Mythic Spells (K-L)
Table of Contents

Karmic Blessing

The target gains a number of ranks equal to one-half your mythic tier (minimum 1) in the skill you choose. The target’s ranks in this skill cannot exceed her Hit Dice. Alternatively, you may choose to allow the target to treat an additional number of skills equal to one-half your mythic tier (minimum 1) as class skills.

Keen Edge

Increase the target weapon’s critical multiplier by 1. This does not stack with the mythic version of the Improved Critical feat.

Keen Senses

You add one-half your mythic tier to the bonus this spell provides on Perception checks, or a bonus equal to your mythic tier on checks to track by scent or to pinpoint the location of a hidden or invisible creature. If the target has an exceptional sense such as blindsense, blindsight, darkvision, scent, or tremorsense, the range of that sense is increased by 5 feet for every 2 mythic tiers.

Khor’s Cleansing Conflagration

The spell’s duration increases to 1 round/level. The magical flames inflict 2d8 hp damage for every 2 caster levels. Any of your allies with good alignment can smite evil (add your Cha bonus [minimum 1] to attack rolls and damage bonus equal to your caster level) against a creature harmed by the fire until the end of your next turn.

Ki Arrow

You add your mythic tier to the damage dealt by your ki arrow. In addition, you can deliver your Stunning Fist (or equivalent ability) through your ki arrow.

Ki Leech

You can cast this spell as a swift action after confirming a critical hit in melee. In addition, if you confirm a critical hit against a living enemy that has a ki pool (even if you do not reduce the target to 0 or fewer hit points), you can steal 1 point from the target’s ki pool and transfer the ki to your own ki pool, or to the ki pool of an adjacent ally.

Ki Shout

The damage is increased to 1d8 points of sonic damage per level (maximum 20d8), and you can also attempt a combat maneuver check against the target using your caster level plus your primary spellcasting ability modifier plus your mythic tier. If your combat maneuver succeeds, your target is pushed 10 feet in a direction of your choice and knocked prone.

If an obstacle prevents this movement, the target and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Kinetic Reverberation

If a creature’s weapon takes damage from this spell, that creature suffers a -5 penalty on attacks with that weapon next round.

Augmented (3rd): If you expend two uses of mythic power, non-magical weapons that take damage from this spell gain the broken condition.

Augmented (6th): If you expend three uses of mythic power, non-magical weapons that take damage from this spell are destroyed. If a creature attacks with a natural attack or unarmed strike, they must succeed on a Fort save or take damage and suffer a -5 penalty on attacks with that attack next round.

King’s Castle

You can cast this spell as an immediate action. In addition, you may choose to grant the ally with whom you switch places the benefits of shield other for a number of rounds equal to your mythic tier.

Kiss Of The Fey Realms

A living creature gains a +4 insight bonus on Charisma checks and Charisma-based skill checks, and it gains fast healing 3 that is suppressed only if the target takes acid, fire, or negative energy damage from a mythic creature or effect. An undead creature takes a penalty on saving throws against positive energy effects equal to one-half your mythic tier, and the save DCs for any of its exceptional or supernatural abilities are decreased by an amount equal to 2 plus one-half your mythic tier.

Knight’s Calling

You may increase the duration of this spell by a number of rounds equal to your mythic tier. Once your target has moved adjacent to you and made at least one attack against you, it can attempt a new saving throw each round at the end of its turn to break free of the compulsion.

Augmented (2nd): If you expend two uses of your mythic power, you can use the non-mythic version of knight’s calling to affect a number of creatures equal to your mythic tier.

Knockdown Wave

The spell’s area increases to a 60-ft. radius burst. The shockwave’s CMB gains a further bonus equal to your tier for its bull rush attempt. Creatures bull rushed by the spell receive no saving throw to avoid being knocked prone. Instead, they must make a Reflex save to avoid taking 1d6 hp damage.

Know Direction

You may choose for the spell to reveal the direction to a commonly known location within a number of miles equal to your caster level plus your mythic tier times 10. This location must be commonly known, such as a city or other settlement or a natural feature such as a mountain or river, with a Knowledge (geography), Knowledge (local), or Knowledge (nature) DC no greater than 10 plus your mythic tier unless you have previously visited that location.

Know The Enemy

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

Kobold’s Fury

The circumstance bonus is discharged after two uses, rather than one. If you expend one use of mythic power when you cast this spell, you can target a second creature, which also receives two uses of the circumstance bonus.

Labyrinth Mastery

You learn the fastest path to reach an exit from the maze. You also know the location, but not the relative power, of all creatures within the maze. You cannot be caught flat-footed within the maze.

Augmented (4th): You can expend two uses of mythic power to teleport anywhere within the maze.

Lacerate

The spell’s duration increases to 1 min./level. Your claws deal damage as if you were one size larger. They bypass DR as if they were magic weapons.

Lada’s Sacred Servant

The sacred servant heals hp equal to 1d6 + your Wisdom modifier + your tier. It can also attack undead. On a successful touch attack using your own attack modifier, the sacred servant deals positive energy damage to undead equal to 1d6 + your Wisdom modifier + your tier. Non-mythic undead receive no Will save to halve this damage, but mythic creatures do.

Lada’s Sacred Servant, Greater

The sacred servant heals 2d6 hp + your Wisdom modifier + your tier hit points. The sacred servant can also attack undead. On a successful touch attack, using your own attack modifier, the sacred servant deals positive energy damage equal to 2d6 hp + your Wisdom modifier + your tier to undead. Mythic undead get a Will save to halve the damage, but non-mythic creatures do not.

Languid Bomb Admixture

Your languid bomb admixture affects creatures that take splash damage from the bomb even on a missed attack, affecting a number of targets equal to one-half your mythic tier (minimum 1), or increasing the number of targets it can affect on a direct hit by an amount equal to one-half your mythic tier, though only targets that take splash damage from the bomb can be affected.. In addition, a creature that takes a direct hit from your bomb becomes exhausted on a failed Will save, and is fatigued even if its save is successful.

Lay Of The Land

You can cast this spell with a range of touch. If you cast it on yourself, you add your mythic tier to your caster level to determine the area you learn about, and as a bonus on Knowledge (geography) checks and Survival checks to avoid getting lost in that area. If you are a ranger, you treat that area as your favored terrain with a +2 bonus; if the area is already a type of your favored terrain, your favored terrain bonus is increased by 2 within the area.

Lead Blades

This spell affects any melee or thrown weapon on your person when the spell is cast. In addition, on a critical hit the impact of your heavy weapon 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.

Leaf Spray

The spell’s range increases to 20 feet. Creatures that fail a Reflex save are blinded and entangled, and they must take a full-round action to remove each condition.

Leap

You add your tier to the enhancement bonus. This increases to double your tier at caster level 5th, and triple your mythic tier at caster level 9th. The spell’s subject is treated as having a base speed 10 feet greater for the purposes of making long jumps.

Leashed Shackles

Your shackles of force reinforce the surface to which they are attached, adding your mythic tier to the object’s hardness and adding 5 hit points to the surface times your mythic tier. If the original target of the spell saves, it cannot be entrapped by that casting of leashed shackles; however, you can spend one minute of the spell’s duration to attempt to entrap a different creature within 30 feet of the object or location where your leashed shackles are anchored. You add your mythic tier to the DC of caster level checks made to dispel.

Leeching Lanthorn

The lantern improves such that it has hardness 4 and 45 hp. It sheds light in a 40-foot radius and deals 1d6 damage to the chosen ability score.

Augmented (3rd): You may expend two uses of mythic power to choose a second ability score.

Legend Lore

The casting time is always the minimum possible based on the information you are trying to acquire. You gain a bonus equal to your mythic tier on all Knowledge checks related to the subject of study, and you gain a bonus equal to one-half your mythic tier on caster level checks and the save DC of any divination spell you cast to learn more about the same creature after casting mythic legend lore. The effect of any divination about the subject of this spell is doubled as if using the Extend Spell feat.

Lend Condemnation

You may spend one use of mythic power to grant the spell’s subject the ability to confer a second condemnation, which only consumes one of your daily uses of the condemnation ability.

Lend Judgment

You can cast this spell as part of the action you use to begin your judgment. In addition, your ally gains the benefit of the judgment you share for the full duration of the spell, even if you cannot use the judgment or switch to a different active judgment. Your ally must remain in combat to gain the benefits of the judgment; its benefits are suppressed and the spell’s duration continues to elapse if the target is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in combat.

If you switch to a different judgment and you touch the target of this spell as a swift or move action, you may switch the target’s active judgment to match your new active judgment. If the target is unwilling, it retains the previous active judgment.

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

Lend Judgment, Greater

This functions as mythic lend judgment, but your ally gains the benefit of all of your active judgments.

Leprechaun’s Luck

If you use this spell additional times in one day, you bestow the normal bonus on a result of 01-74. You may spend one use of mythic power and an additional gold piece to grant the target creature a +2 bonus on its next die roll. If you do so, and this is a subsequent casting of the spell, you are subject to the same die roll for the spell’s effect, but a result of 75-100 only imposes a –1 penalty to the target’s next die roll.

Lesser To Greater

The spell’s duration increases to 10 min./level and the target creature is not required to have any aspects in common with the dragon whose form it takes.

Augmented (5th): You may expend two uses of mythic power to grant two dragon forms, giving the subject resistances, abilities, and vulnerabilities. The subject also gains an additional use of breath weapon and can choose between the two breath weapons available. It still must wait 1d4 rounds between uses.

Ley Energy Bolt

The bolt deals 1d8 hp damage per caster level (maximum 10d8). If you spend one use of mythic power to have the bolt pass through an additional object it must instead hit a third object before it fizzles.

Ley Hail

The initial round of ley-infused rocks deals 4d8 hp bludgeoning damage and 3d8 hp electricity damage. You may spend one use of mythic power to conjure a second round of ley-infused rocks, which deal 4d6 hp bludgeoning damage and 3d6 hp electricity damage to every creature in the area.

Ley Leech

You gain temporary ability score points equal to the number of dice of ability score damage (half if the target saves). These ability score points remain for a number of minutes equal to your tier.

Ley Pulse, Greater

You gain a free relevant Knowledge check for each creature targeted by this spell. A non-mythic creature does not receive a Will save to negate the ley pulse’s effect, but a mythic creature does. However, even if a mythic creature makes its save, the caster may choose one of its defensive abilities to remove.

Ley Pulse, Lesser

You gain a free relevant Knowledge check for each creature targeted by this spell. A non-mythic creature does not receive a Will save to negate the ley pulse’s effect, but a mythic creature does.

Ley Storm

Each mythic creature that fails its Fortitude save against this spell’s deafness is permanently deafened (non-mythic creatures automatically fail this save). The ley-infused pebbles deal 1d8 hp bludgeoning damage. The ley bolts deal 10d8 hp electricity damage, and non-mythic creatures do not receive a Reflex save. When you call down a prismatic sphere it also spontaneously generates a prismatic spray that originates from a point on the sphere and radiates directly away from the sphere’s center. The pockets of ley surges deal 5d8 hp electricity damage. A geomancer who would gain more hp than his maximum gains these as temporary hp that last for 1 minute.

Ley Surge

The burst increases to a 40-foot radius. The ley energy surge deals 1d8 hp ley damage per caster level (maximum 30d8) and 1d6 points of Constitution drain.

Ley Whip

The whip gains an additional +2 enhancement bonus on its attack rolls and deals 2 extra hp ley energy damage. Its threat range increases to 18–20. No non-mythic spell of lower than 7th level can affect the whip. If the whip attacks a non-mythic creature with spell resistance and does not beat the resistance it deals no damage, but it is not dispelled.

Liberating Command

The target adds twice your mythic tier on his Escape Artist check to escape confinement. If the target is affected by a temporary paralysis effect, it can instead attempt a new saving throw as an immediate action to negate that effect. This does not affect paralysis based on ability drain or damage.

Life Bubble

The duration is increased to 3 total hours per level, and you can affect a number of creatures equal to your caster level plus your mythic tier. In addition, any creature affected by life bubble can share the breathable air provided by the spell with one adjacent creature by spending a move action each round. This does not affect the spell’s duration. If a creature has at least two hours remaining on their allotment of the spell’s duration, they can transfer some of their remaining duration in one-hour increments to a willing adjacent creature as a standard action.

Augmented: If you expend two uses of mythic power, all affected creatures gain either darkvision 60 feet, low-light vision, or mistsight (as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures) for as long as the life bubble persists.

Life Channel

When the target is subjected to an effect that heals hit points only to living creatures, it gains a number of temporary hit points equal to the number of hit points that the positive energy would normally heal.

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

Life Conduit

The hit points you can transfer increase to 1d10. When you transfer hit points to your eidolon, you gain hit points equal to your mythic tier. When you transfer hit points to or from your eidolon, whichever of you lost hit points gains a +1 deflection bonus to AC for the next round.

Life Conduit, Improved

The hit points you can transfer increase to 2d10. When you transfer hit points to your eidolon, you gain hit points equal to your mythic tier. When you transfer hit points to or from your eidolon, whichever of you lost hit points gains a +1 deflection bonus to AC for the next round.

Life Conduit, Greater

The hit points you can transfer increase to 3d10. When you transfer hit points to or from your eidolon, whichever of you lost hit points gains a +1 deflection bonus to AC for the next round. When you transfer hit points to your eidolon, you gain hit points equal to your mythic tier.

Lift

You can affect a total number of creatures and objects equal to your caster level, but the total weight supported cannot exceed 100 pounds per level. You can spend a move action to mentally direct all targets, but you must move all of them identically. Non-mythic creatures incur a penalty equal to your tier on their Reflex saves to negate this spell’s effects.

Light

Your mythic light sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet, and the duration is increased to one hour per level.

Augmented: You can cast mythic light as an immediate action to counter or dispel any darkness spell by spending a number of additional uses of mythic power equal to the level of the darkness spell.

Light Blindness

The creature touched can only see in shadowy illumination (neither full darkness nor bright light) for the spell’s duration. If you spend one use of mythic ability when casting this spell you can affect a second creature.

Light Lance

Any evil creature you hit with your light lance is dazzled for 1 round; if you hit the same target multiple times, this duration stacks. If you confirm a critical hit with your light lance against an evil target, your target is blinded for 1 round and then dazzled for a number of rounds equal to your mythic tier. In addition, you can hurl the light lance as a one-handed thrown weapon with a range increment of 10 feet plus 10 feet per 2 mythic tiers, and it will return to your hand immediately before your next turn, as if it had the returning weapon property.

Light Of The Crusader

Undead within the light of the crusader are limned in a pale glow equivalent to faerie fire and are dazzled as long as the light of the crusader is upon them. Undead that fail their save take a ─2 penalty on saving throws against effects with the light descriptor, in addition to positive energy effects. You may choose to cast this spell so as to illuminate evil outsiders in the light of the crusader rather than undead. The effects are the same as noted above, but evil outsiders that fail their saving throw take a ─2 penalty on all saving throws made against effects with the good or light descriptor.

Light Prison

The save changes to Reflex partial, and creatures failing their initial save who later attempt to leave the mythic light prison must succeed on a Reflex save, taking 1d10 points of damage and are blinded for 1 round regardless of the result of the save. A failed Reflex save means the character remains stuck within the mythic light prison. A trapped creature can substitute a Strength check for this Reflex save, adding its size modifier to its CMB as a modifier on this check. A mythic creature adds its mythic tier to a Strength check to escape a mythic light prison.

Light Warding

You can select one additional type or subtype per three caster levels. A creature with the shadow or dark subtype that fails its Will save to cross through the warded square takes 1d6 hp damage. Creatures in affected squares that fail their Reflex saves are blinded for 2d4 hours; success means the creatures are dazzled for 1d4 rounds.

Lighten Object

You can affect a single object up to 10 cubic feet/level. If the target object is less than 1 cubic foot/level, you may choose to increase the duration to 1 hour/level, or you may reduce its weight to 10% normal for 1 minute/level. If the target item is a suit of armor, its armor check penalty decreases by an amount equal to one-half your mythic tier (minimum 1).

Lighten Object, Mass

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

Lightning Arc

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

Lightning Lash Bomb Admixture

Your lightning lash bomb admixture affects creatures that take splash damage from the bomb even on a missed attack, affecting a number of targets equal to one-half your mythic tier (minimum 1), or increasing the number of targets it can affect on a direct hit by an amount equal to one-half your mythic tier, though only targets that take splash damage from the bomb can be affected.. In addition, the spell deals 1d10 points of electricity damage to affected creatures each time they move. If two creatures affected by your lightning lash bomb admixture move adjacent to one another or remain adjacent at the end of their turns after being affected by this bomb, an additional jolt of electricity arcs between them, forcing them to make an additional saving throw or take damage.

Augmented (3rd): If you expend two uses of mythic power, the damage from this spell bypasses electricity resistance or electricity immunity, and creatures failing their Reflex save take 1 point of Dexterity damage for each failed save.

Lightning Rod

This spell absorbs 20 hp electricity damage before being discharged. Once during the spell’s duration, you can redirect an electricity ranged attack in any direction you wish, using the parameters of the original spell or effect, but with you as the originator. The spell still absorbs the electricity damage from the spell or effect.

Lily Pad Stride

Your allies may add your mythic tier on Acrobatics checks they make to follow in your footsteps on the lily pads you create behind you. As a standard action, you can cause a number of squares of lily pads equal to your mythic tier to disappear or reappear, though you cannot create new lily pad squares in areas where you have not walked. The lily pads are much more durable and resilient than normal, gaining hardness equal to your mythic tier and hit points equal to twice your mythic tier, allowing them to persist even in dangerous or damaging liquids. If you are knocked prone when using this spell, you can form lily pads under yourself that will support you. If a creature attempts to pull you under the water’s surface with a drag or grapple combat maneuver, the pull special ability, or the like, you may add your mythic tier to your CMD to resist the attempt.

Augmented (3rd): If you expend two uses of your mythic power, you may choose to make your lily pads slippery, as a grease spell, though you may choose a number of creatures equal to your mythic tier to make exempt from this effect. Creatures falling prone on these slippery lily pads fall through them into the water below.

Augmented (6th): If you expend three uses of your mythic power, your lily pads entangle any creature other than you passing over them or moving adjacent to them in the water or in the air, though you may choose a number of creatures equal to your mythic tier to make exempt from this effect. Any creature ending its turn entangled by the lily pads is dragged underwater and must hold its breath or begin to drown.

Limited Wish

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

Linebreaker

You can cast this spell on a willing ally with a range of touch, and the target can charge even in areas of difficult terrain. If the target is a mythic creature, when it takes the charge action it can spend one use of its own mythic power to make a combat maneuver check as a free action to bull rush or overrun a creature in the path of its charge or adjacent to it while it charges. If the target successfully bull rushes or overruns that creature, it can complete the charge. If the bull rush or overrun is unsuccessful, the charge ends in the space directly in front of that creature.

If you cast the spell on yourself, you add one-half your mythic tier on combat maneuver checks made to bull rush or overrun. In addition, when taking the charge action you can attempt to bull rush or overrun one creature in the path of the charge as a free action. You can attempt to bull rush or overrun an additional creature as a swift action by expending an additional use of your mythic power.

If the target possesses the Charge Through feat, this combat maneuver is in addition to the overrun attempt allowed by that feat. If the overrun maneuver granted by Charge Through fails, the target can use the bull rush or overrun maneuver allowed by linebreaker against the same target. If either maneuver succeeds, the target’s charge can continue.

Lion’s Courage

The target is immune to fear effects and spells generated by non-mythic creatures, and has a +6 enhancement bonus to saving throws against fear effects and spells from mythic creatures. If you spend one use of mythic power, you confer this spell’s effects to a second creature.

Liquefaction

All creatures in the spell’s area must succeed at a Reflex save at the beginning of their turns to avoid taking 1d6 hp damage from the violently spraying water. Prone creatures take a –2 penalty on their saving throws.

Liquefy Air

You add your tier to the CMB for the pressure wave’s bull rush. You may extinguish all flame in squares where you move, and you may move one square of a swarm each time you move into its space during your movement (effectively allowing you to shove an entire swarm back a fraction of your movement rate).

Liquid Form

The liquid form lasts for 10 min. per caster level. While in liquid form the target’s swim speed is 40 ft.

Litany Of Defense

The maximum dexterity of your armor improves by your mythic tier, and your armor gains the moderate fortification armor property.

Litany Of Eloquence

You can target a number of creatures equal to your mythic tier. Targeted creatures will follow you up to 30 ft. a round.

Litany Of Entanglement

The target cannot leave its square. Add your mythic tier to the attack penalty imposed by the entanglement.

Litany Of Escape

Any creature that was grappling the target must make a Fortitude save or be stunned for one round.

Augmented (6th): If you expend two uses of mythic power, any creature that was grappling the target must make a Fortitude save or be stunned for a number of rounds equal to your mythic tier.

Litany Of Madness

When the target rolls its confusion roll, as an immediate action you may dictate one action (other than acting normally) that the target may not take.

Litany Of Righteousness

The target of the spell takes double damage and is dazzled when it takes damage from good weapons or creatures with good auras.

Litany Of Sight

The spell lasts for a number of rounds equal to your mythic tier. Creatures who were in the range and invisible at the time the spell was cast must make a Fortitude save or be staggered.

Litany Of Sloth

The target loses any dodge bonus to AC that it possesses and its base speed is decreased by 10 feet.

Litany Of Sure Steel

The target may take one swift action to manipulate an object that would normally require a move action. If you spend one use of your mythic ability you can target one additional creature with this spell.

Litany Of Thunder

You may target a number of creatures equal to your mythic tier, all of whom must be within 10 feet of each other.

Litany Of Vengeance

The sacred or profane bonus is increased by your mythic tier. On a critical hit, all of the damage acts as damage dealt by a good or evil-aligned weapon, depending on the alignment of the caster.

Litany Of Warding

The sacred bonus to AC is increased by your mythic tier. You may make as many attacks of opportunity as you wish.

Litany Of Weakness

The target is exhausted for 1 round and fatigued for a number of rounds equal to half your mythic tier.

Augmented (6th): If you expend two uses of mythic power, the target is exhausted for a number of rounds equal to half your mythic tier.

Liveoak

You can have a number of mythic liveoak spells in effect equal to your mythic tier, and the caster level check DC to dispel this effect with any non-mythic effect is increased by an amount equal to your mythic tier. While in its inanimate tree form, your mythic liveoak adds your mythic tier to its hardness and gains spell resistance of 12 plus your caster level to resist spells that specifically affect plants; this spell resistance is increased by your mythic tier against non-mythic effects.

Augmented: If you expend two uses of mythic power, when your mythic liveoak animates into treant form it is considered a mythic creature and gains DR 10/epic and slashing instead of DR 10/slashing.

Lizardbane

The rain of fire’s burst radius increases to 90 ft. All affected creatures and objects take 3d8 hp fire damage, and non-mythic creatures incur a penalty equal to your mythic tier on their Reflex saves.

Loathsome Veil

You add your mythic tier to the number of Hit Dice of creatures you affect, and you may choose the order in which the creatures are affected. In addition, you can add a loathsome array of disturbing and discordant sounds or scents to your mythic loathsome veil, allowing it to affect even sightless creatures or creatures closing or averting their eyes, though creatures that do not see the mythic loathsome veil gain a +4 bonus on their saving throw.

Locate Creature

Increase the range to 1 mile per level, and running water does not block the effect. You gain a bonus equal to your mythic tier on Perception checks made to oppose Disguise or Stealth checks by the creature you are attempting to locate. You can also locate creatures protected by non-mythic effects such as nondetection, private sanctum, mind blank, and polymorph effects with a caster level check with a DC of 11 plus the caster level of the effect, or through lead sheeting with a DC 20 caster level check, plus 5 per inch of thickness. If an effect already allows a caster level check or saving throw to penetrate its protection, add your mythic tier on this check or saving throw.

Locate Object

Increase the range to 1 mile per level, and running water does not block the effect. You gain a bonus equal to your mythic tier to Perception checks to find or notice the item you seek by ordinary observation, including recognizing a disguised or camouflaged object for what it really is. You can also detect items hidden or disguised by non-mythic effects such as nondetection, polymorph any object, or sequester with a caster level check with a DC of 11 plus the caster level of the effect, or through lead sheeting with a DC 20 caster level check, plus 5 per inch of thickness. If an effect already allows a caster level check or saving throw to penetrate its protection, add your mythic tier on this check or saving throw.

Locate Water

You can locate a body of water up to 1 mile per level, and you learn the most direct route to the body of water.

Locate Weakness

You add your mythic tier on any roll to confirm a critical hit. You become aware of the vulnerabilities of every creature within 30 ft.

Lock Armor

This spell can affect one creature or construct per level. A creature that fails its Will save takes non-lethal damage equal to the armor’s armor bonus, while a construct takes 1d6 hp lethal damage. Mythic grease is required to counter or dispel mythic lock armor.

Lock Gaze

The target takes a penalty on all Will saves against your spells equal to your mythic tier. If the target fails the Will save to negate this spell by 10 or more, it is fascinated for the duration.

Lockjaw

The target gains a bonus equal to one-half your mythic tier (minimum +1) on combat maneuver checks made to start or maintain a grapple using the affected natural weapon. If the target chooses to use only part of its body to grapple its opponent so that it does not gain the grappled condition, it reduces the penalty for doing so by an amount equal to your mythic tier.

Augmented (5th): If you expend two uses of your mythic power, the target gains a bonus equal to your mythic tier on combat maneuver checks made to start or maintain a grapple using the affected natural weapon. In addition, the target can grapple creatures using non-mythic freedom of movement or similar effects, though it takes a -20 penalty on combat maneuver checks made against such creatures. This penalty is reduced by 2 for every mythic tier you possess above 5th.

Loki’s Gift

You gain an additional bonus equal to your tier for your Bluff check. If a creature fails its Will save against your coaxing it out of a secret, it incurs a penalty equal to your mythic tier on all Charisma-based checks for 24 hours. A non-mythic creature that succeeds at its Will save gains an unfriendly attitude toward you.

Longshot

The range-increment bonus granted by this spell is equal to your mythic tier times 10 feet.

Longstrider

The speed bonus from this spell increases to 15 feet (and to 20 feet at 5th tier).

Augmented: If you expend two uses of mythic power, you can cast this spell on a number of creatures equal to your mythic tier.

Lose The Trail

You add your mythic tier to the number of creatures you can affect with this spell, and you also add your mythic tier to the DC of Survival checks made to track the targets. A creature using a non-mythic magical effect that reveals the direction and/or distance to a creature targeted with this spell, such as locate creature or status, must succeed at a caster level check with a DC of 11 plus your caster level plus your mythic tier or the spell fails to reveal the target’s direction and distance. The caster adds the spell level of the magical effect being used to locate the target as a bonus on this check, and if the creator of that effect is a mythic creature, it also adds its mythic rank or tier as a bonus on the caster level check.

Lover’s Vengeance

The target gains a +4 morale bonus to Strength and Constitution and a +2 morale bonus on Will saves while raging. If you cast this spell upon yourself, as a swift action you can suppress the effects of your rage until the beginning of your next turn. You can do this a number of times equal to your mythic tier. If you cast this spell on a mythic ally, that ally can expend one use of its mythic power as a swift action to suppress the effects of its rage until the beginning of its next turn.

Augmented (4th): If you expend two uses of mythic power, you may designate a number of enemies that have wronged you equal to one-half your mythic tier. Your lover’s vengeance triggers when the target is in combat with any of these enemies. In addition, your lover’s vengeance can be triggered a number of times equal to one-half your mythic tier before being discharged.

Lucky Break

The caster can choose the type of roll—saving throw, skill check, or attack roll—that becomes a success. The affected ally then may choose which specific roll of that type becomes a success long as it is made within a number of rounds equal to the caster’s mythic tier after the spell is cast.

Lullaby

Increase the radius of the spell’s area of effect by 5 feet times your mythic tier. You may exclude yourself plus a number of creatures equal to your mythic tier from the effect.

Augmented (6th): If you expend three uses of mythic power, you affect all creatures within 1 mile.

Lunar Veil

The area is increased to a 600-foot-radius emanation, and lycanthropes within the area become shaken on a failed Will save, remaining shaken as long as they remain within the area.

Augmented (5th): If you expend two uses of mythic power, the area is increased to a radius 1 mile in diameter times your mythic tier, up to a height of 1200 feet.

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