Mythic Spells (E-F)
Table of Contents

Eagle Aerie

You add your mythic tier to your caster level to determine the number of eagles you summon. In addition, the summoned eagles gain the agile mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Augmented (4th): If you expend two uses of mythic power, you can polymorph a number of willing creatures equal to one-half your mythic tier into giant eagles, as if you had cast beast shape IV on each target. Each of these creatures gains a +30-foot enhancement bonus to its fly speed during any round in which they take only move actions or use the run action.

Eagle Eye

The DC for vision-based Perception checks made when looking through your eagle eye increases by 1 every 100 feet (rather than 1 every 10 feet). This does not affect other modifiers on Perception checks. However, your eagle eye can see without impairment through natural (though not magically created) fog, mist, and precipitation.

Eagle’s Splendor

Your target gains a bonus to Charisma checks equal to half your mythic tier, and once during the spell’s duration the target can elect to take 20 on a Charisma check or Charisma-based skill check, treating that skill as trained even if he has no ranks in it.

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

Eagle’s Splendor, Mass

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

Eaglesoul

You add your mythic tier to the bonuses this spell grants to initiative and on Perception and Intimidate checks. In addition, the constant detect evil effect provided extends 60 feet in all directions, rather than in a 60-foot cone. If you call upon a surge of holy power, your may choose to double any one of the listed numeric effects (resistance to acid and fire are both doubled to 10 if you select that option).

Ear-Piercing Scream

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

Early Judgment

You add a number of rounds equal to one-half your mythic tier (minimum 1) to the duration of the spell. If the target is a non-mythic creature whose Hit Dice do not exceed your mythic tier, the save changes to Will partial, and the target is affected for 1 round even on a successful save.

Earth Shield

The natural armor increase this spell grants increases to 6.

Earth Glide

The target can earth glide with a speed of 10 feet, increasing by 5 feet per 5 mythic tiers. While using this ability to pass through solid earth or stone, the target can sense earthen and stone surfaces within 30 feet as if it had tremorsense, but cannot detect the presence of creatures moving on those surfaces.

Earth Glide

You gain a +1 bonus to attack and damage if you and your foe are touching the ground.

Earth Wave

The damage dealt to walls, other constructed objects, and Large or smaller creatures increases to 4d8 hp. Non-mythic creatures do not receive Reflex saves to half this damage, and neither do objects unless they were created by mythic creatures.

Echolocation

You may cast this spell with a range of touch. If you use the spell on yourself, your echolocation can penetrate non-mythic silence effects, though its clarity is muted and it provides only blindsense rather than blindsight in such areas.

Efficacious Perception

The enhancement bonuses increase to +4 at first caster level, +6 at fifth caster level, and +8 at ninth caster level.

Effortless Armor

The reduction in armor check penalty increases by half your mythic tier and you are not subject to the max Dexterity of your armor.

Eldritch Blood

The target may use abilities with a limited number of uses per day as often as a sorcerer of your caster level would be able to.

Eldritch Conduit

Whenever you use the eldritch conduit, you may expend one use of mythic power to maintain the spell rather than having it end immediately. If you expend an additional use of mythic power, you add a number of rounds equal to your mythic tier to the spell’s duration.

Eldritch Conduit, Greater

This spell functions as mythic eldritch conduit, but you can also trigger the effect of a spell-completion or spell-trigger item. In addition, you can split a spell’s effect and cause it to originate at two targets of your greater eldritch conduit simultaneously. When you split a spell’s effect in this way, each effect has only half the duration and deals only half the damage it normally would. If the spell does not deal damage, the save DC of a spell split in this way is reduced by 4.

Eldritch Fever

You add your mythic tier to the DC of caster level checks to remove the eldritch ague spellblight with remove curse or remove disease, and it is considered a supernatural disease that cannot be cured without the use of magic. Spells such as heal that automatically cure disease remove the mythic eldritch fever only if the caster succeeds at a caster level check as if using remove disease. Mythic heal automatically removes this spellblight. You also add your mythic tier to the DC of concentration checks made to cast spells while shaking from the ague.

Augmented (4th): If you expend two uses of mythic power and the target fails its saving throw, each time it casts a spell it begins shaking for a number of rounds equal to one-half your mythic tier. In addition, the condition cannot be removed by non-mythic effects unless they are used by a creature whose mythic rank or tier equals or exceeds yours.

Eldritch Monolith

Add your mythic tier to your caster level to determine the area you can affect and to the hit points of each 5-foot cubic section, and increase the hardness of the eldritch monolith by an amount equal to one-half your mythic tier (minimum 1).

Augmented (6th): If you expend two uses of mythic power, you can affect a cube 5 feet on each side times your mythic tier. You can increase the size of this cube by an additional 5 feet times your mythic tier for each additional use of mythic power you spend.

Elemental Aura

You gain energy resistance equal to 5 plus your mythic tier against the same type of energy as your elemental aura. In addition, you can change the energy type of your elemental aura at will as a standard action, as often as desired.

Elemental Blast

Creatures do not receive a Reflex save to halve the damage unless they are mythic. This means non-mythic creatures taking cold damage are automatically fatigued, and non-mythic creatures taking electricity damage are automatically staggered for 2d6 rounds.

Augmented (6th): If you expend two uses of mythic power, the elemental blast’s damage increases to 6d8 hp +1/caster level.

Elemental Body (All)

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

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

The subject gains the ability to speak and understand the elemental language of the elemental type it assumes. The subject of this spell can resume its normal form and then shift back into the same assumed form without ending the spell; however, the spell’s duration continues to elapse while the target is in its own form. If the subject is a mythic creature, it can spend one use of its own mythic power as a full-round action to shift into a different form allowed by the spell.

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

Elemental Body, Mythos (All)

Each mythic elemental body, mythos spell is a separate spell, meaning you must select each separately as a mythic spell and you must first know the standard version of the spell you select, though you need not know lower-level elemental body, mythos spells to learn their higher-level versions. You may exchange one of the following traits granted by the elemental form you assume for the equivalent traits of a different elemental: ability score modifiers, energy resistance or immunity, or forms of movement. You must exchange all modifiers, resistances and immunities, or forms of movement. All other effects of your elemental body are determined by the form you assume. You also gain an unnatural aura with a radius of 10 feet plus 5 feet per mythic tier.

Augmented (5th): If you expend two uses of mythic power, you may gain the energy resistance or immunity or forms of movement of a different elemental type in addition to those of the elemental form you assume. You also gain the frightful presence special quality with one-half the radius of your unnatural aura. This ability only affects animals and creatures with the air, earth, fire, or water subtype, as determined by the type of elemental body you adopt.

Elemental Bombardment

You can summon a combination of differently sized elementals of up to two different types, as long as their total number does not exceed the original limit. For example, you could summon one Huge air elemental and two Large fire elementals, or one Large water elemental and six Medium earth elementals.

Augmented (9th): If you expend three uses of mythic power, you summon twice as many elementals as normal, each with the advanced simple template.

Elemental Boost

The extra damage this spell causes increases to 1d8 hp.

Elemental Conversion

You can convert a spell, spell-like ability, or special ability with an elemental damage component (acid, cold, electricity, or fire) into any two other types for the duration of the spell.

Elemental Glyphs

You call forth two glyphs, plus an additional two for every four levels beyond 3rd.

Elemental Grasp

The successful melee touch attack deals 1d8+1/caster level hp damage of the chosen energy type (maximum 10d8+10).

Elemental Horns

The energy damage dealt by a gore attack increases to 2d6 hp. In addition, if the spell is expended on a critical hit, the target takes 6d6 hp energy damage. Finally, the target of the spell also gains energy resistance 10 against the selected energy type as long as the spell lasts.

Elemental Line Attunement

The ley line also locks to the Empower Spell metamagic feat. Roll on the ley line backlash table (see Deep Magic, pg. 46) an additional time.

Augmented (4th): The ley line is locked to the Maximize Spell feat instead of the Empower Spell feat.

Elemental Scale

Choose an additional energy type to gain resistance against.

Elemental Speech

You gain a bonus equal to one-half your mythic tier (minimum +1) on Charisma checks and Charisma-based skill checks with creatures of the chosen type. In addition, if you use a language-dependent effect to affect creatures of that type, you can expend the remaining duration of the spell’s effect in order to increase the save DC of the effect by an amount equal to one-half your mythic tier. If the spell or effect requires a caster level check, you gain a bonus equal to one-half your mythic tier.

Elemental Surge

The successful ranged touch attack deals 2d8 hp +1/caster level. In addition, if the surge is made of air, the target takes a penalty on its CMD equal to your mythic tier. If the surge is made of any other element, the target takes a penalty to its save equal to your mythic tier.

Elemental Swarm

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

Augmented (6th): If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template to the elementals you summon.

These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Elemental Touch

Your elemental touch deals 1d10 points of damage of the chosen type with each hit. In addition, you can use your elemental touch in combination with unarmed strikes or when wielding a weapon, making an attack roll instead of a melee touch attack. You are may use your elemental touch once per round, but missed attacks do not count against this total; only a successful melee attack discharges your elemental touch for the round. In addition, your target suffers an additional effect on a failed save:

  • Acid: Your target takes 1d4 points of ongoing acid damage per round for a number of rounds equal to one-third your caster level.
  • Cold: The target is fatigued and entangled by clinging ice for 1 round.
  • Electricity: The target is blinded and staggered for 1 round.
  • Fire: Your target catches on fire and is shaken for as long as it remains on fire. Creatures that take no fire damage while on fire do not become shaken.

Augmented (3rd): If you expend two uses of your mythic power while wielding multiple weapons or a double weapon or if you have multiple natural weapons you gain the effects of elemental touch once per round with each weapon. Alternatively, if you are wielding a single weapon you can use elemental touch with all attacks you are allowed each round with that weapon, including attacks of opportunity and immediate actions.

Elemental Vengeance

It the spell surrounds a creature that has reduced you to zero, in addition to the normal damage the creature takes, it is stunned for a number of rounds equal to half your mythic tier (minimum 1).

Elf Lord’s Battle Armor

The morale bonus to saving throws and attacks granted to allies within 30 ft. and line of sight of you increases to +3.

Elfmarked For Death

The spell’s rays can strike elves, half-elves, or other creatures with the elf subtype if they are up to 15 ft. away from the specific target. All rays still must be aimed at targets within 30 ft. of each other, and rays are still fired simultaneously.

Elude Time

You can use this extract as an immediate action. You add your mythic tier to the DC to dispel the effect.

Embrace Destiny

The duration increases to 1 hour/level or until discharged. If you activate the spell’s effect within a number of rounds equal to your caster level plus your mythic tier, you add the effect of a mythic surge to the d20 roll. Any feats or abilities you possess that modify your mythic surge apply.

Embryonic Implantation

You can cast this spell as a full-round action, and you may add or subtract your mythic tier from the 2d6 roll to determine incubation time of the embryo (minimum 1). Add your mythic tier to the DC to detect the embryo with non-mythic effects or Heal checks.

Emergency Force Sphere

You can double the sphere’s radius to 10 feet, or you can create a 5-foot-radius hemisphere but increase the sphere’s hardness to 40 and its hit points to 20 per caster level. Add your mythic tier as a bonus on the Craft, Knowledge, or Profession check you make to create a stable dome after the sphere ends. If the sphere is buried or submerged, you can expend one use of mythic power as a full-round action to allow the sphere to move toward the surface as if it had a burrow speed of 5 feet or a swim speed of 10 feet. The sphere may only move directly upwards, and it cannot move through a space occupied by a creature or an intact building, though it may move through the ruins of a collapsed or destroyed building.

Empty Flesh

The target gains a 75% chance to negate critical hits and precision-based damage, and takes only 1/4 damage from negative energy or death effects. Energy drain effects inflict 2 fewer negative levels than normal. The target takes no penalty on initiative checks, and you and the target can spend uses of mythic power interchangeably with points from your ki pool (if you or the target has one) to suppress the staggered condition inflicted by this spell.

Emptyheart False Life

This spell functions as mythic false life, as described in Pathfinder Roleplaying Game Mythic Adventures, but each vial of acid you use to etch the victim’s face increases your caster level and the maximum number of temporary hit points you gain by 3 (up to a maximum of three times your caster level).

Enchant Ring

This spell’s effect is not subject to a creature’s spell resistance unless it is a mythic creature.

Endure Elements, Communal

See Mythic Communal Spells. The mythic version of endure elements is described in Pathfinder Roleplaying Game Mythic Adventures.

Enemy Hammer

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

Enemy Within

The damage the illusory insects deal increases to 3d8 hp/round.

Augmented (3rd): If you expend two uses of mythic power, the target does not receive a Fortitude save each round to halve the damage unless it is a mythic creature.

Enemy’s Heart

Increase the temporary hit points gained from eating the enemy’s heart by an amount equal to your mythic tier, and increase the profane bonus to Strength to +4. In addition, you gain a +4 profane bonus to Constitution.

Augmented (3rd): If you expend two uses of mythic power, you can cast this spell as a swift action, targeting a dead creature that you killed on your last turn or since the end of your last turn. The dead creature is not allowed a saving throw.

Energy Absorption

The amount of energy damage the spell can absorb increases to 15 hp/caster level.

Energy Drain

The number of negative levels you inflict is increased to 2d6, and the target becomes sickened for a number of days equal to your mythic tier. An undead creature struck by the ray gains 2d6 x 5 temporary hit points and a +2 profane bonus on attack rolls, damage rolls, and saving throws for 1 hour.

Energy Missile

If you are a cleric, you may choose whether this missile deals positive or negative energy damage, regardless of which type you channel. Additionally, the damage the missile deals increases to 1d8+1 hp/ caster level.

Energy Siege Shot

You may expend one use of mythic power as a move action to change the energy type. You may do so once per round.

Energy Siege Shot, Greater

You may expend one use of mythic power as a move action to change the energy type. You may do so once per round. The radius of any effect created by this spell increases by 5 ft.

Enhance Water

You can affect non-mythic magical fluids, including holy or unholy water, potions, oils, and elixirs, though such items are allowed a saving throw to resist the spell. If you target ordinary non-magical liquids, add your mythic tier to your level to determine the volume of liquid you can affect.

Enhanced Judgment

You may enhance an additional number of judgments equal to half your mythic tier (minimum 1).

Enlarge Person, Mass

This functions as mythic enlarge person, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures, but you can target any creatures within range; they do not need to be within 30 feet of each other.

Enslave Thrall

The improved familiar you summon with this spell gains DR 5/— for a number of hours equal to your mythic tier. Once this DR expires, the improved familiar’s DR reverts to normal, if it has any.

Ensnare Ley Line

All caster level checks required are reduced by a number equal to half your mythic tier (minimum 1).

Enter Image

When you fill an image with your consciousness, you can use any form of bardic performance that you possess, centered on that image and treating it as if it were you; however, beginning such a performance is a full-round action regardless of your level, and each round you continue performing costs 2 rounds of performance. In addition, when your consciousness fills an image you can discharge the remaining duration of the spell in order to cast a single language-dependent spell through it, treating the image as if it were the spell’s point of origin. The language-dependent spell’s level cannot exceed the level of the enter image spell on your class spell list. The targets of this language-dependent spell gain a +4 bonus on their saving throw, though this is reduced by an amount equal to one-half your mythic tier (minimum 0).

Enthrall

You can cast a companion mind-affecting spell you have prepared as part of your speech or performance that you use to enthrall creatures. This spell’s level cannot exceed one-half your mythic tier. The companion spell affects its normal target(s) or area, but it can only affect creatures that failed their saving throw against enthrall. This companion spell takes effect when the enthrall spell ends, either at the end of its duration or if it is dispelled, disrupted, or simply abandoned by the caster.

Augmented (6th): If you expend two uses of mythic power per level of the companion spell, it affects every creature that fails its saving throw against enthrall, even if it normally affects only a single creature.

Enticing Gleam

The cost to cast this spell is reduced to 50 gp of treasure per level.

Envious Urge

You may choose to specify a number of objects or creatures up to your mythic tier as the object(s) of the targets’ envy, rather than having the targets simply be envious of the nearest creature. The targets of the spell gain a bonus equal to your mythic tier on combat maneuver checks made to disarm, grapple, or steal against the creature they envy. However, their single-minded and obsessive focus on the object they are trying to take causes them to become flat-footed against all creatures other than the one holding the object of their envy as long as they are within 30 feet of that object or creature.

Epidemic

The save DC for creatures to contract the disease from close contact from the target is the spell DC, not the disease’s normal DC, and you add one-half your mythic tier to the DC to remove the disease.

Spells such as heal that automatically cure disease remove the mythic epidemic only if the caster succeeds at a caster level check as if using remove disease; any other effects of such spells are unaltered. Mythic heal automatically cures a target that has contracted a mythic epidemic. The original target of the disease remains a carrier even after recovering from the disease for an amount of time equal to the disease’s frequency times your mythic tier.

Erase

You can erase non-mythic illusory script or a symbol by touch, though you cannot erase the mythic versions of those spells. You can erase a mythic or non-mythic arcane mark, explosive runes, glyph of warding, or sepia snake sigil anywhere within range, adding your mythic tier to your caster level check to erase such writing.

Augmented: If you expend two uses of mythic power, you can use mythic erase as an immediate action when a creature within range attempts to read a spell from a scroll.

Erode Defenses

If you choose to erode the target’s damage reduction and natural armor bonus to AC, the target loses 2 points each from its damage reduction and natural armor bonus to AC for each failed save. Alternatively, rather than eroding the target’s damage reduction and natural armor bonus to AC you may choose to erode its spell resistance (reducing it by 2 for each failed save) or its energy resistance (reducing it by 5 for each failed save). If the target has more than one kind of energy resistance, each failed save reduces a random type of energy resistance by 5. This does not affect energy immunity. Once you stipulate the type of defense you wish to erode, the spell continues eroding that defense unless you expend a move action while the target is within range to choose a different defense to erode.

Eruptive Pustules

The acid damage dealt by this spell bypasses acid resistance or immunity unless the target is also immune to disease. The caustic pus created by this spell clings to an attacker for a number of rounds equal to your mythic tier regardless of whether it saves, dealing 1 point of acid damage per round to the target and to any other creature that touches it other than you, including melee touch attacks, natural weapons, and unarmed strikes. Any creature damaged by this spell contracts filth fever unless it succeeds at a Fortitude save against the spell’s save DC. If a creature contracts filth fever, all subsequent saves use the normal DC for the disease.

Augmented (3rd): If you expend two uses of mythic power, creatures failing their save are sickened for a number of rounds equal to one-half your mythic tier. This is in addition to the normal 1 round of being sickened or nauseated. Non-mythic creatures striking you with a melee touch attack, natural weapon, or unarmed strike are sickened (or nauseated on a critical hit) for 1 round even if they succeed on their saving throw. If a creature contracts filth fever from the mythic eruptive pustules, all saving throws against the disease use the spell’s save DC.

Escaping Ward

When a creature larger than you misses you, you can move an additional 5 feet, plus 5 feet for every 5 mythic tiers. The creature that misses you also loses track of your location, enabling you to make a Stealth check after moving using this spell to remain hidden from that creature until the end of your next turn, even if that creature still has line of sight to you.

Essence Jar

Your maximum hp never decreases as a result of placing one or more of your organs in a jar. Additionally, if a jar with your organ in it is opened before the spell ends, you may make a Fortitude save to halve the damage.

Ethereal Jaunt

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

Etherealness

Creatures using this spell can shift into the Material Plane as if using mythic blink, as described in Pathfinder Roleplaying Game Mythic Adventures. If they are 3rd or higher-tier (or rank) mythic creatures, they can spend two uses of their mythic power to use the augmented version of mythic blink. If the targets of this spell remain completely ethereal, they gain energy resistance equal to twice your mythic tier against force effects.

Euphoric Tranquility

Regardless of whether the target saves, its movements are made sluggish and feeble by its profound tipsy euphoria, causing him to become fatigued (or exhausted if a non-mythic creature).

Evolution Surge

The target eidolon can gain a single evolution that costs no more than 5 evolution points, subject to the normal restrictions of the spell. Alternatively, you can grant your eidolon two evolutions whose total cost does not exceed 5 evolution points. If this evolution creates an effect, that is considered a mythic effect. While it possesses this evolution, the eidolon is considered a mythic creature.

Evolution Surge, Greater

The target eidolon can gain a single evolution that costs no more than 7 evolution points, subject to the normal restrictions of the spell. Alternatively, you can grant your eidolon two evolutions whose total cost does not exceed 7 evolution points. If this evolution creates an effect, that is considered a mythic effect. While it possesses this evolution, the eidolon is considered a mythic creature.

If you grant an evolution that grants your eidolon a natural attack you may double the cost of the evolution in order to allow that attack to bypass DR/epic (though not the eidolon’s other natural attacks, even if they are of the same type). If you grant an evolution that grants a special ability that enhances a natural attack, such as constrict, grab, pounce, rake, or rend, any natural weapon attacks that are made as part of that attack bypass DR/epic.

Evolution Surge, Lesser

The target eidolon can gain a single evolution that costs no more than 3 evolution points, subject to the normal restrictions of the spell. If this evolution creates an effect, that is considered a mythic effect. While it possesses this evolution, the eidolon is considered a mythic creature.

Evulsion

The damage dealt increases to 2d8 hp slashing damage/caster level (maximum 40d8). In addition, the target creature does not receive a Fortitude save to halve the damage unless it is a mythic creature.

Exalted Chance

You may choose to silence the trumpet-like blare that sounds when you call on the exalted chance. Additionally, the spell’s duration is increased by a number of rounds equal to your mythic tier.

Excellent Enclosure

The bubble of force has hardness 40 and 30 hit points per caster level, and the entire force bubble affects creatures within 5 feet as repulsion (treat this as a 9th-level spell for determining the save DC). A non-mythic disintegrate spell or rod of cancellation causes the force bubble of the excellent enclosure to collapse for 1 round, but the antimagic field within remains in place, and the wall of force reforms thereafter at full strength. A mythic disintegrate causes the force bubble to rupture and collapse, as described above, and it reforms 1 round later as a 5-foot-radius emanation. If it has already contracted to this size, another mythic disintegrate destroys the force bubble permanently.

Excruciating Deformation

Each round the target fails its saving throw, it is staggered with pain until the beginning of its next turn.

Augmented: If you expend two uses of mythic power, this spell deals lethal damage, and it causes Dexterity and Constitution drain rather than damage on a failed saving throw.

Expeditious Excavation

You can excavate an additional number of 5-foot cubes equal to your mythic tier.

Exquisite Accompaniment

You can cast this spell as part of the same action you use to begin a bardic performance. You add your mythic tier to the result of any Perform check you make.

Expend

Each time a creature fails its saving throw, it must expend two uses of one of its abilities rather than one. In addition, non-mythic creatures affected by this spell must successfully save twice in order to end the spell’s effect.

Explosive Runes

Increase the damage to 6d10 points of force damage, and a creature failing its saving throw (or not allowed a save) is pushed 5 feet directly away per mythic tier by the force of the explosion, landing prone at the end of this movement. If a creature is blasted into another object or creature, both that creature and the object or creature it impacts take 5d6 points of bludgeoning damage, reduced by 1d6 per 10 feet of movement. And add your mythic tier to the Perception and Disable Device DC to find or disarm the trap, as well as to the DC to dispel the mythic explosive runes.

Exsanguinate

Any bleed or blood drain damage the target takes is tripled rather than doubled, and you add your mythic tier to the DC of Heal check DCs to halt bleed damage or to repair the damage from this spell.

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

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

Exsanguinating Cloud

The spell’s duration is increased by a number of rounds equal to your mythic tier. Undead creatures within a mythic exsanguinating cloud either gain +4 channel resistance or, if they already have channel resistance, that channel resistance is increased by 4.

Augmented (6th): If you expend two uses of mythic power, you deny the Fortitude save to non-mythic creatures within the cloud. Such creatures take the Constitution damage each round automatically.

Extravasation Of Tears

The target is affected as mythic crushing despair and its miss chance when it does not spend a move action each round wiping away is tiers is increased to 30%.

Augmented: If you expend two uses of mythic power, the target is blinded and takes a 50% miss chance during any round in which it does not wipe away its tears. Even if it does so, the target still has a 20% miss chance on its attacks (this does not count as concealment).

Eyebite

This spell functions as a gaze attack, affecting all creatures within a radius equal to 5 feet plus 5 feet per 2 mythic tiers. You may exclude a number of creatures equal to your mythic tier from the effects of your gaze.

Fabricate

Increase the volume of material you can convert to 100 cubic feet/level (10 cubic feet per level of mineral matter), and casting requires 1 round per 100 cubic feet of material. Add your mythic tier to Craft checks to determine the quality of items you create. You can target a damaged object or construct creature with this spell, repairing 10 points of damage per caster level (maximum 150). The casting time for using the spell in this way is 1 round, regardless of the size of the object or construct creature.

Augmented: If you expend two uses of mythic power, you can instantaneously increase the hardness of an existing item by an amount equal to one-half your mythic tier and its hit points by an amount equal to your mythic tier, up to a maximum of double the hardness and hit points of a normal, unaltered, non-magical object of that size and material.

Fabricate Bullets

You may use any metal weapon that weighs at least one pound as the material component.

Augmented (3rd): If you expend two uses of mythic power, ammunition created by this spell is +1 ammunition for the next hour.

Augmented (6th): If you expend three uses of mythic power, ammunition created by this spell is +1 ammunition for the next hour and has the bane weapon quality (you pick the designated foe when you cast the spell) during that time.

Face Of Deception

The spell’s duration increases a number of rounds equal to your mythic tier.

Face Of The Devourer

You add one-half your mythic tier (minimum 1) to the bonus this spell grants on the target’s Intimidate checks. If the target creates a fear effect, it increases the save DC by 1. If the target hits another creature with the bite attack granted by this spell, it can attempt an Intimidate check as a move action to demoralize the creature it hits.

Faceless Disguise

You can cast this spell on others with a range of touch. If you cast it on yourself, add one-half your mythic tier on Stealth checks in areas of natural stone and on Sleight of Hand checks to hide small objects on your person.

Faceless Rage

This spell functions as mythic rage, but each target of the spell is also shrouded in a faceless disguise.

Fade From Existence

You can fade from existence for an additional number of rounds equal to one-half your mythic tier; you may dismiss the spell as a standard action. If you choose to fade from existence for only 1 round, you do not become confused when you return to reality. Add your mythic tier to the save DC for creatures to temporarily forget your existence, and creatures that fail their saves forget your existence as long as you remain faded, rather than for only 1 round.

Faerie Form (All)

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

Mythic faerie form increases any ability score bonuses and reduces any ability score penalties granted by the standard version by 2 and increases the damage reduction the spell provides by 1. In addition, you may change the range of this spell to touch and target one creature you touch rather than yourself.

The target gains the ability to speak and understand Sylvan as long as it remains in faerie form. The target of this spell can resume its normal form or shift back into the same assumed form as a standard action without ending the spell; however, the spell’s duration continues to elapse while the target is in its own form. If the subject is a mythic creature, it can spend one use of its own mythic power as a full-round action to shift into a different form allowed by the spell.

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

Faerie Ring

You may roll twice on the Faerie Ring Effects table and choose the more favorable result. If you are a fey creature, an elf, a half-elf, or a fey bloodline sorcerer, you may roll three times and take the more favorable result.

Fairness

You can affect non-humanoid creatures with this spell, though they gain a +2 circumstance bonus on their saving throw. If you target only humanoids, add your mythic tier to the number of creatures you may target. Affected creatures take a penalty equal to one-half your mythic tier (minimum 1) on Bluff checks and any skill checks related to creating a forgery or counterfeit.

Fallback Strategy

You may cast this spell with a range of touch. If you cast this spell upon yourself, you may reroll an attack roll, combat maneuver check, skill check, ability check, caster level check, or initiative check. If the check you make is part of an action that affects a non-mythic creature, add one-half your mythic tier (minimum +1) as an insight bonus on the check.

False Alibi

You add your mythic tier to the number of minutes of the target’s memory that can be eliminated and replaced. The memories to be erased can be either in the target’s past, forgetting actions it has already taken, or in its future, forgetting actions it takes after the triggering condition occurs; you can stipulate how far backwards and forwards the target’s memory is replaced. In addition, you can implant a suggestion in the target creature. The suggestion must be to perform an action that can be completed during the duration of its memory loss. Once the duration ends, the suggestion ends as well even if it has not been completed.

Augmented (4th): If you expend two uses of mythic power, the target’s false alibi can be triggered a number of times equal to one-half your mythic tier.

False Death

You gain fast healing 5 for 1 round/caster level.

Augmented (3rd): If you expend two uses of mythic power, add your mythic tier to your caster level when determining how long the fast healing effect lasts.

False Life, Greater

The temporary hit points gained increase to 4d10 + 2 per caster level (maximum +40). As an immediate action, you can dismiss the remaining duration of the spell to prevent 1 point of Strength, Dexterity, or Constitution damage per 5 temporary hit points remaining from the spell. This takes effect after the attack affects you and the damage is rolled but before you take the damage. This spell is particularly effective at absorbing damage caused by death effects. Each temporary hit point provided by this spell absorbs 2 points of damage from death effects.

False Vision

The duration increases to 1 day per level. In addition, any creature scrying on the area sees a programmed image that plays on its own for a number of rounds equal to your caster level plus your mythic tier, rather than a major image.

Familiar Figment

As long as your familiar and the familiar figment are both adjacent to an enemy, your familiar treats that enemy as flanked. If the familiar figment hits the target with a melee touch attack, you treat that target as flanked if you are adjacent to it and your familiar may choose to gain either a +2 bonus on its next attack roll against the target or to deal 1d6 points of extra damage if it successfully attacks that target in melee.

Familiar Melding

The range of this spell is increased to 1 mile per mythic tier. In addition, while melded with your familiar you can expend one use of mythic power to ignore the verbal, somatic, or material component of a non-mythic spell; you may spend up to three uses of mythic power to ignore all three. If you wish to cast a mythic spell, you must expend two uses of mythic power for each component you ignore.

Augmented (4th): If you expend two uses of mythic power, the range of the spell is unlimited, as long as you remain on the same plane.

Augmented (8th): If you expend three uses of mythic power, the range of the spell is unlimited, including travel to other planes.

Fangbox

A mythic fangbox’s attacks are swifter and its teeth are sharper. When the fangbox takes an attack of opportunity, add half your mythic tier (minimum 1) to its attack roll. In addition, increase the damage it deals by one die step (1d4 becomes 1d6, 1d6 becomes 1d8, and 2d6 becomes 2d8).

Fate Denied

The penalty to the target’s attack rolls, skill checks, and saving throws increases to –2. In addition, if you dismiss this spell after the target has made an attack roll, a skill check, or a saving throw, the target suffers a –6 penalty when rerolling.

Augmented (6th): If you expend two uses of mythic power, the spell’s duration increases a number of minutes equal to your mythic tier.

Fate Revealed

The bonus to the target’s attack rolls, skill checks, and saving throws increases to +2. In addition, if you dismiss this spell after the target has made an attack roll, a skill check, or a saving throw, the target takes a ─6 penalty when rerolling.

Augmented (6th): If you expend two uses of mythic power, the spell’s duration increases a number of minutes equal to your mythic tier.

Fault Line

The fault line is much more pronounced and rises 5 ft. vertically into the air. Each square that’s adjacent to the line is difficult terrain. In addition, the line itself requires one or more DC 25 Climb checks to traverse, and creatures can only do so at one-quarter their normal speed while climbing normally. Creatures can try to move at half speed over the fault line, but doing so requires a DC 30 Climb check.

Fear

You can select which creatures within the area are affected. In addition, you can affect non-mythic creatures that are normally immune to fear, though they gain a +2 circumstance bonus to their saving throw. The terror induced by the spell lingers so strongly that the next time creatures affected go to sleep, they must save again against the spell’s DC or suffer a nightmare, as the spell.

Fearful Rapture

Living enemies within the area are affected as mythic fear, while you increase the morale bonus you grant allies on saving throws against harmful emotion effects. Allies currently affected by harmful emotion or fear effects who successfully break the effect with the new save granted by this spell gain temporary hit points equal to your mythic tier; these temporary hit points last 1 minute or until expended.

Fearsome Duplicate

You can control your fearsome duplicate as a move action, and you add one-half your mythic tier on Intimidate checks you make through it. If your fearsome duplicate is hit by an attack or is in the area of a damaging effect, you can make a concentration check with a DC equal to 10 + 1/2 the damage dealt by the attack. If the damaging effect is created by a non-mythic creature, you add your mythic tier as a bonus on this concentration check. If your concentration check succeeds, the fearsome duplicate is not destroyed by that attack or effect.

If a non-mythic creature within 10 feet of your fearsome duplicate attacks it, as an immediate action you can end the spell. The attacker is then affected as fear.

Augmented (6th): If you expend two uses of mythic power, enemies within 10 feet of your fearsome duplicate become shaken for as long as they remain within 10 feet and for 1d4 rounds thereafter (Will negates). Creatures with fewer Hit Dice than your mythic tier become frightened instead of shaken on a failed save. In addition, you can control your fearsome duplicate as a swift action, and you automatically succeed on concentration checks to maintain your fearsome duplicate when it would be damaged by a non-mythic effect. You add your mythic tier as a bonus on concentration checks to maintain concentration when it would be damaged by a mythic effect.

If a non-mythic creature within 10 feet of your fearsome duplicate attacks it, as an immediate action you can expend one use of mythic power and end the spell. The attacker is then affected as phantasmal killer.

Feast Of Ashes

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

Feather Step

The subject ignores the adverse movement effects of difficult terrain and also reduces any skill check penalties related to difficult terrain by an amount equal to one-half your mythic tier (minimum 0).

Feather Step, Mass

This spell functions as mythic feather step, 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.

Feeblemind

The save changes to Will partial. Creatures that save are confused and shaken for 1 round and shaken thereafter for a number of rounds equal to one-half your mythic tier.

Feed The Forest

Casting this spell is a standard action.

Augmented (2nd): If you expend two uses of mythic power, casting this spell is a swift action.

Feral Scent

The DC of the Perception check for a creature trying to differentiate between you and the target creature increases to 25 + 1 per caster level.

Fester

You add your mythic tier to the target’s spell resistance against effects that restore hit points or grant temporary hit points. In addition, healing provided by effects that ignore spell resistance is reduced by 50% plus 5% times your mythic tier.

Augmented (4th): If you expend two uses of your mythic power, the mythic fester spell is contagious. If any ally of the target touches or is touched by the target, that creature is also affected (though it gains a +2 bonus on its saving throw to reduce the effect to a single round). Creatures afflicted with mythic fester in this way also become contagious, though allies they touch that touch them gain a +4 bonus on their saving throw.

Your mythic fester effect can spread to a maximum number of additional targets equal to your mythic tier.

Fester, Mass

This spell functions as mythic fester, 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.

Feverish Confession

The target creature suffers a penalty to its Will save equal to half your mythic tier (minimum 1).

Augmented (4th): If you expend two uses of mythic power, the target creature suffers a penalty to its Will save equal to your mythic tier.

Fey’s Cursed Coiffure

If the hair is shaved or cut off, it magically grows back within 1d4 hours. The way to stop this is by casting dispel magic, break enchantment, cleanse or similar magic on the target. Doing this also causes the hair to immediately slough off.

Fey Crossroads

Creatures passing through a fey crossroads are filled with euphoria and delight upon re-entering the Material Plane (or crossing into a different plane bordering the Fey Realms), gaining the benefit of an aid spell.

Augmented (6th): If you expend two uses of mythic power, you and your companions may pause within the Fey Realms for 1d6 hours to consume a heroes’ feast, the benefits of which persist for 1d6 hours after you re-emerge into the Material Plane (or cross into a different plane bordering the Fey Realms).

Fickle Winds

You add your mythic tier to your caster level to determine how many Medium creatures you can affect, and the targets of this spell need not be within 30 feet of each other. This spell functions normally within the area of non-mythic wind or weather spells, regardless of their level, unless they were created by a mythic creature whose tier or rank exceeds yours.

Augmented (5th): If you expend two uses of mythic power, the mystic winds are so intense that they can deflect magical rays and missiles as entropic shield.

Field Of Axes

Add your mythic tier to the axes’ attack. In addition, non-mythic creatures’ that are damaged by axes always have their speed reduced for 24 hrs., regardless of whether they receive a successful Heal check or magical healing. Mythic creatures’ speed reduction can still be ended as described.

Fiery Blood

The target of the spell gains fire resistance 10. The fire damage that an opponent takes when it hits the target with a piercing or slashing weapon is increased by a number equal to your mythic tier.

Fiery Body

You do not take additional damage from cold and you take only 1d6 points of damage per round when immersed in water. Your fly speed is increased to 60 feet, and you deal 6d6 points of fire damage to objects formed of ice or snow with your unarmed attack rather than 3d6. As a full-round action, you can move up to your speed and leave behind a 5-foot wide path of fire similar in effect to a wall of fire (caster level equals your caster level), but it fills only those 5-foot squares through which you move and it radiates heat in all directions, rather than just one side. If your body takes up more than one square, you must choose a contiguous line of squares in which to lay this path of fire, though if you move through the same square(s) more than once you can stack the squares of fire vertically on top of other squares of fire, as long as you actually pass through each square. This wall of fire lasts a number of rounds equal to one-half your mythic tier, and creating it discharges 1 minute of the fiery body spell’s duration.

Augmented (6th): If you expend two uses of your mythic power, any fire damage dealt by this spell bypasses fire resistance or immunity, and non-mythic creatures that do not avert their gaze from you are blinded for 1 round if they are within 5 feet times your mythic tier.

Fiery Lightning

The damage increases to 1d8 hp electricity damage and 1d8 hp fire damage per caster level (maximum 10d8 hp each). Any creature that fails its save is staggered for 1 round.

Augmented (4th): If you expend two uses of mythic power, you can bend the line of the spell once up to 90 degrees. Any creature that fails its save is stunned for 1 round and catches on fire.

Fiery Sandstorm

Non-mythic creatures must make a second Reflex save after taking fire damage or catch on fire.

Augmented (7th): If you expend two uses of mythic power, non-mythic creatures do not receive a Reflex save to halve the bludgeoning damage. In addition, the fire damage increases to 1d8 hp fire damage/4 levels.

Fiery Shuriken

The shuriken deal 2d8 damage +1d10 on a critical hit.

Augmented (4th): If you expend two uses of mythic power, you can fire any of your shuriken at an adjacent attacking creature as an immediate action. That creature takes a -2 penalty on that attack roll whether the shuriken hit them or not.

Final Combustion

Non-mythic creatures do not receive a Reflex save to half the fireball damage.

Final Rest

Non-mythic undead do not receive a Will save to negate his effect.

Find Quarry

The base radius of this spell increases to 30 miles. When moving towards your quarry you may move through up to 10 ft. of difficult terrain per round without slowing.

Find The Path

While following the path to the specified destination, the target of this spell gains immunity to maze spells or other effects that would cause her to lose her sense of direction, as well as a bonus equal to half your tier to saving throws against illusion effects that hide or obscure the route toward the destination. If the destination is warded by non-mythic protections from divination, you can overcome those protections 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.

Find Traps

Your target gains an additional bonus to its Perception checks to find traps equal to half your mythic tier. If your target has the trap sense ability, their bonus from that ability is increased by 1, and the saving throw bonus applies to all saving throws, not just Reflex saves.

Find Treasure

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

Fins To Feet

The target gains the amphibious special quality, able to breathe air as well as water, and may switch from fins, flippers, or tail to legs and feet (or vice versa) as a free action.

Fire Breath

You can breathe multiple times throughout the spell’s duration, dealing a total number of d6 equal to 7 plus one-half your mythic tier. You can assign these dice of damage to your breath in any combination to each breath you use, with a minimum of 1d6 and a maximum number of dice equal to one-half the number of dice you have remaining (rounding up). Any creature that fails its saving throw against your fire breath catches on fire, and the DC of the Reflex save to put out the fire is increased by an amount equal to your mythic tier.

Fire Charm

Creatures viewing the fire charm are affected as mythic enthrall, and you increase the penalty on Will saves and Wisdom checks (including Wisdom-based skill checks) by an amount equal to one-half your mythic tier for creatures failing their save. The save becomes Will partial, and creatures that successfully save still take one-half this penalty on Will saves, Wisdom checks, and Wisdom-based skill checks as long as they have line of sight to the mythic fire charm and are within range of its entrancing effect.

Fire Claws

You may choose whether this spell deals fire, cold, electricity, or acid damage, and the color of the flames surrounding your hands changes accordingly. In addition, the damage the flames deal increases to 1d8 points of fire damage for every 3 levels.

Augmented (3rd): If you expend two uses of mythic power, this spell’s damage ignores 10 points of energy resistance, energy immunity, or hardness.

Fire Of Entanglement

If the target fails its saving throw while adjacent to you, it is considered pinned rather than entangled. It can attempt a new saving throw each round at the end of its turn to remove the pinned condition, at which point it becomes entangled instead. Each time it fails its saving throw against this spell, the target takes fire damage equal to your mythic tier. If the target has the evil subtype, this fire damage bypass fire resistance or immunity.

Fire Of Judgment

You add one-half your mythic tier to the damage the target takes each round and each time it attacks a creature other than you. Whenever the target of the spell attacks a creature other than you, the flames blaze brightly and it is automatically dazzled until the beginning of its next turn.

Fire Of Vengeance

You add your mythic tier to the damage dealt by this spell. In addition, when the fire of vengeance is triggered, the target is wracked with pain that causes it to become sickened for a number of rounds equal to your mythic tier.

Augmented (4th): If you expend two uses of your mythic power, the fire of vengeance triggers a number of times equal to one-half your mythic tier before being expended. If your smite evil effect expires before this time, the spell ends unless you strike the blow that kills the target. If you do so, and if you use your smite evil ability and hit a second evil creature before the end of your next turn, the remaining duration of the spell is transferred to that target. You can repeat this process until the spell’s duration expires or until you have exhausted its number of uses or your number of smite evil uses.

Fire Snake

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

Fire Trail

Creatures taking damage from your fie tail catch on fire (DC 15 Reflex negates). In addition, your fire trail burns for a number of rounds equal to your mythic tier.

Fire Trap

The damage dealt increases to 2d4 points of fire damage +2 points per caster level (maximum +40), and increase the Perception and Disable Device DC to locate and disarm the trap, as well as the caster level check DC to dispel the trap, by an amount equal to your mythic tier. In addition, the mythic fire trap may be triggered a number of times equal to your mythic tier before its magic is expended. If the triggering condition of a mythic fire trap is still met one round after it was initially triggered, the mythic fire trap is triggered again and continues triggering once per round until the triggering condition is no longer present.

Fire Under The Tongue

You can vomit forth the fire as a swift action. If you’re trying to hit a particular target, treat it as a ranged touch attack with a range of 20 ft. Campfire-sized flames deal 1d6 hp fire damage, while torch-sized flames deal 1d4 hp fire damage.

Augmented (2nd): If you expend two uses of mythic power, you can have this fire damage ignore resistance to fire of 10 or less.

Fireball

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

Firebelly

You add your mythic tier to the fire resistance granted by this spell and one-half your mythic tier to the fire damage dealt when you breathe fire. In addition, a creature failing its save against your fiery breath catches on fire.

Firebrand

A creature with a mythic firebrand is immune to any fire effect you create, including spells as well as spell-like and supernatural abilities, magic item effects, and even mundane fire damage that you deal. In addition, when a target of this spell deals a critical hit with a weapon (whether natural or manufactured), that hit deals +1d10 fire damage plus an additional +1d10 for each critical multiplier of the weapon above x2. This ability is identical to and does not stack with the effect of a weapon with the flaming burst property.

Augmented (4th): If you expend two uses of your mythic power, the recipients’ immunity to fire extends to mythic effects that you create that normally ignore or bypass fire resistance or immunity. In addition, the fire damage dealt by the targets’ weapons bypass fire resistance or immunity, as does the damage dealt if they choose to discharge their firebrand to create a ray of fire.

Fireburst

The arrow deals 1d6 hp fire damage per spell caster level (maximum 15d6 hp) and causes creatures struck to catch on fire.

Augmented (4th): If you expend two uses of mythic power, you can have this fire damage ignore resistance to fire of 10 or less.

Firefall

The ground within the area of effect ignites with sooty flames for a number of rounds equal to one-half your mythic tier (minimum 1 round). Any creature beginning its turn within this area takes 1d6 points of fire damage, and creatures that breathe air must succeed on a Fortitude save against the spell’s DC or become fatigued due to smoke inhalation. Creatures already fatigued become exhausted and creatures already exhausted become nauseated for as long as they remain within the area.

Firestream

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

Flame Arrow

Creatures struck by a mythic flame arrow catch on fire (Reflex negates). On a critical hit, mythic flame arrows deal 3d6 points of fire damage instead of 1d6 and the fire damage bypasses fire resistance or immunity.

Flames Of The Faithful

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

Flaming Sphere

The damage dealt increases to 3d10 points of fire damage, and change the saving throw from Reflex negates to Reflex half.

Augmented (3rd): If you expend two uses of mythic power, the mythic flaming sphere does not stop when it enters a creature’s square but affects all creatures in the line of its movement. The save DC decreases by 2 for each creature in its path after the first, and a creature can be affected by it only once per round even if the mythic flaming sphere moves through its space multiple times.

Flare

The target is blinded for 1 round and dazzled for one minute per mythic tier if it fails its saving throw, and is dazzled for 1 round even on a successful save.

Flare Burst

Creatures failing their save are blinded for 1 round and dazzled for 1 minute (or 1 minute per mythic tier for non-mythic creatures). Non-mythic creatures are dazzled for a number of rounds equal to your mythic tier even on a successful save.

Flash Fire

You add your mythic tier to the duration of blindness resulting from this spell. The target firearm is too hot to handle for the next round and loading it requires its bearer to make a Will save with the same DC as the Fort save. If its bearer fails the Will save by 5 or more, it drops the firearm.

Flesh To Ooze

If the creature fails its Will save, it is summoned as the appropriate ooze with the sickened condition for a number of rounds equal to your mythic tier.

Fleshcurdle

You can choose two effects instead of one effect, or may choose to enhance one effect. If you enhance the attack effect, all of the creature’s natural attacks are affected. If you enhance the defense effect, in addition to fleshcurdle’s normal effect on natural armor bonus, any critical threats against the creature gain a +4 bonus on the confirmation roll. If you enhance the movement effect, all of the creature’s movement speeds are halved.

Augmented (6th): If you expend two uses of mythic power, you can choose two enhanced effects to inflict upon the target.

Fleshworm Infestation

A creature failing its save against the mythic fleshworm infestation takes Dexterity drain rather than damage and is staggered and sickened for 1 round. A successful save deals 1 point of Dexterity damage and sickens the target for 1 round. Non-mythic protection from evil does not stop a mythic fleshworm infestation unless the caster is a mythic creature whose rank or tier exceeds yours.

Flickering Fate

Creatures suffer a penalty to their Will save equal to half your mythic tier (minimum 1).

Float

You can hover above any surface at a distance of up to 5 ft. The same penalties to attack apply, but this causes the spell to grant you a higher ground bonus while in combat.

Fluctuating Alignment

The target retains its last alignment for a number of minutes equal to your mythic tier.

Augmented (8th): If you expend three uses of mythic power, the target retains its last alignment for a number of hours equal to your mythic tier.

Fluid Form

As a move action, you can increase your reach by an additional 5 feet until the beginning of your next turn. While underwater (or at the water’s surface), you gain concealment (20% miss chance) and are treated as if you had freedom of movement.

Flurry

The area of the spell increases to a 10-ft. radius, and you are not affected by neither the –4 penalty to Perception checks nor the 20% miss chance.

Augmented (2nd): You may expend an additional use of mythic power to also prevent your allies from being affected by the –4 penalty to Perception checks and the 20% miss chance.

Fly, Mass

This spell functions as mythic fly (as described in Pathfinder Roleplaying Game Mythic Adventures), 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 (6th): If you expend two uses of your mythic power, you can cast this spell as an immediate action.

Fly True

You can apply this spell’s effects to a shot made within 5 rounds of casting this spell. However, the spell still enchants the next shot made after casting this spell.

Augmented (4th): If you expend two uses of mythic power, you can apply this spell’s effects to a shot made within 10 rounds of casting this spell. You also may choose which shot the spell enchants. If you do not choose a shot within 10 rounds, this spell dissipates.

Foe To Friend

You can cast this spell as a free action even when it is not your turn, as long as the target is attacking you. If you attack the same opponent as the target of this spell attacks, you automatically are treated as flanking that opponent regardless of your positioning, and you may add a circumstance bonus on either your attack roll or your Armor Class against that opponent, as if the target of the spell had used the aid another action on your behalf.

In addition to the above, you gain a bonus equal to your mythic tier on Charisma checks or Charisma-based skill checks against the target of the spell, and the save DC of any charm or emotion effect you use against the target is increased by an amount equal to one-half your mythic tier. This does not apply on Intimidate checks or fear effects.

Follow Aura

You can follow the trail of alignment auras without penalty across water or empty air, not merely along the ground. In addition, you gain a bonus equal to your mythic tier on Survival checks to track the source of the chosen alignment aura. This bonus is doubled for auras of overwhelming strength and halved for auras of moderate strength. At 10th level, you can follow the trail of alignment auras of faint strength, though you gain no bonus when doing so.

Augmented (5th): If you are at least 5th tier and the target you are following with this spell uses a teleportation effect, you can expend an additional use of your mythic power and any remaining duration of the follow aura spell in order to scry on the target (as scrying, caster level equals your caster level plus your mythic tier) for 1 round. You do not need a scrying focus to use this ability. If you expend two additional uses of your mythic power, you can scry on the target as if using greater scrying instead. Unlike most augmented spells, you do not need to expend multiple uses of mythic power when you cast the follow aura spell.

Fool’s Forbiddance

Creatures are affected by this spell as long as they remain within the area and for a number of rounds thereafter equal to one-half your mythic tier (minimum 1 round, as normal for the spell).

In addition, an enemy failing its saving throw is affected as mythic confusion (as described in Pathfinder Roleplaying Game Mythic Adventures); however, creatures confused by this spell are compelled not to attack you or include you in the area of any harmful effect. Whenever a result on the mythic confusion table would normally result in them doing so, their attack is redirected to the next nearest creature within their reach or the nearest area that does not include you. If no other valid targets are available, a confused creature attacks itself instead of you.

Fool’s Gold

You may cast this spell with the items to be transformed in your hand rather than on a flat, smooth surface. Additionally, this spell’s duration increases by a number of hours equal to your mythic tier.

Forbid Action

You can target up to one creature per level, each of which must be forbidden to perform the same action. Creatures that successfully save are staggered for 1 round (this is a mind-affecting effect).

Forbid Action, 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.

Forbiddance

The damage dealt is increased to 12d10 or 6d10 points of damage, and any extraplanar creature attempting to enter the area by planar travel, teleportation, summoning, calling, or any other effect takes damage and is banished back to its home plane if it fails its Will save.

Force Hook Charge

You add your mythic tier to the force damage dealt by this spell. You also gain a deflection bonus to AC equal to one-half your mythic tier on attacks of opportunity that your movement provokes from the target of your force hook charge (though not against other attackers). When you are pulled adjacent to your target, you may choose for the hook to disappear as normal or to persist for a number of rounds equal to your mythic tier. While it persists, you and the target are tethered by a cord of force that passes harmlessly through other creatures and objects. This cord can be any length you desire, up to the spell’s maximum range. The target cannot move beyond this distance from you unless it succeeds an on opposed Strength check. You gain a bonus on this check equal to your mythic tier. Even if the target succeeds, you can allow the creature to pull you along with it as it moves. Your movement while being pulled in this fashion does not provoke attacks of opportunity. If you are not adjacent to the target at the beginning of your turn, you can expend one round of the spell’s remaining duration as a swift action to pull yourself adjacent to the target as if you had cast force hook charge again in terms of movement; this does not deal damage to the target or entitle you to make an attack as part of pulling yourself toward the target.

Force Phalanx

Add your mythic tier to your caster level for purposes of determining the phalanx’s hp.

Force Punch

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

Forcecage

A mythic forcecage has hardness of 40 and has 30 hit points per caster level. A non-mythic disintegrate spell or rod of cancellation suppresses a mythic forcecage for 1 round, after which it repairs itself. The barred cage version of this spell provides improved cover (+8 cover bonus to Armor Class, +4 bonus on Reflex save, and improved evasion against effects from the other side of the cage wall).

Augmented: If you expend two uses of mythic power, an unwilling creature trapped within a mythic forcecage is entangled by shackles of force as long as it remains within.

Forced Quiet

All sounds made by the target become muffled and inaudible to creatures unless they succeed on a Perception check with a DC equal to 10 + your caster level + your mythic tier. If the target uses a language-dependent effect, sound-based bardic performance, or even attempts to give verbal instructions, creatures must succeed at this check to hear the target and be affected. They cannot voluntarily fail this check. In addition to the above, you add one-half your mythic tier on the bonus this spell grants the target on saves against sonic effects and Stealth checks and reduce the save DC of sonic effects the target creates by the same amount.

Forced Repentance

You can target a chaotic creature without the chaotic subtype as well as an evil creature without the evil subtype. The target’s loud confessions are so distracting that allies within 30 feet able to hear the target are dazzled for as long as the confessions continue (this is sonic, language-dependent effect).

Augmented (4th): If you expend two uses of your mythic power, the target’s confessions of guilt are intelligible to every creature within 30 feet that has a language, as if the target were using a tongues spell. In addition, the confessions are so luridly detailed that allies of the target within 30 feet are fascinated as long as the confessions continue (Will negates).

Forceful 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 forceful hand to perform both bull rush and drag combat maneuvers. A mythic forceful hand takes damage from a disintegrate spell but is not automatically destroyed by it.

Augmented: If you expend two uses of mythic power, a mythic forceful hand can attempt a combat maneuver against two adjacent Medium or smaller creatures as part of a single combat maneuver. If it overcomes the CMD of one target but not the other, only one creature is affected by the chosen maneuver. If it overcomes the CMD of both creatures, both creatures are affected, using the higher CMD of the two targets to determine how far the targets are bull rushed or dragged.

Forceful Strike

Increase the force damage dealt by your forceful strike to1d6 per caster level (maximum 10d6). You may add your mythic tier as a bonus to your combat maneuver check to bull rush the creature you strike.

Augmented (3rd): If you expend two uses of mythic power, you may roll twice on your combat maneuver check to bull rush the target, taking the higher result.

Augmented (5th): If you expend three uses of mythic power, you may double the distance the target is pushed back on a successful bull rush attempt. If the target’s movement is blocked by a solid obstacle, both the target and the object or creature it strikes take 1d6 points of damage per 10 feet farther that the bull rush would have moved the target if unimpeded.

Forest Friend

When adjacent to a tree or in undergrowth, the subject has concealment against all non-adjacent creatures.

Forgetful Slumber

The spell affects up to 20 Hit Dice of creatures, and you can choose the order in which creatures are affected by the spell. Any effect that would automatically awaken a sleeping creature instead allows it to attempt a new Will save to awaken. If you target a single creature, the target is put to sleep for one hour per level and loses all memory from 10 minutes before falling asleep, plus 5 minutes times your mythic tier.

Augmented (5th): If you expend two uses of mythic power, creatures affected by the spell can be awakened only by mythic effects. If you’re 5th tier and expend three uses of mythic power, the duration increases to 10 years per tier. If you’re 5th tier and expend four uses of mythic power, the spell has both augmented effects. Creatures sleeping for years because of this spell age and breathe as normal, but don’t need to eat or drink while the spell lasts.

Augmented (8th): If you expend three uses of mythic power, you can target all living creatures other than you that have 10 Hit Dice or fewer in a 1-mile radius centered on you. Creatures that fail their saving throws fall asleep for a number of days equal to your tier. You can designate a number of creatures equal to your mythic tier to be unaffected by this use of the spell.

Fortified Hoard

The spell’s duration increases by a number of days equal to your mythic tier.

Fortune’s Frown

The target also takes a penalty to attack rolls, saving throws, skill checks, and ability checks equal to half your mythic tier (minimum 1). This effect and all others last for 1 min./level.

Foster Hatred

You shift creatures’ attitudes toward the target group by two steps. You may 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.

Fox’s Cunning

Your target gains a bonus to Intelligence checks equal to half your mythic tier, and once during the spell’s duration the subject can roll twice when making an Intelligence check or an Intelligence-based skill check (treating that skill as trained even if he has no ranks in it) and select the better result.

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

Fox’s Cunning, Mass

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

Fractions Of Heal And Harm

You can adjust the fractions of heal and harm up or down by 5% times your mythic tier, to a maximum of 75% healing and a minimum of 0% healing. You may cast this spell to convert any instantaneous damage spell of 3rd level or lower into healing, even if it does not affect an area. If it does affect an area, you may choose any ally within the spell’s area to receive the spell’s healing effect rather than you. That creature takes no damage from the spell and is not affected by harmful non-damaging effects of the spell, gaining the spell’s healing effect instead.

Augmented (3rd): If you expend two uses of mythic power, you increase the level of the companion damaging spell that you convert into healing by one per three mythic tiers you possess.

Freedom

You can affect a number of creatures equal to your mythic tier if you cast the spell as a standard action. Alternatively, you can cast the spell as an immediate action, affecting a single creature.

Augmented: If you expend two uses of mythic power, the duration becomes both instantaneous (removing any of the listed conditions or effects) and 1 round per level, granting immunity to the listed effects.

Freedom Of Movement

The target ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.

Freedom’s Toast

Increase the distance you can transport the target by 5 feet times your mythic tier, and you may transport it to a space to which you lack line of sight, as long as you have line of effect to that space and the space is within range. You automatically succeed on caster level checks to transport the target out of magical restraints unless those restraints are mythic or created by a mythic effect.

Augmented (3rd): If you expend two uses of mythic power, you may drink a potion, elixir, or beneficial magical or alchemical beverage as part of casting the spell (if you successfully cast the spell defensively, this drinking activity does not provoke attacks of opportunity). The target of your freedom’s toast gains the benefit of this potion, elixir, or beverage.

Freeze

Non-mythic creatures cannot take a full-round action to end the effect, nor can they attempt an Escape Artist check to escape the effect.

Freeze, Greater

Non-mythic creatures cannot take a full-round action to end the effect, nor can they attempt an Escape Artist check to escape the effect. Non-mythic creatures suffer 3d6 hp damage. A successful Fortitude save still halves this damage.

Freeze Potion

This spell can affect liquid in Medium-sized containers, including cauldrons, small pools, etc. The containers do not need to be closed or otherwise secured to be affected.

Freeze Time

This spell can last for up to 3 rounds.

Freezing Fog

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

Freezing Sphere

The damage dealt increases to 1d10 points of cold damage per level (maximum 15d10). Creatures with the water subtype take 1d12 points of cold damage per level (maximum 15d12) and are staggered for 1d8 rounds. You can delay shooting a mythic freezing sphere for a number of minutes equal to your mythic tier. If you cast this spell over water, it freezes water to a depth of 1 foot per 2 mythic tiers.

Freya’s Fallen Timber Rage

You may target one Gargantuan wooden structure or smaller per five levels. Treat the structure’s attack as a club with a +13 attack bonus, dealing 1d10+7 points of bludgeoning damage.

Freya’s Instant Ballista

This spell affects twice as many trees as normal, and each tree deals 3d10 points of damage.

Frightful Aspect

You add your mythic tier to the size bonuses and natural armor bonus granted by this spell.

Augmented (6th): If you expend two uses of mythic power, add your mythic tier to your DR. Enemy creatures within the aura that hit you but do not damage you are panicked for 2d4 rounds.

Frigid Touch

The damage increases to 4d10 points of cold damage, and the target is slowed (as the slow spell) for 1 round and takes 1 point of Dexterity damage. On a critical hit, the target is slowed for 1 minute and takes 1 point of Dexterity drain and 1 point of Dexterity damage.

Frost Fall

The spell’s damage increases to 2d10 when cast and 1d10 on subsequent turns. Each turn you may designate one further adjacent 5 ft. square which becomes part of the spell’s area of effect. Creatures in those squares when you designate them are affected by the initial damage of the spell.

Frostbite

You add your mythic tier to the nonlethal damage dealt by this spell, and the target’s fatigue persists for a number of minutes equal to your mythic tier even after all nonlethal damage dealt by this spell has been healed.

Frozen Note

You can maintain a mythic frozen note while making a single 5-foot step each round, and by making a successful concentration check if you are damaged or affected by a non-damaging effect that would otherwise distract you. Creatures using extraordinary means to avoid hearing the mythic frozen note gain only a +1 bonus for each barrier between your voice and their ears. You can affect creatures using a magical silence effect to protect themselves if the sum of your caster level and your mythic tier exceeds the caster level (and mythic tier, if applicable) of the creator of the silence effect. Creatures using magical silence gain a +4 bonus on their saving throw.

Fugue Script

Add your mythic tier to your caster level for purposes of determining the chance you receive correct information. The maximum chance is 90 %. Additionally, this spell’s casting time is reduced to 5 min.

Fumbletongue

The duration of this spell is increased by a number of rounds equal to your mythic tier, and the chance of spell failure for spells with verbal components or failure to activate an item requiring a command word is increased to 25%, increasing by 5% per two mythic tiers you possess.

Fungal Infestation

The duration is increased by a number of days equal to your mythic tier, and it is considered a supernatural disease and cannot be cured without the aid of magic. As long as the mythic fungal infestation persists, the target takes a penalty equal to one-half your mythic tier against disease, poison, and the exceptional or supernatural abilities or effects of fungal creatures or hazards. Spells such as heal that automatically cure diseases remove the mythic fungal infestation only if the caster succeeds at a caster level check as if using remove disease; any other effects of such spells are unaltered. Mythic heal automatically cures a target that has contracted a mythic fungal infestation.

Full Lung

The target can hold its breath an additional number of rounds equal to your mythic tier.

Furious Hooves

The target increases its base speed by 40 ft. (up to a maximum of three times its speed).

Augmented (5th): If you expend two uses of mythic power, the hooves’ attack increases to 1d8 hp plus 1/2 the target’s Strength modifier (1d10 if the target is Large).

Furious Summoning

While under the effects of this spell, you can cast summon monster spells with a casting time of 1 standard action, and all chaotic or evil summoned creatures are affected as if you cast the rage spell on them.

Fury Of The Sun

As long as the target is suffering heatstroke as a result of nonlethal damage, it also gains the light blindness special quality, as described in the Appendix of the Pathfinder Roleplaying Game Bestiary rulebooks.

Augmented (4th): If you expend two uses of mythic power, a fatigued target that fails another saving throw against the severe heat becomes exhausted.

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