Mythic Spells (I-J)
Table of Contents

I Am A Rock

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

Ice Arrow

Add your mythic tier to your level for purposes of determining how many rounds creatures are encased in ice.

Ice Armor

You may create a suit of ice armor equivalent to banded mail, breastplate, full plate, half plate, scale mail, or splint mail. Your mythic ice armor does not hasten the effects of exposure in cold environments, and its protection is not degraded by non-magical fire or heat, nor by magical fire effects unless their spell level is equal to or greater than your mythic tier.

Ice Body

You do not gain vulnerability to fire while using this spell, and your unarmed strike deals damage as a club plus cold damage equal to your mythic tier. This cold damage bypasses the cold immunity or resistance of non-mythic creatures or creatures whose mythic rank or tier is lower than yours, except for creatures with the cold subtype. When you are burrowing through ice and snow you gain tremorsense 60 feet, and you add your mythic tier on caster level checks made to burrow through magical ice and snow. Your movement is not impeded by snow or ice and you can climb icy surfaces as if using spider climb, though you can fall through snow or ice that cannot support your weight. In conditions of severe cold (below 0 degrees Fahrenheit), you gain fast healing 1. This increases to fast healing 2 in extreme cold (below -20 degrees Fahrenheit); see Cold Dangers in the Pathfinder Roleplaying Game Core Rulebook.

Augmented (5th): If you expend two uses of mythic power while you are in contact with an icy surface larger than your size, you can grow in size and power as if you had cast righteous might, although you do not gain DR/good or DR/evil.

Ice Crystal Teleport

The hit points of the ice crystal are increased to 5 hit points per inch of thickness. You may choose to reduce the number of rounds the target remains frozen in ice before teleportation occurs by an amount equal to one-half your mythic tier (minimum 0 rounds). Alternatively, you may choose for the target to remain frozen in ice for a number of rounds equal to your mythic tier after teleportation has been completed.

Augmented (5th): If you expend two uses of mythic power while you are in contact with an icy surface larger than your size, you can grow in size and power as if you had cast righteous might, although you do not gain DR/good or DR/evil.

Ice Spears

You can create 1 more ice spear than normal, plus 1 more for every 4 mythic tiers you possess, and you add your mythic tier on combat maneuver checks you make to knock prone creatures that fail their Reflex save against your ice spears. The piercing and cold damage dealt by your ice spears increases to 2d8 each.

Augmented (4th): If you expend two uses of mythic power, the piercing and cold damage dealt by your ice spears increases to 2d10 each. In addition, as a standard action you may cause the ice spears to shatter, dealing 1d6 hit points of damage +1 per level to all creatures in their square or in adjacent squares. You may take that action within a number of rounds equal to your mythic tier.

Iceshockle

Your critical threat range with the iceshockle is increased to 18-20, and when you confirm a critical hit the target becomes fatigued with hypothermia (or exhausted if already fatigued). Creatures immune to cold or with cold resistance 10 or greater are immune to this effect. You can cast melee touch spells while using the iceshockle and can deliver them through the iceshockle, using its reach to make a melee touch attack that deals no damage or as part of a normal attack. Touch spells delivered through your iceshockle use its increased critical threat range but not its critical multiplier.

Icicle Dagger

The range of this spell increases to touch, and you can give the weapon to another creature to wield, though every round that it is wielded by a creature other than you counts as 1 minute of the spell’s duration. The mythic icicle dagger does not melt if out of your hand for more than 1 round. If you wield the mythic icicle dagger yourself, you add one-half your mythic tier to the cold damage it deals on a successful hit. This damage is multiplied on a critical hit.

Augmented: If you expend two uses of mythic power, you may create a masterwork version of any light slashing or piercing melee weapon in which you are proficient, rather than just a dagger. If you create a dagger with this spell, it retains its full duration when wielded by other creatures.

Icy Prison

The hit points of a mythic icy prison are increased to 5 hit points per inch of thickness, and you add your mythic tier to the Strength DC to break the ice. You add your mythic tier to the cold damage a creature takes each round it is helpless or entangled in the ice, and the cold damage dealt by this spell bypasses the cold immunity or resistance of non-mythic creatures or creatures whose mythic rank or tier is lower than yours, except for creatures with the cold subtype.

Icy Prison, Mass

This spell functions as mythic icy prison, 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.

Identify

You add twice your mythic tier on Spellcraft checks made to identify the properties and command words of magic items in your possession. In addition, you can identify the properties of any magical item not in your possession that is within the area of effect by concentrating on it as a standard action, adding your mythic tier to the Spellcraft check.

Augmented (6th): If you expend two uses of mythic power, you can identify one power of an artifact by succeeding at a caster level check against a DC equal to 10 plus twice the artifact’s caster level. Learning one property of an artifact expends the spell.

Identify Technology

You add twice your mythic tier on Disable Device, Knowledge (engineering), and Spellcraft checks made to identify the properties and activation method of technological items in your possession. In addition, you can identify the properties of any technological item not in your possession that is within the area of effect by concentrating on it as a standard action, adding your mythic tier on the Disable Device, Knowledge (engineering), or Spellcraft check.

Augmented: If a technological creature, including a construct with the clockwork or robot subtype, is within the area of effect, you can expend one use of your mythic power to gain a bonus equal to 10 plus your mythic tier on Knowledge checks you make to identify the creature and its abilities.

Ill Omen

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

Illemak’s Bloody Vengeance

Non-mythic creatures do not receive a Fortitude save to negate the bleed damage.

Illemak’s Slingshot

The damage the shards deal increases to 1d8 hp piercing/caster level (maximum 10d8).

Augmented (4th): If you expend two uses of mythic power, non-mythic creatures do not receive a Fortitude save to prevent the sickened condition.

Illemak’s Switchskin

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

Illusion Of Calm

As a move action you can direct the illusory double to move up to 15 ft. a round, which it does at a stately unhurried pace. When the illusory double first leaves your space you may make a stealth check with a bonus equal to twice your mythic tier to hide in plain sight.

Illusory Hoard

The duration is increased to a number of days equal to your mythic tier, and a non-mythic target must save twice and take the worse result when attempting to disbelieve the illusory hoard.

Augmented: If you expend two uses of your mythic power, you can set this spell as a magical trap that lasts 1 hour/level. The material component is consumed at the end of the spell’s duration, rather than when the spell is cast. The next sentient creature viewing the object must save or be affected by the illusory hoard spell. This use of the spell can be detected and disarmed as a magical trap.

Augmented (4th): If you expend three uses of your mythic power when setting an illusory hoard as a magical trap, it can activate a number of times equal to one-half your mythic tier before its power is exhausted. If the material component is destroyed or the spell is dispelled, any remaining activations of the spell are lost.

Illusory Script

The duration increases to permanent, and it cannot be dispelled unless the caster level of the dispeller exceeds yours. If more than one creature is present when the mythic illusory script is read by an unauthorized person, all creatures within 10 feet are affected by the suggestion.

Illusory Wall

A mythic illusory wall cannot be detected as magical or an illusion by non-mythic divinations unless the caster succeeds at a caster level check with a DC of 11 plus your caster level plus your mythic tier. Add your mythic tier to the caster level check DC to dispel the mythic illusory wall.

Augmented: If you expend two uses of mythic power, you can create an additional 1-ft. by 10-ft. by 10-ft. section of mythic illusory wall, plus one additional section per 3 mythic tiers after 1st.

Imbue With Aura

You can target an additional number of creatures equal to your mythic tier. While the targets are imbued with your alignment aura, they perceive you as credible and trustworthy and you gain a +2 circumstance bonus on Charisma checks and Charisma-based skill checks, and the DC of charm, compulsion, and language-dependent effects you use against the targets is increased by 1.

Imbue With Elemental Might

In addition to (or instead of ) transferring your elemental assault ability to the target, you can also transfer a prepared (or known, for spontaneous spellcasters) 1st or 2nd level with the air, earth, fire, or water descriptor. This shared spell can be used by the target exactly as described for imbue with spell ability.

Imbue With Flight

You double the maximum weight of the object you can imbue with flight. You can expend additional uses of mythic power to increase the maximum size of the object you can imbue with flight. Imbuing a Huge object requires two uses of mythic power, imbuing a Gargantuan object requires four uses, and imbuing a Colossal object requires eight uses. These costs include the expenditure to cast a mythic spell, and count toward doubling the weight limit of the spell.

Two or more casters can cast this spell in concert to share the mythic power cost. Each caster must expend an additional use of mythic power to cooperate; this does not count toward the other costs or effects of the spell. The group chooses which caster has control of the flight. As a full-round action, the controlling caster can cede control to another caster involved in the original casting of the spell.

Imbue With Spell Ability

You can imbue a total number of spell levels equal to your mythic tier, in addition to the spells normally allowed. You can imbue spells up to 4th level, though the maximum level of spell you imbue cannot exceed one-half the target’s Hit Dice, and the total number of spell levels cannot exceed its Hit Dice. You can imbue the target with mythic spells that you know, including augmented versions of mythic spells for which you qualify. If the target is mythic, it may use its own mythic power to cast or augment these mythic spells. If it chooses not to spend its mythic power to do so, the spell takes effect as an ordinary spell. If the target is not mythic (or if it is mythic but does not wish to expend its own mythic power), you can imbue one or more points of your mythic power into the target, who may use this mythic power only to cast or augment the imbued mythic spells. Your pool of mythic power is reduced by one point until the recipient uses all of the imbued mythic spells or until you dismiss the spell.

Impaling Swords

You can make the swords masterwork for no extra cost.

Impart Mind

You can add or subtract your mythic tier and your caster level from the roll you make on Table 15-24: Intelligent Item Powers in the Magic Items chapter of the Pathfinder Roleplaying Game Core Rulebook, and you may spend uses of your mythic power to influence this roll as well, adding or subtracting 1 for each additional use of your mythic power you spend.

Augmented (5th): If you expend two uses of mythic power, you can add an inherent bonus equal to one-half your mythic tier to the target object’s Intelligence, Wisdom, or Charisma score. This bonus may be applied to a single ability score or split between them.

Implosion

The damage inflicted is increased to 15 points per caster level, and you may target objects rather than creatures.

Imprisonment

You can affect more than one creature within a 10-foot burst, as long as the total number of Hit Dice of creatures you affect does not exceed your caster level plus your mythic tier. You can select which creatures in the area you wish to affect. A non-mythic freedom spell cast at the spot releases one of the trapped creatures at random unless one of them is named specifically. A mythic freedom spell frees all trapped creatures.

Improve Trap

You can improve the target trap in two of the listed ways. A trap may have more than one improvement at a time from mythic improve trap.

Augmented: If you expend one or more additional use of mythic power, you can improve the target trap in one additional way per additional use of mythic power you spend. You cannot select any improvement more than once.

Incendiary Cloud

The damage dealt increases to 6d10 points of damage per round, and the acrid, choking smoke sickens living creatures that fail their saving throw for as long as they remain within the cloud and for 1d6 minutes thereafter.

Augmented (3rd): If you expend two uses of mythic power, you increase the radius and height of the cloud to 10 feet times your mythic tier, and the mythic incendiary cloud bypasses fire resistance and fire immunity.

Incense Haze

The cloud area increases to a 15-ft. radius that is 15 ft. high.

Indulgence

The cost to cast this spell decreases to 2,000 gp worth of rare incense and sacred offerings.

Augmented (2nd): If you expend two uses of mythic power, the cost to cast this spell decreases to 1,000 gp. If you expend three uses of mythic power, the cost decreases to 750 gp.

Inevitables’ Rampage

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

Infernal Healing

The spell’s duration is increased by a number of rounds equal to your mythic tier, and the target is treated as evil for the purpose of alignment-based spells and effects. If the target is already of evil alignment, it gains fast healing 2. If the target is of good alignment, it must succeed at a Fortitude save against the spell’s DC or be sickened for a number of rounds equal to one-half your mythic tier.

Augmented (3rd): If you expend two uses of mythic power, the target gains the effects of protection from good for as long as the infernal healing spell lasts.

Infernal Healing, Greater

The spell’s duration is increased by a number of rounds equal to your mythic tier, and the target is treated as an evil outsider (as well as its own type, where applicable) for the purpose of alignment-based spells and effects. If the target is already of evil alignment, it gains fast healing 5. Each round, the target may choose to heal 1 point of ability damage rather than the hit point damage normally healed. If the target is of good alignment, it must succeed at a Fortitude save against the spell’s DC or be sickened for a number of rounds equal to your mythic tier.

Augmented (5th): If you expend three uses of mythic power, the target gains the effects of protection from good and DR/good equal to your mythic tier.

Inflict Critical Wounds, Mass

The damage dealt increases to 8d8 points of damage plus 2 points per caster level (maximum +80). Additionally, each living creature you target is sickened for a number of rounds equal to your caster level if it fails its saving throw. Undead you target gain a +4 profane bonus on attack rolls, weapon damage rolls, and saving throws for 1 round.

Inflict Doom

Add a bonus to the required range touch equal to half your mythic tier (minimum 1).

Augmented (6th): If you expend three uses of mythic power, non-mythic creatures do not receive a Will save to avoid becoming panicked.

Inflict Light Wounds, Mass

The damage dealt increases to 2d8 points of damage plus 2 points per caster level (maximum +50). Additionally, each living creature you target is sickened for a number of rounds equal to your caster level if it fails its saving throw. Undead you target gain a +1 profane bonus on attack rolls, weapon damage rolls, and saving throws for 1 round.

Inflict Moderate Wounds, Mass

The damage dealt increases to 4d8 points of damage plus 2 points per caster level (maximum +60). Additionally, each living creature you target is sickened for a number of rounds equal to your caster level if it fails its saving throw. Undead you target gain a +2 profane bonus on attack rolls, weapon damage rolls, and saving throws for 1 round.

Inflict Serious Wounds, Mass

The damage dealt increases to 6d8 points of damage plus 2 points per caster level (maximum +70). Additionally, each living creature you target is sickened for a number of rounds equal to your caster level if it fails its saving throw. Undead you target gain a +3 profane bonus on attack rolls, weapon damage rolls, and saving throws for 1 round.

Ingest

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

Ingest, Greater

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

Inheritor’s Smite

You add one-half your mythic tier (minimum +1) to the sacred bonus this spell grants on your attack roll and combat maneuver check. In addition, you may choose to perform a disarm, reposition, sunder, or trip combat maneuver in place of a bull rush maneuver on a successful hit. If you are grappled, you can instead choose to perform a grapple combat maneuver to escape from the grapple.

Augmented (5th): If you expend two uses of your mythic power, you add your mythic tier to the sacred bonus this spell grants on your attack roll and combat maneuver check, and you may choose to perform an awesome blow combat maneuver in place of a bull rush maneuver on a successful hit. Alternatively, you may choose to make two different combat maneuver checks on a successful hit, rolling separately for each, to perform a bull rush, disarm, reposition, sunder, or trip (or grapple, but only to escape from a grapple) maneuver.

Ink Blot

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

Ink Cloud

The cloud of ink spreads 40 ft. from you and is 40 ft. high. Moderate gusts or currents do not disperse the cloud at all. A strong gust or current disperses it in 4 rounds.

Inky Ray

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

Augmented (5th): If you expend two uses of mythic power, non-mythic creatures do not receive a Reflex save.

Inner Demon

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

Inner Focus

You can cast this spell with a range of touch. If you cast it on yourself, increase the duration to 1 hour/level. In addition, you do not need a divine focus to perform use supernatural class abilities, such as lay on hands or channel energy. Divinations such as detect evil reveal your alignment as if you were not a cleric.

Innocence

You add your mythic tier on Bluff checks made to profess your own innocence. If you are making a Sleight of Hand or disarm or steal combat maneuver and your target notices you doing so, you can make a Bluff check as a swift action to convince them the contact was accidental, and your action does not provoke an attack of opportunity even if it would normally do so.

If another creature has reach to the target of your check or maneuver and you exceed the DC by 10 or more, you convince the target that the other creature attempted the Sleight of Hand check or disarm or steal maneuver rather than you. This does not result in the target taking an attack of opportunity against the other creature but may result in hostile actions (GM’s discretion).

Innocuous Aspect

The DC of the Perception check required to notice that something seems strange about the group increases to 22. In addition, creatures that make a Will save to disbelieve suffer a penalty equal to half your mythic tier (minimum 1).

Inquisitor’s Bane

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

Insanity

An affected creature behaves as if under the effects of a mythic confusion spell, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures.

Insanity Void

Friendly creatures affected by this spell may make a Will save each round to avoid being affected by the spell’s confusion.

Inscrutable Grimoire

The duration increases to permanent, and it cannot be dispelled unless the caster level of the dispeller exceeds yours. If more than one creature is present when the mythic inscrutable grimoire is read by an unauthorized person, all creatures within 10 feet are affected by the companion spell effect. If the Madness rules are being used, each creature to fail a save gains 1 Madness point.

Insect Plague

The wasp swarms you summon gain the agile mythic simple template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures. In addition, as a move action you can direct one wasp swarm to move and as a full-round action you may direct all wasp swarms to move. They do not move other than as you direct them.

A mythic insect swarm obscures the vision of creatures inside it as fog cloud, providing concealment (20% miss chance) against targets within 5 feet and total concealment (50% miss chance) beyond 5 feet. Creatures outside a mythic insect swarm can attack creatures within it with no miss chance.

Inspiring Speech

The morale bonus this spell grants to allies increases to +3. In addition, as long as allies within 500 ft. can see you, they gain this bonus. Because the ardor and persuasiveness of your mythic inspiring speech is visible in your expression and gesticulating, they do not need to hear you to be affected.

Instant Armor

You add your mythic tier to your caster level to determine what kind of force armor you create with this spell. For every 3 levels above 12th of your adjusted caster level, you can add a +1 enhancement bonus to the armor you create (maximum +5). This is in addition to the enhancement bonus you can gain by creating a lower-level type of armor.

Augmented (2nd): If you expend two uses of your mythic power, you treat the armor’s category (light, medium, or heavy) as one step lighter for determining its effect on movement and abilities dependent on armor type. In addition, you reduce the armor’s armor check penalty by 1 and increase its maximum Dexterity bonus by 1.

Instant Enemy

You can target a creature that is one of your favored enemy types, allowing you to treat the target as if it were a different type of favored enemy for all purposes. In addition, rather than affecting only a single creature you treat all creatures of the same specific kind (e.g., frost giants, not all humanoids or all humanoids of the giant subtype) as if they were of your chosen favored enemy type for all purposes.

Instant Siege Weapon

The siege weapon is masterwork and its damage die type is increased by one (for siege weapons that deal d10 damage, double the dice and change the die type to d6; for example 3d10 becomes 6d6).

Augmented: If you expend two uses of mythic power, the siege weapon automatically makes a single attack.

Instant Summons

You can cast this spell on an item without first casting arcane mark, and you can summon an item weighing up to 10 pounds times your mythic tier, with a longest dimension equal to 5 feet plus your mythic tier. The spell cannot be dispelled by any non-mythic means unless the dispelling creature’s caster level equals or exceeds yours.

You cannot summon an item that is worn or carried by a mythic creature, but you can summon an item worn or carried by a non-mythic creature if that creature fails a Will save.

In addition, you may use this spell to teleport even while you or the item is subject to a non-mythic effect that blocks teleportation or summoning, such as antimagic field, dimensional anchor, dimensional lock, or forbiddance, with a successful caster level check against a DC of 15 plus the caster level of the effect, adding your mythic tier as a bonus to the check. Augmented: If you expend two uses of mythic power, you can cast this spell even if the material component is not in your possession (though it still shatters when you cast the spell).

Augmented (6th): If you expend two uses of mythic power, you can reduce the cost of the material component to 100 gp. In addition, a non-mythic creature gains no saving throw to block your summons of the item. A mythic creature in possession of your item can block the summons with a Will save, as described above.

Instrument Of Agony

You add your mythic tier to the morale bonus granted by this spell. The DC of any of your spells targeting a creature nauseated by this spell is increased by 5.

Intensify Death Throes

The duration of this spell increases by a number of hours equal to your mythic tier.

Intensifying Force

This spell’s range increases to 30 ft.

Interplanetary Teleport

You may teleport willing creatures within 5 feet times your mythic tier, without needing to touch them.

Augmented: You can provide the benefit of darkvision, life bubble, resist energy, or tongues for a number of hours equal to your mythic tier by expending one use of your mythic power for each creature you include in your interplanetary teleport.

You may choose to include some targets and exclude others from the companion spell. If the target is mythic, it can maintain the effects of the companion spell upon itself for a number of hours equal to its mythic rank or tier by expending one use of its mythic power, and it can do so repeatedly to continue extending the effect. If the effect lapses or is dispelled, it ends and cannot be extended in this fashion.

Augmented (3rd): If you expend two uses of mythic power, you may teleport one additional willing creature of any size per 3 mythic tiers.

Interposing Hand

Add your mythic tier as a deflection bonus to the hand’s Armor Class and to the DC for caster level checks to dispel it. A mythic interposing hand grants a +2 bonus on Reflex saves against any effect created by your chosen opponent. In addition, a mythic interposing hand offers partial cover against enemies adjacent to your chosen opponent, providing a +2 cover bonus to Armor Class and a +1 bonus on Reflex saves against attacks by them. A mythic interposing 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 interposing hand provides improved cover against the chosen opponent, granting a +8 cover bonus to Armor Class and a +4 bonus on Reflex saves, as well as improved evasion against effects created by that opponent. Used in this way, a mythic interposing hand does not provide cover against attackers adjacent to your chosen opponent.

Interrogation

You may ask one additional question for every two mythic tiers you possess, and the target’s penalty on Bluff checks to convince you when it is lying increases by an amount equal to your mythic tier. When a target refuses to answer a question, you may choose to deal lethal or nonlethal damage. You may expend one minute of the spell’s remaining duration to switch any remaining questions you are allowed to a new target, who is entitled to a saving throw. If the new target’s saving throw is successful, the spell ends and any remaining questions are lost.

Interrogation, Greater

You may ask one additional question for every two mythic tiers you possess, and the target’s penalty on Bluff checks to convince you when it is lying increases by an amount equal to twice your mythic tier. When a target refuses to answer a question, you may choose to deal lethal or nonlethal damage, and you may choose either to add your mythic tier to the damage dealt or to strike fear into the target, which must succeed at a Will save against the spell’s save DC or become shaken (or have its fear condition worsened by one step, to frightened, panicked, or cowering).

A cowering creature answers questions truthfully to the best of its ability; however, there is a 50% chance that the creature’s panicked blubbering makes its answer unintelligible. This chance is reduced by 10% for every two mythic tiers you possess. You may expend one minute of the spell’s remaining duration to switch any remaining questions you are allowed to a new target, who is entitled to a saving throw. If the new target’s saving throw is successful, that minute of the spell’s duration is wasted and that creature cannot be successfully interrogated with that casting of the spell; however, you may resume questioning the original target or may expend an additional minute of the spell’s duration to attempt to question a new target.

Intoxicating Scent

You extend the range you affect creatures to 10 ft., and you can select which creatures within the area are affected. In addition, you can affect non-mythic creatures that are normally immune to mind-affecting effects, though they gain a +2 circumstance bonus to their saving throws.

Invigorate

This spell banishes temporary ability penalties to Strength and Dexterity, such as those caused by ray of enfeeblement and touch of gracelessness. If the target has (or takes) Strength or Dexterity damage or drain, this spell temporarily suppresses penalties on Strength or Dexterity-based rolls, such as attack and damage rolls, Reflex saves, and skill checks, by an amount equal to one-half your mythic tier. This does not actually remove or cure the ability damage.

Invigorate, Mass

This spell functions as mythic invigorate, 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.

Invisible Hunter

You may spend one use of mythic power to choose a second creature to which you become invisible, and neither creature can detect you with detect magic or other spells that detect magic auras. The invisibility can’t be penetrated, revealed, or dispelled by spells of 2nd level or lower (such as see invisibility or glitterdust) with respect to the affected creatures.

Augmented (3rd): If you expend two uses of mythic power, you are undetectable by any blindsense, blindsight, scent, or tremorsense possessed by either creature.

Invisibility, Greater

This spell includes the benefits of mythic invisibility, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures, but it cannot be dispelled, penetrated, or revealed by non-mythic spells of 3rd level or less, including dispel magic and invisibility purge.

Invisibility, Mass

All creatures are affected as mythic invisibility, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures. All creatures affected by mythic mass invisibility can see one another.

Augmented: If you expend two uses of mythic power, a number of creatures equal to your mythic tier can attack without disrupting the invisibility of the remaining creatures (though they become visible themselves). Once the number of creatures that have attacked exceeds your mythic tier, the spell ends.

Augmented (3rd): If you expend one additional use of mythic power, all creatures made invisible by this spell become undetectable by blindsense, blindsight, scent, or tremorsense.

Invisibility Purge

This spell functions as an area dispel (as dispel magic) on all forms of invisibility, with a bonus to the caster level check to dispel equal to your mythic tier against non-mythic forms of invisibility. Supernatural invisibility effects are not dispelled but are suppressed within the area.

Invisibility Sphere

This spell includes the benefits of mythic invisibility, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures. In addition, affected creatures that become visible on exiting the mythic invisibility sphere become invisible again if they later return to it. If the subject of the spell is a mythic creature, it may expend one use of mythic power to make a creature entering the area invisible, as if it had been within the spell’s area of effect at the time it was cast.

Invisibility Well

A creature beginning its turn in a mythic invisibility well is affected as mythic invisibility, as described in Pathfinder Roleplaying Game Mythic Adventures.

Ioun Storm

The duplicate ioun stones fill a 15-ft. square and the swarm deals 2d8 hp damage. The swarm’s distraction DC changes to 13 + your primary spellcasting attribute’s modifier.

Ioun Strike

The ioun stone deals 1d8 hp bludgeoning, piercing, or slashing damage of your choice per caster level (maximum 5d8). Additionally, the target is blinded for 1 round per mythic tier. A successful Fortitude saving throw reduces the blinding effect to dazzled for 1 round.

Iron Body

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

Augmented: If you expend two uses of mythic power, you can cast this spell with a range of touch (Fortitude negates (harmless), SR yes).

Ironbeard

The armor bonus granted by this spell is increased to +2, and creatures striking you with natural weapons, unarmed strikes, and touch attacks take piercing damage equal to one-half your mythic tier (minimum 1) with each hit. When you cast this spell on yourself the spell failure chance for casting spells with a verbal component does not apply. Your ironbeard is treated as a magical cold iron and silver weapon for the purpose of overcoming damage reduction.

Augmented (3rd): If you expend two uses of mythic power, the armor bonus granted by your ironbeard increases to +3. In addition, your ironbeard gains an enhancement bonus equal to one-third your mythic tier when used to attack with it as armor spikes or when making a grapple combat maneuver. It also bypasses damage reduction (but not hardness) as if it were adamantine.

Ironsides

The spell’s duration increases to 1 hour/level, the hull’s hardness triples, and the ship’s hit points increase by 50%.

Augmented (5th): If you expend two uses of mythic power, the spell’s range increases to close, and you can affect two ships of up to Colossal size which are no more than 30 feet apart.

Ironwood

You gain a bonus equal to your mythic tier to Craft checks related to creating items out of ironwood, and increase the hardness and hit points of any items you create by an amount equal to your mythic tier.

Augmented (3rd): If you expend two uses of mythic power while making only half as much ironwood as the spell would normally allow, increase the enhancement bonus you grant to any weapon, shield, or suit of armor so created by one-third your mythic tier.

Ivory Flesh

Your DR must be overcome by epic weapons, and there is a 25% chance any critical hit or sneak attack against you is treated as a normal hit, as if you were wearing light fortification armor.

Jellied Resilience

The spell subject’s DR must also be overcome by epic weapons. The subject also becomes immune to poison, sleep effects, paralysis, polymorph, and stunning. The subject’s natural attacks and unarmed strikes gain the corrosive burst weapon quality.

Jester’s Jaunt

You can teleport the target to a space within 30 feet of its original location even if you cannot see the destination. You can also teleport a creature onto a structure that is solid enough to support its weight, such as a table or chandelier, rather than onto solid ground. If the target has a climb speed, you can teleport it onto a solid vertical surface or structure; it appears clinging to that surface. If the target has a swim speed, you can teleport it into a body of water, and if it has a fly speed you can teleport it into midair. This supersedes the standard requirement of teleporting onto solid ground. However, the destination must be large enough to fit the space of the creature you teleport; hence, you could teleport a Medium-sized creature into a closet or a large wardrobe but not inside a small treasure chest. The destination cannot be a space that is inherently hazardous to the creature you are teleporting (including a space with no escape or no air to breathe). The spell fails if you try to teleport a creature to an invalid destination.

Jeweled Bolt

The crystals deal 1d6 hp damage per 2 caster levels. If the target fails its Fortitude save, it is stunned for round per mythic tier; success reduces this to 1 round. Removing the jewels requires a number of Heal checks equal to the caster level with a DC equal to the spell’s save DC. Each failed check deals an additional 1d4 hp damage to the affected creature.

Jitterbugs

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

Jolting Portent

Any time the subject fails its Fortitude save, you may dismiss the spell to deal 1d3 Dexterity damage to the subject.

Jormungandr’s Call

The spell deals 10d8 hp damage to structures and creatures. The Reflex save DC to take half damage changes to 16 + primary spellcasting attribute modifier. All creatures within the spell’s range are panicked. Creatures that carry a scale of Jormungandr may make a Will save; if the save succeeds, the creature is frightened instead. The spellcaster can choose which creatures are affected by this effect.

Jotun’s Jest

The affected item weighs 16x its original weight and cannot be used effectively by creatures smaller than Colossal size. It also gains hardness 30 for the spell’s duration. You can spend one use of mythic power to affect a second item in the same way.

Joyful Rapture

You immediately end the confused, dazed, staggered, and stunned conditions, and you cure 1d4 points of Intelligence, Wisdom, and Charisma damage and 1 point of Intelligence, Wisdom, and Charisma drain to all allies in the area. All allies gain a +1 morale bonus on attack rolls and saving throws against mind-affecting effects. Any existing morale bonuses they possess (except morale bonuses to ability scores) are increased by 1.

Judgment Light

When you cast this spell, you may immediately activate another judgment. This does not count against your judgment limit for the day if it is the first time you’ve cast this spell today.

Destruction: Enemies in the area take 8d8 points of damage.

Healing: Allies in the area regain hit points equal to 2d8 + the caster’s Wisdom modifier.

Justice: Incorporeal creatures within the burst may be attacked by non-magical weapons.

Piercing: The spell resistance of enemies within the burst is reduced by 10 for 1 round per caster level.

Protection: Allies in the burst gain a +4 sacred bonus to AC and CMD, and a +6 sacred bonus to AC against critical confirmation attack rolls for 1 round per caster level.

Purity: Each ally within the burst may attempt a saving throw against every effect that allows a saving throw with a +4 sacred bonus on the roll.

Resiliency: Allies within the burst gain DR 5/magic or the alignment your judgment allows for 1 round per caster level.

Resistance: Allies within the burst gain resistance 10 against the energy the judgment protects the inquisitor against when she casts this spell for 1 round per caster level.

Smiting: Allies’ weapons within the burst count as magic, the alignment her weapon is, and adamantine for purposes of overcoming damage reduction for 2 rounds per caster level.

Jump

Increase the bonus on Acrobatics checks made to jump by 5 times your mythic rank. The target of this spell is always considered to have a running start. If the target intentionally jumps down from a height on his turn as a move action, he may make an Acrobatics check to jump, reducing the effective falling distance by a number of feet equal to the result of his Acrobatics check to determine falling damage. If his jump check equals or exceeds the distance fallen, he takes no damage and lands on his feet.

Jungle Mind

You gain the ability to speak with animals for the duration of the jungle mind, and you gain a bonus equal to your mythic tier on Intimidate checks made against animals. You can influence the reactions of animals of your chosen type as if you had wild empathy, adding your mythic tier as a bonus on your Charisma check when using this ability. Concentrating to read the thoughts of an animal or to share its senses reduces the spell’s remaining duration to 1 minute per level rather than 1 round/level. You can switch your mental link to a different animal of the same type anywhere within range by concentrating for 1 minute; the new animal becomes your scrying sensor. This time is reduced to a full-round action if the animal with whom you currently have a mental link has line of sight and line of effect to the new animal with whom you wish to establish a link.

Jury-Rig

Every object within a 30-foot radius loses the broken condition. If objects in the area becomes broken, you may expend an additional use of mythic power to negate the broken condition.

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