Mythic Spells (G-H)
Table of Contents

Gallant Inspiration

You can apply this bonus retroactively to a saving throw as well as an attack roll or skill check. If you apply it to an attack roll or skill check, you add one-half your mythic tier to the bonus you provide.

Gate

If used for planar travel, you can increase the size of the gate by 5 feet per mythic tier, and the duration you can keep it open is increas ed by a number of rounds equal to your mythic tier.

If you cease concentrating on the mythic gate, it stays open for a number of rounds equal to your mythic tier, though you can dismiss it as a standard action.

If used to call creatures, add your mythic tier to the total Hit Dice of non-mythic creatures you can call through the mythic gate. Alternatively, you can call one or more mythic creatures through the mythic gate, up to a total of 2 Hit Dice times your caster level. Mythic creatures that you call and attempt to control can make a Will save every round at the beginning of their turn to break free from your control.

Augmented (3rd): If you expend two uses of mythic power, you can keep open a mythic gate for planar travel for a number of minutes equal to your caster level plus your mythic tier.

Augmented (6th): If you expend three uses of mythic power, you can keep open a mythic gate for planar travel for a number of hours equal to your caster level plus your mythic tier.

Gaze Of Veles

Non-mythic creatures do not receive a Will save against this spell.

Gear Barrage

The spell’s damage increases to 1d6+1 hp/level (maximum 10d6+10).

Augmented (4th): If you expend two uses of mythic power, non-mythic creatures do not receive a Reflex save to halve the damage.

Geas, Lesser

Increase the Hit Die limit of the spell by your mythic tier, and you may choose to affect one or more creatures within a 10-foot-radius spread whose total Hit Dice do not exceed your Hit Die limit. Creatures with the fewest Hit Dice are affected first, and those closest to the center of the area if Hit Dice are equal. Hit Dice insufficient to affect a creature are wasted.

The maximum ability score penalty for failing to obey the mythic lesser geas is increased by an amount equal to one-half your mythic tier. Add your mythic tier to the DC to remove your mythic lesser geas with non-mythic break enchantment or remove curse.

Geas/Quest

The maximum ability score penalty for failing to follow the terms of the mythic geas/quest is increased by an amount equal to your mythic tier. A mythic geas/quest can be removed by a non-mythic limited wish, miracle, or wish only if the caster’s level is equal to or higher than your caster level. Non-mythic remove curse has no effect.

Gecko’s Grip

Add your mythic tier to your level when determining how many minutes this spell lasts.

Genetic Purification

The target gains immunity to disease and polymorph effects for 24 hours. In addition, if you purge a part-human creature of its genetic impurity and transform it into a full-blooded human (or similarly convert a half-elf into an elf or half-orc into an orc), the target does not gain negative levels if it is a willing target.

Geniekind

The energy resistance granted by your genie form increases to 20. You gain a +2 enhancement bonus to Strength and Dexterity. In addition, once while you are transformed you can use one spell-like ability based on your genie form (using your caster level), as detailed below.

  • Djinni: create food and water, gaseous form, or major creation (created vegetable matter is permanent)
  • Efreeti: pyrotechnics, scorching ray, or wall of fire
  • Marid: control water, quench, or water breathing
  • Shaitan: meld into stone, rusting grasp, or transmute rock to mud

Such spell-like abilities end either when their duration has expired or when the duration of mythic geniekind has expired, whichever comes first.

Augmented (7th): If you expend three uses of mythic power, the energy resistance granted by your genie form becomes energy immunity. While you are transformed, you can change into a different type of genie as a full-round action. You can become each type of genie only once per casting, and you can use one listed spell-like ability in each of your different genie forms. The duration of the spell-like abilities ends when the spell’s duration ends or when you change to a different genie form, whichever comes first.

Gentle Repose

You can target one additional corpse per mythic tier, and corpses protected by this spell gain hardness equal to your mythic tier.

Augmented (3rd): If you expend two uses of mythic power, you may cast this spell on a mindless corporeal undead creature to permanently preserve its flesh so it does not decay. When you cast this spell on an undead creature it is treated as entangled by the effect of this spell upon its flesh and bone (Will negates). An undead creature entangled can attempt a new Will save at the end of its turn to negate this effect.

Getaway

If any targets of this spell (including you) are affected by a non-mythic effect that blocks teleportation, or by a mythic effect whose spell level is lower than your mythic tier, you can make a caster level check with a bonus equal to your mythic tier against a DC of 11 plus the caster level of the effect blocking teleportation. If the target is a mythic effect, the DC is equal to the 15 plus the caster level plus the mythic rank or tier of the effect’s creator. If the check succeeds, your mythic getaway functions normally for a number of targets equal to one-half your mythic tier (minimum 1).

Augmented: You can affect more targets than normally allowed, both for the normal function of the spell and for the purpose of breaching an effect that blocks teleportation (as described above) by expending one additional use of your mythic power for each additional target.

Geyser

The column of boiling water erupts in a 5-foot-radius cylinder-shaped burst, and you increase its height by 10 feet per 2 mythic tiers. Creatures with the fire subtype take nonlethal damage rather than fire damage from this spell, as the rushing waters of the geyser quench their flames. If a creature with the burn ability or similar flaming natural weapons (such as a nightmare’s hooves or hell hound’s bite) fails its Reflex save against the mythic geyser, those abilities are suppressed for a number of rounds equal to one-half your mythic tier (minimum 1).

A flying creature within the column of the geyser may be pushed upwards by the force of the geyser. You can attempt a bull rush combat maneuver, using your caster level plus your mythic tier plus your ability score modifier for your primary spellcasting attribute (i.e., Intelligence for wizards, Charisma for sorcerers, Wisdom for druids) in place of your base attack bonus. If your combat maneuver succeeds, the creature is pushed upwards and also must succeed on a Fly check with a DC equal to the spell’s save DC or be staggered until the end of its next turn.

Geyser Of The Dragon Turtle

The geyser deals 1d8 hp/3 caster levels of fire damage.

Augmented (6th): If you expend two uses of mythic power, this spell ignores fire resistance of up to 10.

Ghost Sound

You can create eerie, unnerving, and distracting sounds with this spell that affect all living creatures within a 10-foot-radius burst at any point within range. Creatures in this area that fail their saves take a -2 penalty on Perception checks, concentration checks, and Will saves against fear effects.

Ghost Wolf

The rider automatically succeeds at Ride checks to remain mounted on the ghost wolf. The ghost wolf’s hit points increase to 10 plus 2 per caster level, and its speed increases to 30 feet per 2 caster levels (maximum 150 feet). You add one-half your mythic tier to the Hit Dice of creatures that can become shaken by the ghost wolf’s fear aura, and you can designate a number of creatures (in addition to the rider) equal to your mythic tier to be immune to its fear aura.

Augmented: If you expend one additional use of mythic power, you add your mythic tier to the ghost wolf’s attack and damage rolls and to the number of rounds the ghost wolf lasts once it begins attacking.

Creatures bitten by the ghost wolf become shaken for 1 round (Will negates). If the target is already affected by a fear effect, including as a result of the ghost wolf’s fear aura, that fear increases by one category for 1 round.

Augmented (3rd): If you expend two uses of mythic power, the ghost wolf is incorporeal, but its rider can interact with it normally. Its bite attack is resolved as an incorporeal touch attack. Creatures that fail their saving throw against the ghost wolf’s fear aura are frightened for 1d4 rounds, and are shaken for 1 round even on a successful save.

Ghostbane Dirge

An incorporeal creature that fails its save is forced into a nearly solid form. It retains its fly speed but cannot move through solid objects or creatures and takes full damage even from non-magical attack forms. It no longer moves in complete silence and can be located with Perception checks as well as physical senses such as scent and blindsight. A non-mythic creature takes a penalty to its saving throw equal to one-half your mythic tier, and even on a successful save suffers the normal effects of ghostbane dirge for 1 round.

Augmented (3rd): If you expend two uses of mythic power, the incorporeal creature loses its Charisma bonus to its Armor Class and its attacks no longer fully ignore armor, shield, and natural armor bonuses to AC, though those bonuses are halved against its attacks. A non-mythic creature that successfully saves suffers the normal effects of ghostbane dirge for a number of rounds equal to your mythic tier.

Ghostbane Dirge, Mass

This spell functions as mythic ghostbane dirge, but affects a number of targets equal to your caster level plus your mythic tier, and all targets to be affected need not be within 30 feet.

Ghostly Arrow

The ghostly arrows receive a +1 enhancement bonus to attack and damage.

Augmented (4th): If you expend two uses of mythic power, the ghostly arrows receive a +3 enhancement bonus to attack and damage.

Ghostly Disguise

You may choose for your body (or any part of it) to shed light as bright as a candle, and while in your mythic ghostly disguise you can create minor sensory effects to enhance your disguise, as if using prestidigitation.

Mindless undead creatures are automatically fooled by your illusion and ignore you as if you were an insubstantial ghost, while intelligent undead can make a Will save to disbelieve the illusion if they interact with you; however, the save DC is increased by an amount equal to your mythic tier (for non-mythic undead) or one-half your mythic tier (for mythic undead). If you channel positive energy, turn or command undead, or touch an undead creature, all undead immediately see through your illusion.

Augmented: If you expend two uses of your mythic power, you gain an unnatural aura for as long as the spell lasts. You also gain a circumstance bonus equal to one-half your mythic tier on Intimidate checks against living creatures, and the save DC of any fear effect you create is increased by 1. These bonuses do not apply against creatures that see through your illusion.

Ghoul Hunger

You can target a non-humanoid creature with this spell. On a failed save, it is compelled to fall upon a nearby helpless or dead creature of its type (and subtype, if applicable).

Ghoul Pack

The ghouls and ghast 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. They gain no other mythic abilities. When the spell’s duration expires, any remaining ghouls and ghasts explode in a burst of negative energy as they would if destroyed.

Augmented (6th): If you expend three uses of mythic power, the undead created by this spell are affected as haste.

Ghoul Touch

Add your mythic tier to the number of rounds the target remains paralyzed, and its stench causes creatures to become nauseated and sickened (Fortitude negates). If a creature fails its initial save against this stench, it can attempt a new saving throw each round at the end of its turn. One successful save removes the nauseated condition, while a second successful save removes the sickened condition. These effects otherwise last as long as the mythic ghoul touch spell does.

Augmented (2nd): If you expend two uses of mythic power, you can make one attack per round with mythic ghoul touch, up to a maximum number of attacks after the first equal to one-half your mythic tier.

Ghoulish Devolution

You reduce the spell’s casting time to 1 minute.

Giant Form (All)

Each mythic giant 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 giant form spells to learn their higher-level versions.

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

The subject gains the ability to speak and understand Giant. 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. Changing shape in this way is a standard action.

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.

Giant To Kobold

Creatures affected by this spell are also staggered for a number of rounds equal to half your mythic tier (minimum 1).

Glacial Wind

You may bend the line of this spell by 45 or 90 degrees once.

Augmented (6th): If you expend two uses of mythic power, non-mythic creatures do not receive a Fortitude save to halve the damage or negate the staggered condition.

Glibness

Add your mythic tier to Bluff checks made to convince others of your truthfulness. Non-mythic effects that would detect your lies or force you to speak the truth have no effect on you, and mythic effects affect you only if the user of the effect succeeds on a caster level check (DC 15 + your caster level).

Glide

You can move up to 10 feet in any horizontal direction for every 1 foot you fall, gliding at a speed of 100 feet per round. In addition, while gliding you gain Wingover as a bonus feat. At any point during your glide you can expend an additional use of your mythic power to gain elevation, up to 5 feet times your mythic tier.

Gliding Step

You can choose not to leave tracks as normal.

Glitterdust

This spell can reveal a target hidden by mythic invisibility. In addition, change the saving throw to Will partial (blinding only). Creatures that succeed at their saving throw are dazzled and their vision blurred so that they have a 20% miss chance against any target they attack. A second successful saving throw negates this miss chance and a third successful saving throw eliminates the dazzled condition.

Augmented (6th): If you expend two uses of mythic power, your spell acts as dust of appearance within the area.

Globe Of Invulnerability, Lesser

Add one-third your mythic tier to the level of non-mythic spells the globe excludes. The globe excludes mythic spells of 3rd level or lower.

Gloomblind Bolts

Damage dealt by your bolts is increased to 6d6, and the targets you select need not be within 30 feet of one another as long as they are within spell range. The saving throw for this spell becomes Reflex partial, as creatures successfully saving after being struck have their vision clouded for 1 round, causing the target to become dazzled with a 20% miss chance on any targeted attack the target makes. If you strike a creature with multiple gloomblind bolts, the duration of its blindness or clouded vision stacks.

Glorious Music

The circumstance bonus applies to all Charisma-based skills.

Glyph Of Remembrance

You can cast an additional number of spells into the glyph equal to your mythic tier. In addition, you have 3 minutes to cast spells into the glyph.

Glyph Of Vengeance

The glyph grants you a +3 deflection bonus to AC, and damage a creature takes increases to 1d8 hp + 1/caster level (maximum +15).

Glyph Of Warding, Greater

Add your mythic tier to the Perception and Disable Device DC to find and disable the glyph. The damage from a blast glyph increases to 1d8 per caster level (maximum 20d8). For a spell glyph, add half your mythic tier to the maximum level of spell that you can store.

Gnashing Floor

Add your mythic tier to the attacks the teeth make. In addition, the teeth cannot be dispelled.

Goat Hoof’s Charm

When climbing slopes and inclines, the target can move at normal speed. The target can move at half speed on vertical surfaces. The insight bonus on checks made to catch themselves is increased by a number equal to half your mythic tier (minimum 1).

Good Hope

You can affect a number of additional targets equal to your mythic tier, and you may select targets anywhere within range; they do not need to be within 30 feet of each other. If the target of mythic good hope fails a save against a non-mythic fear or emotion effect, they can reroll the save as an immediate action. They must accept the result of the second save, even if it is worse than the first. Mythic good hope cannot be countered or dispelled by non-mythic crushing despair.

Augmented (3rd): If you expend two uses of mythic power, increase the morale bonus granted by this spell by an amount equal to one-third your mythic tier.

Grace

Until the end of your turn, standing up from prone, casting a harmless spell, consuming a potion, or making a Heal check do not provoke attacks of opportunity.

Grasp Of The Tupilaq

Add 1 to your d6 roll when determining the spell or spells you may steal.

Grasping 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 grasping hand to perform drag, reposition, or trip combat maneuvers, in addition to those normally allowed. A mythic grasping 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 grasping 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, dragged, or repositioned.

Grave Binding

The binding is permanent.

Gravity Bow

This spell affects any kind of ranged weapon that uses ammunition, including slings and firearms. In addition, on a critical hit the impact of your heavy projectile pushes the target backwards 5 feet (plus 5 feet for every point of the weapon’s critical modifier above x2), as if you had made a successful bull rush combat maneuver against it. If this would push the target into a space occupied by another object or creature, the target falls prone instead.

Gravity Sphere

When you create a low-gravity sphere, falling damage is reduced to 1/4 normal and Strength checks to lift objects, Climb checks, Fly checks, and Acrobatics checks made to jump gain a bonus equal to your mythic tier. When you create a high-gravity sphere, falling damage is quadrupled and Strength checks made to lift objects, Climb checks, Fly checks, and Acrobatics checks made to jump take a penalty equal to twice your mythic tier. If you create an area of no gravity, falling damage is negated and Strength checks made to lift objects, Climb checks, Fly checks, and Acrobatics checks made to jump gain a bonus equal to twice your mythic tier. Creatures or objects and lifted into the air and then released remain floating where they were released and do not fall or rise unless pushed or pulled by wind or other creatures or effects.

A creature floating in mid-air with nothing to push against can move 5 feet as a full-round action with a successful DC 15 Acrobatics check; this movement is considered identical to crawling, and attackers gain a +2 circumstance bonus on attack rolls against a creature moving in this way.

Gravity Well

The target takes a temporary penalty to Dexterity equal to your mythic tier on a failed save. This cannot reduce its Dexterity below 1, and it does not stack with Dexterity damage or Dexterity drain. In addition, the target takes a penalty equal to your mythic tier on Acrobatics and Fly checks.

Greater To Lesser

The target’s Intelligence, Wisdom, and Charisma scores suffer a –2 penalty if it fails its Fortitude save.

Greensight

You increase the duration to 1 hour/level, and the target gains a +1 competence bonus on attack rolls and a bonus equal to your mythic tier on Perception checks against creatures with the plant type.

Groundswell

The target can increase the height of the groundswell to 10 feet, and can cause the ground to rise in his own square and in all adjacent squares if desired. All squares adjacent to squares the target elevates are considered steep slopes. The target can command a groundswell to remain in place even after it moves away, though each round the groundswell is maintained in this fashion consumes 1 minute of the spell’s remaining duration. If the target creates another groundswell in a different location, the first groundswell returns to its normal elevation.

Grove Of Respite

The goodberries within the grove are treated as the mythic goodberry spell. In addition, one of the trees that forms the grove contains a dryad who cannot leave the grove but will keep watch over it and help guard the grove if you or your allies are attacked within it. Her spell-like abilities do not harm or impede you and a number of allies you designate equal to your mythic tier.

Augmented (4th): If you expend two uses of your mythic power, the guardian dryad gains the divine or invincible mythic simple template. In addition, a number of mythic goodberries equal to one-half your mythic tier persist for up to one day times your mythic tier after the mythic grove of respite expires (or until consumed).

Grudge Match

This spell’s insight bonus increases to +3.

Guardian Deva

A mythic guardian deva glows with a bright, warm light. Its DR increases to 15/evil, and the fire damage it deals increases to 2d6.

Augmented (8th): If you expend two uses of mythic power, the deva’s retaliatory strike hits creatures using reach weapons, and the fire damage increases to 2d8.

Guidance

The target’s competence bonus is increased by an amount equal to one-half your mythic tier, and the duration of the spell is increased to a number of minutes equal to your mythic tier. The bonus may still be used only once.

Guiding Star

You can maintain a number of simultaneous mythic guiding star spells equal to your mythic tier, and for each spell’s duration you can determine the distance and direction to your chosen locations as a swift action.

Gust Of Wind

Increase the spell’s duration to concentration (up to 1 round plus 1 round per mythic tier). Each round you may spend a standard action to direct a new gust of wind, which may affect the same area or a different area.

Instead of increasing the spell’s duration in this way, you may instead change the spell’s area from a 60-foot line to a 60-foot cone-shaped burst lasting 1 round.

Augmented (3rd): If you expend two uses of mythic power, increase the power of the mythic gust of wind to windstorm strength, as described in Table 13-10: Wind Effects in the Pathfinder Roleplaying Game Core Rulebook.

Augmented (5th): If you expend three uses of mythic power, you increase the wind to hurricane strength.

Augmented (9th): If you expend four uses of mythic power, you increase the wind to tornado strength.

Gusting Sphere

The damage increases to 1d10 points of nonlethal damage, and the saving throw changes from Fortitude negates to Fortitude half. In addition, you add your mythic tier to your CMB to bull rush a Medium or smaller creature you strike with the gusting sphere.

Augmented (3rd): If you expend two uses of mythic power, the mythic gusting sphere does not stop when it enters a creature’s square but affects all creatures in the line of its movement. The save DC and CMB for bull rush maneuvers 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 gusting sphere moves through its space multiple times.

Hairline Fractures

The duration of this spell is permanent if cast on a non-magical object or mass made of stone. If cast on a magical stone object or a creature with the earth subtype, its duration is 24 hours. Alternatively, you may choose to cast the spell with its normal duration, reducing the target’s hardness, hit points per inch of thickness, or AC by 1 for every 2 mythic tiers. Multiple castings of this spell do not stack.

Half-Blood Extraction

You may transform the target half-orc into a full-blooded human or a full-blooded orc. You may also use this spell to transform a willing half-elf into a full-blooded human or full-blooded elf, or to transform a willing creature of any of the following races into a full-blooded human: aasimar, changeling, dhampir, fetchling, gillman, ifrit, oread, suli, sylph, tiefling, undine. For any use of this spell, you reduce the material component cost by 100 gp times your mythic tier.

Augmented: If you expend one or more additional uses of mythic power, you further reduce the material component cost by 500 gp per additional use of mythic power you spend.

Augmented (4th): If you expend two uses of mythic power, you can affect a number of targets equal to one-half your mythic tier.

Hallow

The area is increased to a 60-foot radius and the target site is warded by a mythic magic circle against evil effect, and the DC to resist positive channeled energy is increased by an additional amount equal to half your mythic tier, while the DC to resist negative channeled energy is decreased by an additional amount equal to half your mythic tier.

Augmented (3rd): If you expend two uses of mythic power per level of the companion spell you attach to mythic hallow, that companion spell is made permanent instead of lasting only one year.

Hallucinatory Terrain

The duration increases to one day per level, and add one-half your mythic tier to the save DC for non-mythic creatures to disbelieve the effect.

Augmented (6th): Increase the area to a radius of one mile per mythic tier.

Hallucinogenic Smoke

You can exhale the hallucinogenic smoke in a later round as a swift action rather than a standard action, and you may exhale it in a 60-foot line, 30-foot cone, or a 15-foot-radius spread centered on you; you are immune to its effects. You may choose for creatures failing their saves to gain one of the following conditions, rather than becoming nauseated: confused, diseased (as contagion, afflicting the target with cackle fever or mindfire), fascinated, poisoned (as insanity mist, but using the spell’s save DC as the poison’s DC). You add one-half your mythic tier (minimum 1) to your caster level if you cast augury, commune, contact other plane, divination, or vision during the duration of hallucinogenic smoke; this stacks with the caster level increase hallucinogenic smoke normally provides to augury.

Halt Undead

When an undead creature is immobilized by this spell and the effect is broken by taking damage, the undead is staggered until the end of its next turn. You can immobilize one additional undead creature per 3 mythic tiers, and you can target undead anywhere within range; they need not be within 30 feet of each other.

Hammer Of Mending

Increase the healing the spell provides to constructs and objects to 1d10 points of damage per caster level. In addition, add your mythic tier to your caster level to determine whether your caster level is sufficient to repair destroyed magic items.

Hands Of The Djinn

When creatures make a save as determined by this spell’s type, they take a penalty equal to half your mythic tier (minimum 1).

Harrowing

The bonuses and penalties associated with your reading are doubled, resulting in a +4 luck bonus if the card’s and target’s alignment are identical, a –2 penalty if the alignments are opposite, and a +2 luck bonus for any other alignment. You can use each bonus twice—once at this doubled value, the second time at the normal value (+2 or +1). You must use a given card’s doubled bonus before you can use its lower bonus. Once you have used both bonuses, or when the spell’s duration ends, the spell ends and any penalties are removed.

A mythic harrowing cast on the target of a non-mythic harrowing supersedes and negates that harrowing effect. If a creature is subjected to a second mythic harrowing while a previous mythic harrowing is still in effect, the new mythic harrowing automatically fails.

Alternative, you can draw a single card as a swift action to call down a baneful harrowing on a single creature within 30 feet. Roll randomly to determine the suit of the card you draw, which is always considered to be opposed to the target’s alignment. The target gets no saving throw against this harrowing penalty, though spell resistance applies. If the target is a non-mythic creature, it also becomes shaken for 1 round by your pronouncement of doom.

Augmented (6th): If you expend two uses of mythic power during the reading, you may discard one card of your choice and draw one new card in its place, replacing the effects of the chosen card with the effects of the newly drawn card. You must keep this new card. You can use each bonus twice, both at the doubled values. Once you have used both bonuses, or when the spell’s duration ends, the spell ends and any penalties are removed.

Harrying Cipher

The harrying cipher gains DR 5/slashing.

Haunted Fey Aspect

You add half your mythic tier to the DR granted by this spell.

Haunting Choir

Creatures within 30 feet of the haunting choir take a -3 penalty on attack rolls, skill checks, and ability checks; these penalties increase to -4 for creatures that occupy the same space as the haunting choir. Creatures failing their save against the haunting choir’s agonizing moans treat the phantom singers similar to a hostile creature. The haunting choir’s 10-foot space is treated as a hostile creature for the purpose of flanking adjacent creatures, and any creature within its space is automatically considered flanked. Each round, you can use a move action to direct the haunting choir to move up to 30 feet in any direction, including vertically. It can move through creatures and solid obstacles as long as they do not block line of effect to you.

Haunting Mists

The range increases to 50 feet, and the cloud’s radius and height both increase to 50 feet, and creatures within the mist take a penalty equal to one-half your mythic tier on saves against fear effects other than this spell.

Augmented (3rd): If you expend two uses of mythic power, you may increase the spell’s range and radius to 500 feet and its height to 100 feet. Alternatively, you may retain the 50-foot range, radius, and height while increasing the Wisdom damage dealt by the spell by an amount equal to one-half your mythic tier. Non-mythic creatures take 1d2 points of Wisdom damage even on a successful save.

Haze Of Dreams

While affected by your haze of dreams, the target’s perceptions are blurred as objects seem distorted and surreal. The target is treated as dazzled, and any attacks the target makes have a 20% miss chance. The target also takes a ─1 penalty on saving throws against effects with the emotion descriptor and a ─2 penalty on saving throws against sleep effects.

Heal, Mass

Each creature you target is affected as mythic heal, as described in Pathfinder Roleplaying Game Mythic Adventures.

Heal Mount

This functions as mythic heal, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures, but it affects only a paladin’s divine bonded creature (including similar alternate creatures obtained through archetypes and replacement class features).

Healing Bequest

The same creature may be healed by the spell up to three times.

Healing Warmth

You can absorb up to 20 points of damage per caster level (maximum of 200 points at 10th level). You can discharge 10 points of stored energy as a standard action or 20 points of stored energy as a swift action to heal 1d10 points of damage to a touched creature. If the target has taken at least 20 points of cold damage within the previous round, this healing is doubled. Using your healing warmth to heal damage does not provoke attacks of opportunity.

Heart Of The Mammoth

The target gains a +10 enhancement bonus to Strength and Constitution, immunity to fear and fatigue, a +5 morale bonus on Will saves, and the critical threat range of weapons it uses against dragons is doubled while the critical multiplier of its weapons is increased by one. This does not stack with Improved Critical, Mythic Improved Critical, keen edge, or similar effects. The target is also considered one size category larger than its actual size for the purpose of size-based special attacks like crush, grab, swallow whole, and trample.

Heart Skewer

When you make the required melee touch attack, add a bonus to your attack roll equal to half your mythic tier (minimum 1).

Heartstrike

This spell’s insight bonus is +12.

Augmented (2nd): If you expend two uses of mythic power, this spell’s insight bonus is +15.

Hearth Charm

This spell slows the target object or material’s burning rate by its normal speed by a factor of three, effectively tripling the time if can be used as fuel.

Heavy Burden

This spell reduces targets’ speed by 30 ft. (60 ft. for flying movement).

Heavy Chains

When you make the required ranged touch attack, add a bonus to your attack roll equal to your mythic tier.

Hellmouth Lash

A successful touch attack with your hellmouth lash deals 1d10 points of acid, electricity, or fire damage per two caster levels (maximum 5d10). In addition, you can retract or extend your tongue as a move action. While retracted, you can speak, cast spells, and utter command words normally.

Augmented (6th): If you expend two uses of mythic power, your mythic hellmouth lash ignores acid, electricity, or fire resistance or immunity (except against creatures with the fire subtype), and you can retract or extend your tongue as a swift action.

Helping Hand

The helping hand can travel a number of miles equal to 5 plus your mythic tier in searching for the creature you designate. If the creature follows the hand to your location, the helping hand points out obstacles and potential dangers as well as the best route to travel, granting the target creature a +2 circumstance bonus on Acrobatics, Climb, Fly, Ride, and Swim checks made to follow the hand, as well as a +2 circumstance bonus on Perception or Survival checks to notice hostile creatures, traps, or natural or supernatural hazards. A creature following the helping hand to you also gains a +2 insight bonus to Armor Class during surprise rounds.

Herd Plague

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

Heroes’ Feast

Creatures eating a mythic heroes’ feast gain the benefits of mythic remove disease and mythic neutralize poison and gain 2d8 temporary hit points +1 point per caster level (maximum +20). They also gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws, and they gain immunity to non-mythic fear effects and poison for 12 hours.

Heroic Conjunction

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

Heroic Finale

When you end a bardic performance, any one creature within range can take a full-round action or can take any two of the following: a swift action, a move action, and/or a standard action. Alternatively, you can allow one creature per mythic tier within range to take a move action of their choice.

Heroic Invocation

You add your mythic tier to the morale bonuses granted by this spell. Targets gain a morale bonus equal to your mythic tier on all Will saves against mind-affecting effects.

Augmented (6th): If you expend two uses of mythic power, any creature that casts a fear spell on the target creatures must save against its own spell or be affected by it.

Heroism, Greater

The target gains a +6 morale bonus on attack rolls, saves, and skill checks, immunity to all fear, emotion, and compulsion effects, and temporary hit points equal to your caster level plus twice your mythic tier. Allies adjacent to the target gain immunity to fear and a +2 morale bonus on attack rolls, saves, and skill checks.

Augmented: If you expend two uses of mythic power, the target gains the ability to roll twice and select the better result on a number of attack rolls, saving throws, skill checks, or mythic surges equal to your mythic tier. Using these extra rolls is a free action but must be declared before the dice are rolled. Any unused rolls at the end of the spell are wasted.

Hero’s Defiance

You add your mythic tier to the damage cured by this spell. If you have exhausted all daily uses of your lay on hands ability, you still heal a number of hit points equal to 1d6 plus your mythic tier, but you do not gain any other benefits as if you had used your lay on hands ability, such as mercies or any effect that enhances lay on hands.

Hero’s Steel

When opponents must make a Will save, they suffer penalty equal to half your mythic tier (minimum 1).

Hex Ward

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

Hibernate

You increase the duration to 1 hour/level. The target does not need to eat, sleep, or breathe while hibernating.

Augmented (3rd): If you expend two uses of mythic power, you extend the duration to 1 day/level. You can increase the duration to 1 week/level if you expend three uses of mythic power, or to 1 week/level and to 1 month/level if you expend four uses of mythic power.

Augmented (6th): If you expend five uses of mythic power, you extend the duration to 1 year/level.

Hidden Speech

As long as they are within range, creatures using this spell can always whisper messages even if they cannot see or hear one another, as if using a message spell. If the targets are able to see and hear one another, they add your mythic tier on Bluff checks made to send secret messages, and you add your mythic tier to the penalty on Sense Motive checks for others to intercept or decipher your secret messages.

Hide

The DC of Perception checks required to see the target object increases to 22.

Hide Campsite

The hidden campsite is screened against scrying effects as a private sanctum spell. In addition, the spell gains the shadow subschool as the briars and obstructions around it are quasi-real. All squares within the area are treated as heavy undergrowth (for terrain with plants) or dense rubble (for terrain without plants) for creatures that fail their save to disbelieve the effect and as light undergrowth or light rubble (as appropriate) for creatures that succeed on their saves or that are aware of the illusion.

Hide From Animals

The duration increases to 1 hour per level, and creatures do not become visible to animals if they touch them. If a creature hidden by this spell attacks an animal, that creature is no longer hidden by the spell, but other creatures remain hidden by the spell unless they also attack.

Hide From Undead

Intelligent undead whose Hit Dice are equal to or less than your mythic tier are not entitled to a saving throw to see through this spell.

Hoarfrost

The damage increases to 1d4 hp cold damage.

Hobble Mount

The damage to an affected creature that moves more than half its base speed increases to 1d8 hp.

Hobble Mount, Mass

The damage to affected creatures that move more than half their base speed increases to 1d8 hp.

Hod’s Gift

You gain blindsense 70 ft.

Hold Animal

When an animal paralyzed by this spell succeeds at a subsequent saving throw to end the paralysis, it becomes slowed (as the slow spell). A second successful save ends the slow effect.

Augmented (3rd): If you expend two uses of mythic power, you can paralyze one additional animal for every 3 mythic tiers.

Hold Monster

When a creature paralyzed by this spell succeeds at a subsequent saving throw to end the paralysis, it becomes slowed (as the slow spell). A second successful save ends the slow effect.

Augmented (3rd): If you expend two uses of mythic power, you can paralyze one additional target for every 3 mythic tiers.

Hold Monster, Mass

As mythic hold monster, but you can target a number of creatures anywhere within range; they need not be within 30 feet of each other.

Hold Person

When a creature paralyzed by this spell succeeds at a subsequent saving throw to end the paralysis, it becomes slowed (as the slow spell). A second successful save ends the slow effect.

Augmented (3rd): If you expend two uses of mythic power, you can paralyze one additional target for every 3 mythic tiers.

Hold Person, Mass

As mythic hold person, but you can target a number of humanoids anywhere within range; they need not be within 30 feet of each other.

Holy Aura

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 evil spells and spells cast by evil creatures. An evil 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, an evil creature that succeeds on a melee attack against a warded creature is both blinded and deafened as mythic blindness/ deafness (Fortitude negates), as described in Pathfinder Roleplaying Game Mythic Adventures, with a separate Fortitude save allowed against each effect.

Holy Chance

You may add +1 to all rolls made while this spell is in effect.

Holy Ice

You can duplicate the effect of a mythic wall of ice, as described in Pathfinder Roleplaying Game Mythic Adventures, save that creatures vulnerable to holy water take damage equal to your mythic tier every time they touch or attack the wall with a melee attack or 1d6 plus your mythic tier per round for extended contact with the wall, such as climbing or walking on it.

Creatures stepping through the frigid air left behind when the wall is broken take damage as mythic wall of ice, but half the damage is cold and half is damage from holy water; creatures not damaged by holy water take only the cold damage.

If you instead use the spell to hurl ice javelins, you add one-half your mythic tier as a sacred bonus on your attack rolls, and you may add cold damage or holy water damage (your choice) equal to one-half your mythic tier to the damage dealt by each javelin.

Holy Shield

As long as you do not change the target, you can maintain the protection of your holy shield each round as a free action rather than a swift action. If you have feats that apply to your shield, such has Shield Focus or Missile Shield, the target gains the benefit of those feats. If your shield has special properties, such as energy resistance or arrow deflection, the target gains the benefit of those abilities as well, though the target cannot make shield bash attacks or gain total cover from a tower shield you are using.

Holy Sword

You can cast this spell on a melee weapon or ranged weapon, and that weapon radiates a mythic magic circle against evil, and creatures within this radius gain spell resistance of 20 plus your mythic tier against evil spells and spells cast by evil creatures.

If you have the divine bond class feature you can enhance the same weapon with this spell and your divine bond; the effects stack. If you have a divine bond (mount), you can cast this spell on one of your mount’s natural weapons.

Holy Whisper

You add your mythic tier to the damage dealt by this spell and one-half your mythic tier to the number of rounds that evil creatures are sickened and that good creatures gain a sacred bonus on attack and damage rolls. In addition, non-mythic evil creatures take half damage and are sickened for 1 round even on a successful save.

Hone Blade

The weapon also gets a +1 bonus to attack.

Honeyed Tongue

You add one-half your mythic tier on Diplomacy checks you make while using this spell, and you reduce the amount of time required to make a Diplomacy check by 1 round per mythic tier; at 10th tier, you can make a Diplomacy check without penalty as a standard action.

Horn Of Pursuit

Your horn can be heard up to 5 miles away per mythic tier you possess. You may unleash a number of peals from the horn of pursuit equal to 3 plus your mythic tier over the course of a duration of one hour per caster level or until discharged. Allies moving toward your signal with a horn of pursuit gain a +2 circumstance bonus on saving throws against exhaustion and fatigue and on Constitution checks to avoid fatigue from a forced march or running.

Horrid Revelations

This spell’s duration increases by a number of minutes equal to your mythic tier.

Horrid Wilting

The damage dealt increases to 1d10 points of damage per level (maximum 20d10), and targets that fail their saves become fatigued with dehydration. Water elementals and plant creatures take 1d12 points of damage per level (maximum 20d12) and become exhausted on a failed save; on a successful save, they take half damage and become fatigued.

Horrors Of The Deep

The damage dealt by this spell is lethal instead of nonlethal.

Hostile Juxtaposition

You may switch places with the target as a move action on your turn.

Augmented (5th): If you expend two uses of mythic power, you may switch places with the target a second time before the spell is discharged.

Hostile Juxtaposition, Greater

You may switch places with any of the targets as a move action on your turn

Augmented (5th): If you expend two uses of mythic power, you may switch places with any one target a second time before the spell is discharged.

Hostile Levitation

You can affect a number of targets up to your caster level, but their total weight can be no more than 100 pounds per caster level.

Augmented (4th): If you expend two uses of mythic power, you may move any single target creature up or down 10 ft. as a move action. You may take this action once per round. If you move the target down so that its feet touch the ground, the levitation effect ends for that creature.

Hovering Gleam

The sphere can move a distance each round equal to this spell’s range.

Howling Agony

Creatures failing their saving throw take a -3 penalty on AC, attack rolls, melee damage rolls, and Reflex saves, and must succeed at a concentration check with a DC equal to the spell’s save DC plus your mythic tier. Creatures that elect to scream as loudly as possible to alleviate their pain must succeed at a Fortitude save each time they do so or become hoarse due to vocal strain for 1d6 hours for each failed save. This functions as the caster croak spellblight (as described in Chapter 2 of Pathfinder Roleplaying Game Ultimate Magic), though it also affects non-spellcasters.

Hungry Are The Damned

You wrack the target creature with an unyielding hunger. If it fails to hit a living creature with its bite attack, it becomes fatigued until the end of its next turn.

Augmented (4th): If you expend two uses of mythic power, a target that fails to hit a living creature with its bite attack becomes fatigued. If it fails to hit a living creature with its bite attack while already fatigued, it becomes exhausted.

Hungry Darkness

You can move the spell effect 10 feet per round as a move action, or 30 feet per round as a full-round action. You may center the effect on yourself, allowing it to move with you (without requiring an action) up to a maximum of 30 feet per round. You do not take Constitution damage from the hungry darkness.

Augmented (6th): If you expend three uses of mythic power, you can see normally within the hungry darkness and are not harmed by it.

Hungry Dead

You wrack the target undead with an impossible hunger. If it fails to hit a living creature with its bite attack during its turn, it is treated as if fatigued until the end of its next turn.

Augmented (4th): If you expend two uses of mythic power, an undead creature that fails to hit a living creature with its bite attack becomes fatigued for 1 hour. If it fails to hit a living creature with its bite attack while already fatigued, it becomes exhausted for 1 hour.

Hungry Pit

Add your mythic tier to the Climb DC for creatures attempting to climb out of the hungry pit. In addition, every time the pit contracts and crushes creatures within add your mythic tier to the damage dealt. Creatures damaged by this crushing contraction must succeed on a Climb check or fall back to the bottom 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.

Hunter’s Blessing

You may select an additional favored enemy or favored terrain to be gained by recipients of the spell. If the favored enemy or favored terrain you grant with this spell is one you possess as a class feature, you increase the bonus by 1, and if a target already possesses a favored enemy or favored terrain you select, you increase their normal bonus by 1; these increases stack if both apply.

Hunter’s Eye

As long as the target is within range, you can see it clearly even in darkness, underwater, in dense foliage, or other forms of concealment (though not through solid barriers that block line of effect). You also can automatically distinguish figments that look like your target from your actual target, allowing you to ignore mirror images and similar illusory duplicates. If your target is using a disguise, glamer, or polymorph effect to appear as someone or something else, you are automatically entitled to a Will save to disbelieve the illusion or an opposed Perception check to see through the disguise. This does not take an action, and you add your mythic tier on the save or the check.

Hunter’s Friend

You can share one additional ability with your animal companion, plus one ability for every 3 tiers after 1st. You may also choose from the following class abilities to share with your companion: evasion, improved evasion, improved quarry, quarry. You also may share a combat style feat in place of an ability.

Hunter’s Howl

Creatures that are already one of your favored enemies are frightened for 1 round and then shaken for 1 round per level on a failed save; they are shaken for 1 round even if the save succeeds. This effect does not apply to creatures whose mythic tier equals or exceeds yours. In addition to this fear effect, you increase your favored enemy bonus by 2 when attacking or otherwise interacting with creatures of your actual favored enemy type(s) that fail their save.

Augmented (5th): If you expend two uses of your mythic power, the favored enemy bonus this spell provides is increased to +4, and creatures that are your favored enemy are panicked for 1 round and then shaken for the remainder of the spell’s duration on a failed save.

Hunter’s Intuition

Upon touching the arrow, you not only see its previous owner but also the previous owner’s current surroundings. Instead of learning a random bit of information, you can ask a single question about the owner. If the previous owner is a non-mythic creature, you automatically receive the answer to that question. If the owner is a mythic creature, that creature receives a Will save. If the owner succeeds the save, you do not receive the answer to the question.

Hunter’s Lore

You may take 20 on a Knowledge check to identify an opponent as a standard action, and you add your mythic tier to all such checks. If you successfully identify a creature that is one of your favored enemies, your favored enemy bonus against that creature is increased by 1, plus 1 for every 3 mythic tiers after 1st.

Hunter’s Shot

Add your mythic tier to your level for purposes of determining whether your prey’s HD exceeds half yours.

Hydraulic Push

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

Hydraulic Torrent

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

Hypnotic Pattern

Increase duration by a number of rounds equal to your mythic tier, and you may affect a number of Hit Dice of creatures equal to 2d6 plus your caster level plus your mythic tier. Creatures within a mythic hypnotic pattern are dazzled as long as they remain within the area regardless of their saving throw.

Augmented (3rd): If you expend two uses of mythic power, the mind-bending whorls of the pattern deal 1d4 points of Intelligence, Wisdom, or Charisma damage (your choice) to creatures within the area when their fascinate effect is ended. successful Will save against the spell’s DC reduces this damage by half.

Hypnotism

Increase duration by a number of rounds equal to your mythic tier, and the number of Hit Dice of creatures you may affect by an amount equal to your mythic tier. Creatures failing their save take a penalty equal to one-half your mythic tier (minimum -1) against other mind-affecting effects you use against them. Using an offensive mind-affecting ability breaks the fascinate effect of a hypnotized creature, but not until after you have activated that effect.

Augmented: If you expend two uses of mythic power, you can cast a second compulsion on a hypnotized creature. It does not perceive this as an attack. If it fails its save, you can delay the onset of that effect for a number of hours equal to your caster level, activating after a set amount of time that you designate or when a triggering condition that you state occurs, as magic mouth. The spell level of the companion compulsion must be lower than your mythic tier. You can spend one additional use of mythic power to make this second compulsion undetectable to non-mythic effects.

If you are at least 3rd mythic tier, you can delay this effect up to one day per caster level. If you are at least 6th mythic tier, you can delay the effect up to one year per caster level. If you are at least 9th mythic tier, you can delay the effect indefinitely.

Augmented (6th): If you expend three uses of mythic power, you can implant a companion compulsion as described above, but it triggers whenever the triggering condition occurs, up to a number of times equal to your mythic tier, rather than triggering only once.

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