel Magic, Greater

When mythic greater dispel magic is used to dispel non-mythic spells (or remove a non-mythic curse), you can roll your caster level check twice for each spell, using the better result. In addition, if you fail a caster level check to dispel or counter a mythic spell, as a free action you can expend an additional use of mythic power to reroll your caster level check. You may do this only once for each spell you try to dispel or counter (with a targeted dispel) or per creature (area dispel).

When used to counterspell a non-mythic spell, your caster level check is automatically successful. If you successfully counterspell, you heal 1d4 points of damage times the level of the spell for a non-mythic spell, 1d6 times the spell’s level if it was a mythic spell.

Augmented (6th): If you have mythic greater dispel magic prepared, you can expend two uses of your mythic power to cast it and use it to counterspell as an immediate action.

Dispelling Glyph

The glyphs are only dispelled if they successfully dispel the intercepted spell.

Displacement

The subject of this spell appears to be about 5 feet away from its true location, and the image flickers and shifts its position relative to the subject’s true position. Before the subject has acted in combat, attacks targeted at this displaced image attack a square that does not contain the subject; if the subject is Medium or smaller, these attacks automatically miss.

Once the target has taken an action in combat, or at any time if the target is larger than Medium, the subject can be targeted normally but the miss chance is increased by 5% per 2 mythic tiers.

Disrupt Undead

The damage dealt increases to 2d6.

Augmented (3rd): If you expend two uses of mythic power, you can target one additional undead creature per 3 mythic tiers. Each attack requires a separate attack roll.

Disrupting Weapon

The target weapon’s critical multiplier is increased by 1 when used against undead creatures, and if an undead creature struck by the disrupting weapon has damage reduction, the wielder of the weapon may ignore an amount of that damage reduction equal to your mythic tier.

Augmented (3rd): If you expend two uses of mythic power, the target weapon also gains the ghost touch or undead bane magical weapon property.

Augmented (6th): If you expend three uses of mythic power, the target weapon gains both the ghost touch and undead bane magical weapon properties.

Disruptive Aura

The targets receive a penalty to their Will saves equal to your mythic tier.

Distracting Cacophony

You add your mythic tier to the DC of concentration checks and Perception checks based on hearing within the spell’s area. The white noise created by the spell reduces the save DC of language-dependent and sonic effects within the area by an amount equal to one-half your mythic tier. You are unaffected by your own mythic distracting cacophony.

Augmented (4th): If you expend two uses of mythic power, the radius of the effect is increased by 10 feet per 4 mythic tiers you possess, and languagedependent and sonic effects are negated within the area as if it was an area of magical silence.

Distressing Resonance

Creatures within or entering the area receive a penalty to their Fortitude saves equal to your mythic tier. In additional, the nauseated or sickened conditions persist for 1d6 rounds after a creature exits the area of effect.

Distressing Tone

The vibrations induced by this spell make it difficult for creatures to maintain their grasp on held objects.

All targets take a penalty equal to your mythic tier to their CMD against disarm attempts, and once per round as a swift action you can attempt a combat maneuver check to disarm one target, using your caster level in place of your base attack bonus and your primary spellcasting ability modifier in place of your Strength modifier. In addition, a creature attempting to draw a weapon (including drawing a piece of ammunition to use in a ranged weapon), retrieve a stored item, or pick up an item from the ground must succeed on a Reflex save against the spell’s DC or the action fails. If the action is normally a free action, the target can attempt a number of free actions equal to its Dexterity bonus (minimum 1).

The target can automatically succeed at the action by increasing the type of action required by one step, as follows: free, swift, move, standard, full-round. If the action already requires a full-round action to complete, the target can automatically succeed by taking one round to perform the action, in which case the action is completed just before its next turn.

Divination

You add twice your mythic tier to the percentage chance of a successful divination, and the maximum chance of success is equal to 90% plus your mythic tier. You do not require a costly offering to cast the spell, and you can gain useful advice regarding a goal, event, or activity that is to occur within a number of weeks times your mythic tier.

Divine Arrow

This spell affects a number of projectiles equal to your mythic tier. On a critical hit, the projectile shines brightly for one round, causing undead within 30 ft. to flee unless they succeed on a Will Save.

Divine Power

The luck bonus provided by this spell is increased by +1 to attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, and the temporary hit points you gain are increased to twice your caster level.

Augmented (4th): If you expend two uses of mythic power, the luck bonus provided by this spell is increased by an additional +1 for every 3 mythic tiers beyond 1st, and you gain temporary hit points equal to twice your mythic tier plus twice your caster level.

Divine Pursuit

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

Divine Transfer

The target gains a number of hit points equal to twice the number of hit points you sacrifice. If you have the divine bond class feature, you can sacrifice your own hit points to repair your bonded item or to heal your special mount; the target gains triple the number of hit points you sacrifice in this case. If the hit points you transfer would bring the target above its normal maximum, any excess hit points are gained as temporary hit points that last until expended or until the spell expires. In addition to healing hit point damage, you can also grant the target a number of mercies equal to one-third your mythic tier. You can only provide the effects of mercies that you possess.

Augmented (5th): If you expend two uses of your mythic power, the target gains triple the number of hit points you sacrifice (quintuple if you repair a divine bonded item or heal a divine bonded creature).

If the item has been destroyed, you can repair it and restore its magical functions (if any) as long as your paladin level plus your mythic tier exceeds the item’s caster level. If you transfer hit points to a creature that has died since the end of your last turn as a result of hit point damage, you can restore the creature to life if the amount of healing you provide is sufficient to raise the target’s hit points above the threshold of death, similar to a breath of life spell.

Divine Vessel

Your size increases by two categories rather than one, and the size bonuses to Strength and Constitution and natural armor bonus to AC this spell provides are increased by 2. Your alignment-based damage reduction is increased to DR 15/chaotic (or evil, good, or lawful, as appropriate to your chosen aspect), and your SR is increased by 5 against effects with the alignment descriptor opposed to your chosen aspect.

You can communicate with creatures of the same alignment subtype as your chosen form as if you were using tongues, and you gain a bonus on Charisma checks and Charisma-based skill checks with such creatures equal to one-half your mythic tier.

Dizzying Bolt

A successful Fortitude save does not keep the target from falling prone, although the damage is still halved.

Dome Of Silence

Sonic effects that pass through the dome do not dispel it, although creatures inside the dome still take only half damage from such a spell’s attack before any saving throw is made.

Dominate Animal

You can communicate with the animal you dominate as if using speak with animals, and issuing the animal a new command is a swift action rather than a move action. If the animal is protected by a non-mythic protection from evil or similar effect that blocks direct mental control, you can override that protection with a caster level check against a DC of 15 plus the caster level of the effect, adding your mythic tier as a bonus.

The Sense Motive DC to detect that the animal is dominated is increased by an amount equal to your mythic tier. As a full-round action, you can receive direct sensory input from the animal until the beginning of the next turn; you are considered fascinated while doing so. This is considered a scrying effect.

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

Augmented (3rd): If you expend two uses of mythic power, the duration is increased to 1 day per level rather than 1 hour per level, and you can receive direct sensory input from the animal as a move action, becoming dazzled rather than fascinated while doing so.

Augmented (6th): If you expend two uses of mythic power, the duration is increased to 1 day per level rather than 1 hour per level and you can use the animal’s senses as a swift action, with no ill effects when doing so.

Dominate Clockwork

The target clockwork device does not receive a Will save to negate this spell’s effects unless it is a mythic creature.

Dominate Monster

Issuing a new command to the creature you dominate is a swift action rather than a move action. As a full-round action, you can send and receive a telepathic message to the target and receive a reply, as a sending spell. If the creature is protected by a non-mythic protection from evil or similar effect that blocks direct mental control or telepathic contact, you can override that protection with a caster level check against a DC of 15 plus the caster level of the effect, adding your mythic tier as a bonus.

The Sense Motive DC to detect that the creature is dominated is increased by an amount equal to your mythic tier.

Doom

This spell becomes a curse effect and cannot be dispelled. As long as the doom continues, the target must attempt a saving throw against any effect that grants a morale bonus, even if that effect is harmless. This does not apply to effects that do not allow a save.

Doom Harvester

Add one-half your mythic tier (minimum 1) to the fast healing you gain when creatures within 10 feet are nauseated, sickened, or suffering from a fear, pain, or harmful emotion effect, as well as to the maximum possible fast healing you can achieve with this spell. You can spend uses of mythic power interchangeably with points from your ki pool (if you have one) in order to expand the area of this spell.

Doom Of Blood

The initial bleed damage that a creature within a 15- ft. radius takes increases to 4 hp. A successful save reduces this to 2 hp bleed damage.

Doom Of Blue Crystal

The bonus you receive to your Fortitude saves increases to +4. Additionally, other creatures receive a penalty to their Fortitude saves equal to half your mythic tier (minimum 1).

Doom Of Consuming Fire

The consuming fire’s radius increases to 10 ft.

Augmented (4th): If you expend two uses of mythic power, the damage the freezing flames deal to you increases to 1d10 hp cold damage. In addition, the damage dealt to creatures within 10 ft. of you increases to 2d12+1/caster level (maximum +15).

Doom Of Cowards

Creatures with 8 or fewer HD are affected by this spell.

Doom Of The Cracked Shield

Magical shields are susceptible to this effect.

Doom Of Dancing Blades

You summon an additional images equal to half your mythic tier (minimum 1). The maximum number of images increases to 12.

Doom Of Disenchantment

The spell’s duration is increased by a number of rounds equal to your mythic tier.

Doom Of The Earthen Maw

Creatures that attempt to break free of the earthen maw receive a penalty to their Strength checks equal to your mythic tier.

Augmented (5th): If you expend three uses of mythic power, creatures that attempt to break free of the earthen maw receive a penalty to their Strength checks equal to twice your mythic tier.

Doom Of Serpent Coils

If you choose to fail your Fortitude save against the poison, all creatures within range suffer a –4 profane penalty to their Fortitude saves against this spell.

Doom Of The Slippery Rogue

Add your mythic tier to your level for purposes of determining how many squares this spell affects.

Doom Of Sundering

Magical weapons are susceptible to this effect.

Douse

Casters of 6th level or higher can douse a single hearth fire, campfire, bonfire, or similarly sized magical fire using this spell.

Draconic Reservoir

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

Draconic Suppression

A dragon that fails its saving throw is treated as two age categories younger for determining which special abilities it can use.

Augmented (3rd): If you expend two uses of mythic power, you can suppress one mythic ability or mythic feat of a mythic dragon. Any mythic abilities a mythic dragon uses that require the expenditure of mythic power require one more use of mythic power than normal. If the dragon is not a mythic creature, expending two uses of mythic power allows you to reduce its effective age by one additional category for every 3 mythic tiers you possess.

Dragon Turtle Shell

An attacker’s size category is treated as one smaller than normal for determining the damage dealt by its natural weapons. This reduction in an attacker’s effective size for resolving natural attacks also affects its size modifier to CMB for combat maneuvers (excluding those made using improvised or manufactured weapons) and special attacks based on the comparative size of attacker and defender, such as crush, engulf, grab, swallow whole, and trample. This spell applies only to attacks affecting you; it can affect other creatures of your size normally.

Dragon's Breath

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

Dragonskin

The spell grants DR 5 to three different energy types (acid, cold, electricity, or fire), and it increases by 5 for every three levels above 9th, to a maximum of 20 at 18th level.

Dragonvoice

You gain the ability to speak and understand Draconic and add one-half your mythic tier to the circumstance bonus this spell grants on Charisma checks and Charisma-based skill checks when dealing with dragons. While using this spell, dragons take a ─2 penalty on saving throws against languagedependent effects you create and bardic performances that use your voice.

Drake Form I-IV

You may cast this spell as a swift action.

Dread Bolt

This spell affects the target as mythic unholy blight, as described in Pathfinder Roleplaying Game Mythic Adventures.

Dream Feast

The dream feast is so nourishing that the target heals naturally (including healing ability damage) as if it had 24 hours of complete bed rest.

Augmented (4th): If you expend two uses of mythic power, you can share your dream feast with a number of creatures equal to one-half your mythic tier.

Dream Serpent

Add one-half your mythic tier (minimum 1) to the damage dealt by the dream serpent. In addition, a creature entangled by the dream serpent takes a ─2 penalty on saving throws against compulsions, increased to ─4 against sleep effects.

Drink Deep From Mimir’s Well

There is no chance you must make a Will save or lose a prepared spell or spell slot for 24 hrs.

Duel

The insight bonus to attack and Spellcraft checks increases to +2.

Dungeonsight

You gain a bonus equal to your mythic tier on Perception checks to locate and Disable Device checks made to find and remove traps and locate and open secret doors within the area viewed. You also gain a dodge bonus to AC and an insight bonus on Reflex saves equal to one-half your mythic tier (minimum +1) against any traps triggered within the area viewed.

Dust Form

Your physical attacks do full damage. While in dust form your base speed increases by 10 ft.

Augmented (3rd): If you expend two uses of mythic power, when the spell ends all creatures adjacent to you must make a Fort Save or be blinded for 1d4 rounds.

Dust Of Twilight

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

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