Mythic Spells (M-N)
Table of Contents

Machine Sacrifice

The duration increases to 1 min./level. The creature touched gains all construct immunities. If this spell grants temporary hit points, it adds your tier to those hp.

Mad Hallucination

This spell can affect a creature of any type, not only humanoids. The target’s movement is also halved on a failed save.

Augmented (3rd): The target takes a -4 penalty on Will saving throws, caster level checks, and Intelligence and Wisdom-based skill checks, and during combat the target must make a new Will save each round or become slowed (as the slow spell) until the beginning of his next turn.

Mad Monkeys

The mythic mad monkeys gain the agile mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures. In addition, you add one-half your mythic tier to the save DC against the mythic mad monkeys’ distraction attack and to their CMD, as well as their combat maneuver bonus for combat maneuvers made to disarm and steal.

Maddening Oubliette

A non-mythic creature trapped in the mythic maddening oubliette takes a penalty on Will saves to escape the prison equal to the number of rounds it has been trapped (maximum penalty equal to 5 + one-half your mythic tier). When it escapes, it behaves as if affected by mythic confusion, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures. This effect is permanent (as insanity) if the target was trapped in the mythic maddening oubliette for 10 or more rounds.

Mage Hand

Increase the weight of the object you can lift by a number of pounds equal to your mythic tier, and you can pick up magical items with a mythic mage hand. As a move action, you can move an object up to 30 feet.

Mage’s Faithful Hound

A mythic mage’s faithful hound sees with true seeing while on guard. When it attacks, it adds your mythic tier to its attack roll and deals 2d10+3 points of damage. When it hits, it can attempt a drag combat maneuver as a free action that does not provoke attacks of opportunity. It uses your caster level plus your mythic tier plus your ability modifier in your primary casting ability score to determine its CMB for this maneuver. If the maneuver succeeds, it drags its target in a random direction away from the location it was set to guard and then immediately returns to its guard position.

Mage’s Horrifying Leech

You heal extra hp on a success equal to your tier, regardless of whether you accept the healing effect. If you successfully absorb the spell being cast, you may cast the mythic version of the leeched spell later by spending one use of mythic power.

Mage’s Lucubration

You instantly prepare any one spell of 6th level or lower that you have used during the past 24 hours. Alternatively, you can instantly prepare any spell you know whose level does not exceed one-half your mythic tier, even if you have not used that spell. A spell you prepare with mythic mage’s lucubration is treated as if prepared with the Eschew Materials feat.

Mage’s Magnificent Mansion

Extend the duration to one day per level, and the mansion creates sufficient food and drink to supply 20 creatures per caster level for as long as they remain within the mythic mage’s magnificent mansion.

Augmented: If you expend two uses of mythic power, the mythic mage’s magnificent mansion contains one-way window looking back at the location where the spell is cast, allowing anyone inside the mansion to observe that location as if using clauraudience/clairvoyance.

Mage’s Private Sanctum

You may choose to make the boundary of the spell invisible, allowing vision into the mythic mage’s private sanctum but masking the presence of the spell to ordinary observation and rendering its magical aura undetectable by non-mythic effects. You may affect the normal area while extending the duration by a number of days equal to your mythic tier.

Augmented: If you expend two uses of mythic power, you increase the area to one 100-foot cube per caster level.

Mage’s Sword

The damage dealt increases to 4d10 plus the weapon’s enhancement bonus. In addition, for every 3 mythic tiers you possess you can increase the enhancement bonus of your mythic mage’s sword by +1, or you may choose one or more of the following special weapon properties to add to your mythic mage’s sword: corrosive, corrosive burst, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, thundering, or wounding.

Maggots

Any creature witnessing the swarm of maggots must make a Will save to avoid becoming shaken for 1 round per mythic tier. Add mind-affecting and fear to the spell’s descriptors.

Magic Aura

The duration increases to one year per caster level. In addition, add your mythic tier to the Will save DC to determine that the mythic magic aura is false.

Magic Circle Against Chaos

As mythic magic circle against evil, except against chaotic creatures.

Magic Circle Against Evil

The deflection bonus to AC and resistance bonus on saves increases to +4, and you add your mythic tier to caster level checks to overcome the spell resistance of called or summoned evil creatures. Each round an evil summoned creature begins its turn within the magic circle against evil, it takes damage 1d6 points of damage per 2 caster levels (Will negates). This spell overlaps and does not stack with mythic protection from evil.

Augmented (3rd): If you expend two uses of mythic power, any evil creature beginning its turn within the magic circle against evil takes damage equal to your mythic tier (Will negates). This damage stacks with the damage taken by evil summoned creatures.

Magic Circle Against Good

As mythic magic circle against evil, except against good creatures.

Magic Circle Against Law

As mythic magic circle against evil, except against lawful creatures.

Magic Jar

You can possess a non-mythic creature even if it is protected by a non-mythic effect that would normally block possession, including a non-mythic anti-magic field. If the target of your possession is a mythic creature protected by a non-mythic effect, or a non-mythic creature protected by a mythic effect, you can overcome that protection with a caster level check against a DC of 15 plus that effect’s caster level. You cannot possess a mythic creature protected by a mythic effect that blocks possession.

Magic Mouth

The spell’s duration is changed to permanent, and you can add 5 additional words to the message spoken by the mythic magic mouth for every two mythic tiers. A mythic magic mouth bypasses non-mythic magical darkness or illusions (including invisibility) when determining whether it is triggered.

Augmented: If you expend two uses of mythic power, you can implant a sonic or language-dependent spell whose level does not exceed half your mythic tier into the mythic magic mouth. This spell is triggered as part of the triggering of the mythic magic mouth. Used in this way, a mythic magic mouth is permanent until discharged and is considered a magical trap with a Perception and Disable Device DC of 27 plus your mythic tier.

Magic Siege Engine

The enhancement bonus granted by this spell is increased by an amount equal to one-half your mythic tier (minimum 1). As long as your magic siege engine has an enhancement bonus of at least +1, you can exchange some of the enhancement bonus granted by this spell to cause the siege weapon to gain one or more of the following magic weapon properties: breakingDH, corrosive, distance, endless ammunitionUE (even though this ability normally can be applied only to bows and crossbows), flaming, frost, ignitingUE, lesser designatingUE, limningUE, reliableUC, seeking, shock, thundering, or veeringRTT. The total enhancement bonus of the weapon cannot exceed +5.

Magic Siege Engine, Greater

This spell functions as mythic magic siege engine, but you may also add the following magic weapon properties: brilliant energy, corrosive burst, cyclonicRTT, flaming burst, greater reliableUC, icy burst, shocking burst, sonic boomRTT, or tailwindRTT. If a creature using the greater magic siege engine expends a use of mythic power to add a mythic surge to any roll associated with using the siege engine, it may roll twice and select the better result. If the siege weapon allows a saving throw, add the result of the mythic surge to the save DC if the target is not a mythic creature or effect.

Magic Stone

Each stone deals 1d10+1 points of damage on a hit (2d10+2 against undead). In addition, a magic stone flashes brightly when striking an undead creature, causing the target to become dazzled for 1 round (Will negates).

Magic Weapon

You may affect one additional weapon for every two mythic tiers. Casting the spell and touching multiple weapons is a full-round action.

Magnetism

You gain a bonus equal to your tier to your CMD to resist bull rush and overrun attempts, or to your Climb checks. Your speed is reduced to 10 ft. per round while this extract is in effect.

Augmented (3rd): If you expend two uses of mythic power, your speed is not reduced while the extract is in effect.

Major Creation

You may choose to increase the duration of the vegetable matter, stone, crystal, or base metal items you create to 1 day/level, precious metals or gems to 1 hour/level, or rare metals to 1 minute/level; or you may increase the volume of material created to 10 cubic feet per level. Add your mythic tier to Craft checks to make complex items.

Augmented: If you expend two uses of mythic power, you can increase the duration and the volume of material as described above.

Major Image

The duration increases to concentration plus 10 minutes per level and the area to 12 10-foot cubes plus one 10-foot cube per caster level.

Augmented (6th): If you expend two uses of mythic power, The duration increases to concentration plus 1 hour per level and the area to a 150-foot-radius emanation. An augmented mythic major image cannot move.

Major Phantom Object

Whenever a creature disbelieves your major phantom object, you may attempt a caster level check against a DC equal to the result of the target’s Will save. If your check succeeds, the major phantom object does not cease to exist. However, a creature that disbelieved the object thereafter treats it as entirely illusory, a transparent image with no substance.

Augmented: If you expend two uses of mythic power, this spell functions as major creation.

Malfunction

This functions as mythic confusion, as described in Pathfinder Roleplaying Game Mythic Adventures, except it only affects constructs, and instead of babbling incoherently the construct takes no actions on its turn and takes a -4 penalty on its Armor Class until its next turn.

Malicious Spite

You can specify a number of specific acts of malice equal to one-half your mythic tier (minimum 1) that you wish the target to perform against the individual you designate. This functions like suggestion but the compulsion remains as long as the malicious spite spell persists. The target must perform at least one of the suggested acts each day until all are completed or take 2 points of Wisdom damage each day.

Augmented (4th): If you expend two uses of mythic power, you can target a number of creatures equal to one-half your mythic tier, imbuing all targets with malicious spite against the same designated individual.

Manipulate Symbol

You can manipulate mythic symbols with this spell. If you manipulate a non-mythic symbol you do not automatically fail on a natural 1 on your check. By expending one use of mythic power, you can select a second symbol spell you do not trigger and can manipulate.

Mantle Of Blades

This spell creates a number of blades equal to 6 + your tier. You can launch one of the weapons as a move action. Each successful attack with one of the weapons deals 4d8 hp force damage.

Mantle Of Trust

The spell’s duration increases to 1 min./level. You reduce the bonus to the Will save of a non-mythic target who caught you in a lie by your tier.

Marauding Cipher

The marauding cipher is considered a mythic creature and gains one use of mythic power and the surge ability, which it can use to add 1d6 to a single die roll. It gains no other mythic abilities If you have summon monster or illusory script prepared (or the spell is in your list of spells known for a sorcerer), you are not required to cast the spell to grant its benefits.

Augmented (6th): If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template to the marauding cipher, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Marid’s Mastery

The target gains a +2 bonus on attack and damage rolls if it and its opponent are touching water. If the opponent or the target is touching the ground, the target takes a -2 penalty on attack and damage rolls. If the target is a mythic creature, it can expend one use of its mythic power as a free action to ignore this penalty for 1 minute.

Marionette Possession

You can possess a willing creature even if it is protected by a non-mythic effect that would normally block possession, including a non-mythic antimagic field. In addition, you can select a number of the target’s feats or exceptional or supernatural abilities equal to your mythic tier, allowing you to use those feats or abilities while inhabiting the target’s body.

Mark Of Blood

When you establish a mark of blood, you also gain the benefit of status with the target. You are considered to have a part of the target’s body if you cast scrying on a creature with your mark of blood, and the target takes a ─2 penalty on saving throws against any other divination spell you cast upon it.

Mark Of Justice

When the mythic mark of justice is activated, it has the effect of mythic bestow curse. It can be removed by non-mythic break enchantment, limited wish, miracle, or wish only if its caster level is equal to or higher than your caster level. Non-mythic remove curse cannot remove a mythic mark of justice.

Marks Of Forbiddance

The marks of forbiddance require a successful Will save in order to perform any offensive action that would harm the designated opponent, including area-effect abilities. A successful Will save allows a creature with marks of forbiddance to take offensive actions (including attacks as well as harmful spells or other abilities) against the designated opponent.

However, after resolving each such action the creature is affected as bestow curse (Will negates), regardless of whether the attack succeeds or harms the opponent.

If a target makes multiple attacks against the designated opponent in the same round, it must save after every attack. The specific effect of each bestow curse is determined randomly; if a duplicate ability is rolled, roll again. The effects of these curses last as long as the marks of forbiddance. The marks of forbiddance can be dispelled, but any curse effects caused by them cannot be, though they can be removed by effects that negate or remove curses.

Martial Marionette

The target takes a ─4 penalty on attack rolls against you, and if you spend an immediate action to use the target’s limbs to provide cover, they grant you cover (+4 bonus to AC, +2 bonus on Reflex saves) rather than partial cover. You may choose to force the target to provide you improved cover (+8 bonus to AC, +4 bonus on Reflex saves) against a single attack, discharging the spell after the attack is resolved. If the attack misses you, it strikes your martial marionette instead. If the attack roll would not normally be sufficient to hit the martial marionette’s AC, the attack deals only half damage.

Augmented (4th): If you expend two uses of mythic power, you may target a number of creatures equal to one-half your mythic tier. All targets must be within 30 feet of each other at the time of casting, but their subsequent movement does not affect the spell. The spell’s effect is suppressed if they are out of range, but it resumes if they later come back within range.

Martyr’s Bargain

The delayed damage from your martyr’s bargain is increased by 50%, as if empowered by the Empower Spell metamagic feat, rather than being maximized. Spells and spell-like abilities that were already empowered gain no additional benefit from this spell.

Augmented (5th): If you expend two uses of your mythic power, the delayed damage from your martyr’s bargain is not increased, rather than being empowered or maximized.

Marvelous Music

Non-mythic creatures incur a penalty on their will save equal to your tier. As a standard action, you can dismiss the enraged effect on one creature.

Mask Dweomer

You can select a number of spell effects equal to one-half your mythic tier to hide with this spell. Non-mythic divinations such as analyze dweomer can only detect your mask dweomer if the caster succeeds on a caster level check against a DC equal to 11 plus your caster level plus your mythic tier. Whenever any other spell or effect allows a caster level check to detect your mask dweomer spell or any spell it hides, you add your mythic tier to the DC to detect the effect.

Mask Dweomer, Communal

See Mythic Communal Spells. The mythic version of mask dweomer is described above.

Mask Of The Pharaoh

The spell’s duration increases to 1 round/2 levels. The range your gaze may affect a creature increases to 40 ft. Creatures affected by the spell add your tier to the duration of the effect.

Master’s Eyes

Your familiar gains a bonus to its Perception check equal to your tier. Once for the duration of the spell, you can expend one use of mythic power to originate a ranged spell from your familiar.

Masterwork Transformation

You can affect a number of weapons, shields, tools, skill kits, or suits of armor equal to your mythic tier, though you must pay the reagent cost for each item you convert into a masterwork item. An item with multiple masterwork options, such as a spiked shield, armor spikes, or double weapon, counts as one item for each option you choose to make masterwork.

Maze, Greater

If you expend one use of mythic power when casting the spell, the target must make 3 consecutive Intelligence checks to escape the maze and the maze lasts until the target succeeds at these checks. No other means of escape are possible unless the target is mythic.

Maze, Lesser

If you expend one use of mythic power when casting the spell, the target must make 2 consecutive Intelligence checks to escape the maze The maze lasts a number of rounds equal to your caster level + your tier before the target can return to its previous location. If the target does not escape before the duration elapses, he is confused for 1 round after he returns.

Mechanical Union

A non-mythic intelligent construct takes a penalty equal to your tier on its Will save. You receive sensory input from the construct as a free action.

Augmented (5th): If you expend two uses of mythic power as a standard action, you can call the target construct to a space within 30 ft. of you.

Meld

The spell’s duration increases to 1 hour/level. The armor bonus starts at +7 and increases by +1 every 2 caster levels. You gain DR 10/magic.

Meld Into Stone

You gain tremorsense with a range of 10 feet plus 5 feet per mythic tier while melded into the stone, and you can see objects and creatures adjacent to the stone where you are hiding.

Augmented (3rd): If you expend two uses of mythic power, you can exit through a different surface of the stone than the one you entered. You may exit up to 10 feet away from the place you entered, plus 10 feet per 3 tiers beyond 3rd. The place where you exit, and all intervening stone through which you pass, must be large enough to accommodate your body.

Memento Mori

Creatures that fail their Will save lose all their actions on their next round if they fail the save by 5 or more (or on a natural 1). Non-mythic creatures that save against this spell are immune to further castings for 1 hour.

Memory Echo

Any number of creatures can gain the information from your memory until you choose to dismiss the spell. The DC of the Will save to avoid triggering a spell encoded in a mythic memory echo is increased by your tier.

Memory Lapse

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

Mending

You restore 1d8 hit points to the target item, and you can repair magical items with this spell as long as your caster level plus your mythic tier equals or exceeds the item’s caster level.

Message

Nearby creatures cannot hear your whispered messages. In addition, you can send messages through magical silence with a caster level check against a DC of 15 plus the caster level of the silence effect. You can send mythic message through lead sheeting with a caster level check (DC 20 plus 5 per inch of thickness). You can penetrate 3 feet of wood or dirt, 1 foot of stone, or 1 inch of common metal with a caster level check (DC 15 plus 5 for each multiple of that thickness).

Message In A Bottle

You double the number of words held by the vessel. You can hear a number of words equal to those held by the vessel in the first response to your message. The message is still recited at the moment the vessel is broken, torn, or otherwise rendered useless.

Miasmatic Form

The damage reduction changes to DR 10/epic and magic, and the fly speed increases to 30 feet. The target can expand itself as a free action, filling an area equal to double its normal space and height (a Medium creature fills a 10-foot cube and blocking vision as obscuring mist. Returning from expanded to normal size is also a free action. Any creature inside this expanded cloud is affected by the target’s miasmatic form as if they had touched the target.

In addition, the intensity of the miasmatic cloud is increased, depending on the type of cloud the target becomes. A creature suffers the effect of this cloud if they touch the target or if they are within the 10-foot cube.

Stinking Cloud: A creature that touches the cloud is sickened for 1 round even on a successful Fortitude save, as long as its mythic rank or tier does not exceed yours. The duration of this sickened effect stacks if the creature touches the target more than once per round, including attacking with natural weapons, touch spells, or unarmed strikes.

Poisonous Cloud: A creature touching the target takes 1d3 points of Constitution damage (Fortitude halves) with each touch.

Augmented (5th): The target can shift into or out of miasmatic form as a move action. In addition, the toxins of either type of miasmatic form ignore the poison immunity of living creatures, unless those creatures do not need to breathe.

Might Of The Champion

The spell’s target gains the benefit of the Improved Sunder feat for the duration of the spell. If the recipient already has the feat, she gains an additional +2 on sunder attempts. If you expend one use of mythic power when casting the spell, you extend the duration to 1 round/level (maximum 10 rounds).

Mighty Fist Of The Earth

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

Mighty Gale

Your CMB gains a bonus equal to your tier for the bull rush attempt. Your Strength check to break an object or structure gains the same bonus. This spell extinguishes fires from all spells or effects of 4th level or lower, as well as fires from non-mythic spells or effects of 7th level or lower.

Mimic Eidolon

If you expend one use of mythic power when you cast this spell, you can make an attack with the natural weapon during the round you cast the spell and the following round.

Mind Blank

You gain immunity to non-mythic mind-affecting effects. A non-mythic creature trying to use a mind-affecting effect on the target is dazed for a number of rounds equal to your mythic tier (Will negates).

Mind Blank, Communal

See Mythic Communal Spells. The mythic version of mind blank is described above.

Mind Fog

Increase the radius and height of the effect by 10 feet, plus 10 feet per 3 mythic tiers, and increase the duration of the effect for a number of rounds equal to your mythic tier.

Augmented (3rd): If you expend two uses of mythic power, increase the penalty to Wisdom checks and Will saves by an amount equal to one-half your mythic tier. This penalty also applies on Wisdom-based skill checks. In addition, the mythic mind fog cannot be blown away by wind effects unless they affect the entire cloud. Even if they do, the mythic mind fog reforms 1 minute after it disperses.

Mind’s Eye Map

You map 200 sq. ft. of space per minute. Any illusions encountered by the target in the mapped area count as if you interacted with them, allowing you to attempt a Will save to disbelieve them. If you cast this spell on an unwilling target, the Will save DC increases by your tier.

Mindquake

If you expend one use of mythic power when you cast this spell, each creature that failed its initial Will save must attempt another Will save at the beginning of its turn while the spell is in effect. Those failing a subsequent Will save change their condition per the spell, while those who save remain at the same condition.

Mindquake, Greater

Non-mythic creatures in the spell’s range incur a penalty equal your mythic level on their Will saves. The spell’s duration is 3 rounds/caster level. If you expend one use of mythic power when you cast this spell, it has the same effect as mythic mindquake.

Mine!

This spell affects objects 25 lbs. or less. You can choose to arrest the fall of an affected object so that it will not break. You may also designate a number of creatures equal to your tier that treat the object as substantial.

Minor Creation

You may choose to increase the duration of the items you create to 1 day/level or increase the volume of material created to 10 cubic feet per level. Add your mythic tier to Craft checks to make complex items.

Augmented: If you expend two uses of mythic power, you can increase the duration and the volume of material as described above.

Minor Dream

You can increase the length of the message you leave by 10 words times your mythic tier, and if the target is not asleep when you cast minor dream the spell does not automatically fail. You may remain in a trance and wait for the target to fall asleep, as dream, or you may expend an additional use of mythic power to leave your message in the target’s subconscious, where it will be received by the target the next time it falls asleep.

Minor Image

The duration increases to concentration plus 1 minute per level and the area to 10 10-foot cubes plus one 10-foot cube per caster level.

Augmented (6th): If you expend two uses of mythic power, The duration increases to concentration plus 10 minutes per level and the area to a 100-foot-radius emanation. An augmented mythic minor image cannot move.

Minor Phantom Object

Whenever a creature disbelieves your minor phantom object, you may attempt a caster level check against a DC equal to the result of the target’s Will save. If your check succeeds, the minor phantom object does not cease to exist. However, a creature that disbelieved the object thereafter treats it as entirely illusory, a transparent image with no substance.

Augmented: If you expend two uses of mythic power, this spell functions as minor creation.

Miracle

You can use mythic miracle to duplicate any mythic spell you have prepared, and by expending one additional use of mythic power you can cast the mythic version of any cleric spell of 8th level or lower or any other spell of 7th level or lower that you don’t know or you know but do have not prepared.

You can use mythic miracle to negate the effects of a harmful permanent or instantaneous spell effect for one creature. By expending a second use of mythic power, you instead can cast mythic miracle as an immediate action to undo an effect harmful to you or your allies such as the following: negate all effects of a non-mythic spell; negate all effects of a mythic spell whose level does not exceed your mythic tier minus 1; negate one attack (including physical attacks and extraordinary or supernatural abilities); or rescue a character from a dangerous or lethal event or occurrence that does not fit the above categories, such as falling from a great height, being buried in lava, etc. You can also make more powerful requests of your deity as described in the miracle spell description in the Pathfinder Roleplaying Game Core Rulebook. These effects are always subject to GM discretion and the nature and alignment of your deity, but can be used to achieve even greater feats of power than a normal miracle.

Augmented: If you expend two uses of mythic power as a swift action immediately prior to casting a mythic miracle, you can determine the will of your deity and the likely outcome of the mythic miracle as if you had cast a mythic augury.

If you are at least 3rd mythic tier and expend three uses of mythic power, you instead gain the benefit of a mythic divination related to your intended mythic miracle.

If you are at least 6th mythic tier and expend four uses of mythic power, you instead may ask questions about your intended mythic miracle as if you had cast mythic commune.

Augmented (7th): If you expend two uses of mythic power, you can cast a silent, stilled mythic miracle, even if you would otherwise be unable to take actions (though not if you're dead).

Mirage Arcana

The duration increases to concentration plus 1 day per level and increase the area by a number of 20-foot cubes equal to your mythic tier.

Augmented (6th): If you expend two uses of mythic power, add the shadow descriptor to the spell, and any solid terrain or structures you create are quasi-real. These structures can be climbed just as normal terrain or structures can. Regardless of their appearance, illusory objects, materials, and terrain features you create have hardness 0, and each 5-foot cube has hit points equal to your caster level. If destroyed, these illusory materials dissolve into nothingness, dealing no damage from cave-ins, avalanches, etc. You cannot create open space where none exists, but you can cover existing open space or liquid surfaces with your mythic mirage arcane, making it appear solid and even allowing creatures to walk across.

Mirror Strike

If you hit both of your selected opponents, you add your mythic tier to damage dealt to each.

Misdirection

Rather than redirecting detection to an object or creature within range, you can choose the results that will register on divination spells that reveal auras. Creatures using non-mythic divination effects are not allowed a saving throw to reveal the deception.

Miserable Pity

Creatures that succeed on their Will save and successfully attack or harm the target must succeed on a second save at the end of their turn or take a -2 penalty on attack and damage rolls, saving throws, skill checks, and ability checks for a number of rounds equal to your mythic tier due to remorse and shame at attacking such a weak and helpless creature. Creatures that fail their saves do not attack the target but begin to ignore that target in combat. They do not threaten the target or provide flanking against the target, and if the target attacks them they are considered flat-footed against the first attack.

Misleading Shadows

You gain a further bonus on Bluff and Stealth checks equal to your tier. In areas of bright daylight, the spell provides a bonus equal to half that normally granted by the spell, as it uses shadows cast by you and other objects to create its effect.

Mnemonic Enhancer

You can regain any spell of 4th level or lower that you have cast within a number of previous rounds equal to your mythic tier, restoring it instantly to your mind. If you expended uses of your mythic power to cast or augment that spell, you regain one use of your mythic power, which may only be used to cast or augment the same spell.

Alternatively, you can prepare up to four additional levels of spells, or to prepare a single spell of up to 3rd level for which you know the mythic version. When you cast that spell, the cost in mythic power to cast or augment that spell is reduced by one, to a minimum of zero.

Moment Of Greatness

The morale bonus modifier provided by this spell is increased from x2 to x3. The spell does not discharge until the target has modified two rolls with the spell.

Moment Of Prescience

You can activate your insight bonus a number of times equal to one-half your mythic tier. Each time you activate the mythic moment of prescience, the bonus is reduced by 50% from the previous bonus.

Monstrous Extremities

The target can familiarize itself with the use of its new limb in a number of rounds equal to 10 ─ your mythic tier. Mythic monstrous extremities are considered magic for the purpose of overcoming damage reduction, and they gain an enhancement bonus equal to one-half your mythic tier.

Augmented (5th): If you expend two uses of mythic power, you can make monstrous extremities permanent.

Monstrous Physique (All)

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

Moonstruck

The target of a mythic moonstruck gains an acute vulnerability to silver (including mithral). If the target is wearing mithral armor, it is sickened until the armor is removed. Silver weapons deal additional damage to the target equal to one-half your mythic tier, and any critical hit with a silver weapon against the target causes the target to become staggered with pain and discomfort for a number of rounds equal to the weapon’s critical multiplier.

Mother Margase’s Impending Doom

Remove the language-dependent descriptor from the spell. You can affect a number of living creatures for every 2 caster levels. The duration increases to 8 min. A creature succeeding at its Fortitude save takes 2d8 hp damage.

Mother Stone

You gain a +4 natural armor bonus to AC, DR 10/slashing, and a bonus on CMD against bull rush, drag, reposition, and trip attempts equal to 10 + your tier. You also gain a bonus on saves against spells or effects that would move you from your space equal to your tier.

Mount

The horse or pony you summon is considered a mythic creature for the purpose of spells and effects. It gains bonus hit points equal to your mythic tier and also gains the benefits of the mythic version of the Endurance feat (as described in Chapter 2 of Pathfinder Roleplaying Game Mythic Adventures), though it gains no other mythic abilities.

Augmented (3rd): If you expend two uses of mythic power, you can grant your pony or horse the agile or invincible mythic simple template. These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures. You can instead expend two uses of mythic power to summon an advanced mythic pony or advanced mythic light horse, as described in the Mythic Monster Manual.

Mount, Communal

See Mythic Communal Spells. The mythic version of mount is described above.

Mountain Goat’s Grit

The spell’s duration increases to 24 hours. The targeted creature receives a bonus equal to your tier on saves to resist high altitude effects and altitude sickness. The spell’s subject can hold its breath for triple the normal duration while in a vacuum or underwater.

Mountain Stride

The transport range for each type of stone is doubled. You may move between stones additional times equal to your tier. When the spell duration ends, you choose the adjacent square to which you move. If the stone in which you are concealed is shattered or split, you receive a Fortitude save to avoid being slain. If you succeed, you are shunted to a random, adjacent square.

Mucus Spray

The spell deals 1d6 hp acid damage per caster level. A failed Reflex save leaves an affected creature dazed for 1 round and staggered for 1d4 rounds, while a successful save leaves an affected creature dazed for 1 round (a creature with evasion that saves negates this effect).

Mudball

The saving thow changes to Reflex partial, as your mudball deals 1d3 points of nonlethal damage on a successful hit, and the target is dazzled even it successfully saves. It can attempt a new Reflex save each round to end this effect.

Augmented (2nd): If you expend two uses of your mythic power, your mudball deals 1d6 points of nonlethal damage, and you can hurl a number of mudballs equal to your mythic tier. All mudballs must be thrown within 1 minute; any unused mudballs are wasted. After throwing a mudball, you can create a new one in your hand as a swift action.

Murderous Command

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

Murdersphere

The summoned sphere’s whip has a 15-ft. reach and deals 2d8 hp damage. Its serrated blade deals 3d6 hp damage and 1d4 bleed. The sphere can use both weapons in a full-attack action. The sphere gains a bonus equal to your tier on its attack rolls. You can reestablish concentration on the sphere, but this does not reset the 1 round/level duration after you cease concentration.

Augmented (6th): If you expend two uses of mythic power, you detonate the sphere, which deals 4d8 hp damage of a chosen energy type (acid, cold, electricity, fire, or sonic) to all creatures in a 20-ft. radius (Reflex half ).

Music Of The Spheres

You add one-half your mythic tier (minimum 1) to the fast healing and sacred bonus on saving throws against disease and poison granted by this spell. The energy resistance it provides is increased to 15 against all energy types. In addition, you can subtly alter the music of the spheres each round to increase energy resistance against one type of energy to 20 by decreasing the other energy resistances to 10, or to increase one type of energy resistance to 30 by decreasing the other energy resistances to 5. This change persists as long as you continue concentrating or until you change the balance of energy resistance on a subsequent turn.

Augmented (6th): If you expend two uses of mythic power, the spell has a duration of concentration plus a number of rounds equal to your mythic tier.

Mutagenic Mist

Creatures that fail their save against this spell are dazzled and take a saving throw penalty against polymorph effects equal to 2 plus one-half your mythic tier for as long as they remain within the mutagenic mist and for 1 hour after they leave it. Creatures that successfully save are dazzled and take a -2 penalty against polymorph effects as long as they remain within the mutagenic mist and for 1d4+1 rounds after they leave it.

Augmented (6th): If you expend two uses of mythic power, creatures that begin their turn within the mutagenic mist are affected as mythic fleshcurdle.

Mutagenic Reversion

The target becomes highly resistant to new mutational or polymorph effects for the duration of the mutagenic reversion. Such spells or effects of 3rd level or lower have no effect on the target, and higher-level spells and supernatural effects such as alchemical mutagens affect the target only if the creator of the effect succeeds at a caster level check (using its Hit Dice in place of its caster level for supernatural effects) against a DC equal to 11 plus your caster level plus your mythic tier. If the effect is not a mythic effect, the DC is increased by 4.

Augmented (3rd): If you expend two uses of mythic power, you can affect one additional creature for every 2 mythic tiers you possess.

Mutagenic Touch

If you expend one use of your mythic power, you can pass on the effect of your mutagen to a creature you touch while retaining the effect of the mutagen on yourself. You can do this multiple times, expending one use of your mythic power each time you share your mutagen. When you do this, you choose how much of your mutagen’s remaining duration you wish to share with the target, with a minimum of 10 minutes. The remaining duration of your own mutagen is reduced by twice this amount, so if you share 1 hour of your mutagen’s duration with the target, the remaining duration of your own mutagen is reduced by 2 hours.

Augmented: If you expend two uses of mythic power when sharing your mutagen, the target must succeed on a Will save against the spell’s save DC or become filled with affection for you, seeing you as its mutant “parent.” You may choose to affect the target as charm monster or as reckless infatuation. You must choose the desired effect before the creature makes its saving throw, and the effect lasts only as long as both you and it remain affected by the mutagen.

Mutant Plague

Add one-half your mythic tier (minimum 1) to the save DC of the mana fever inflicted by this spell, and increase the cure condition of the disease to 3 saves. Creatures using non-mythic effects to remove the disease take a penalty equal to your mythic tier on caster level checks or Heal checks.

Mutation

If you use this spell to duplicate the effect of fleshcurdle, you instead duplicate the effects of mythic fleshcurdle. If you inflict a permanent mutation instead, you can roll twice to determine which mutation you inflict, choosing whichever result you prefer. You add your mythic tier to the DC to remove a mutation you inflict, whether to dispel a fleshcurdle effect or to use break enchantment or a similar effect to remove a permanent mutation.

Augmented (3rd): If you expend two uses of mythic power, the target must save twice against the spell; if both saves are failed, you inflict two mutations on the target rather than one.

Mutation, Mass

This spell gains the same benefits as mythic mutation, but you may affect a number of additional targets equal to your mythic tier. In addition, you may select targets anywhere within range; they need not be within 30 feet of each other.

Augmented (3rd): If you expend two uses of mythic power, all targets of the spell must save twice against the spell; if both saves are failed, you inflict two mutations on the target rather than one.

Nail Foot

The sympathetic stab deals 1d4 hp piercing damage to the target. All damage dealt by this spell must be healed for the wounded creature to resume its normal movement. A Heal check with DC equal to 15 + your tier will also allow the creature to resume its normal movement.

Named Bullet, Greater

You increase the critical multiplier of the target weapon by 1 (maximum of x6), and if the attack roll with the target weapon indicates a miss the wielder gains a premonition of this failure before the weapon is thrown or shot and can choose not to follow through and make that attack. That particular attack is wasted but the weapon remains in the wielder’s hand and ammunition (and black powder for firearms) is not expended. The wielder may continue making any additional attacks it is allowed that round.

Nap Stack

Creatures within a mythic nap stack can continue to sleep for 2 additional hours for each mythic tier you possess, and any saving throws they make while sleeping gain a morale bonus equal to your mythic tier. Sleeping creatures dream of the Fey Realms and their bodies shift partly into that plane, such that while they remain asleep their bodies become translucent and incorporeal. If they are awakened, their bodies return to normal. They cannot rejoin the nap stack even if they return to sleep.

Augmented (4th): If you expend two uses of mythic power, creatures that awaken during a mythic nap stack may rejoin the spell when they return to sleep, and creatures can enjoy the benefits of this spell a number of times per week equal to one-half your mythic tier.

Natural Horror

This spell grants a secondary attack that deals damage as if the targeted creature were one size larger, or it can improve an existing secondary attack to deal damage as if the target were two sizes larger.

Natural Rhythm

The damage bonus provided by this spell does not reset to +0 unless the target misses with consecutive attack rolls. If the subject of the spell misses with one attack, the damage roll on its next successful attack does not change, and the bonus resumes increasing with each consecutive successful attack. The maximum damage bonus the target can achieve is equal to 5 plus one-half your mythic tier.

Nature’s Exile

Fey, plants, and vermin have the same negative reaction and hostility towards the target as animals do. In addition, the penalty on the target’s Survival checks is increased by an amount equal to your mythic tier.

Necromancer’s Riposte

The spell affects 1d6 HD worth of undead creatures per caster level (maximum 20d6). If the spell would affect creatures with equal HD, you choose the creatures within the burst to affect. Affected creatures that succeed at their Fortitude saves take 2d8 hp damage. Creatures adjacent to an exploding undead creature suffer 4d8 hp acid and force damage from the splash. Undead creatures destroyed by this splash also explode. If you expend one use of mythic power when you cast this spell you can choose an alternate type of energy damage (cold, electricity, or fire) dealt by exploding undead. All creatures deal this chosen energy damage.

Negate Aroma

You can affect any targets within range; you do not need to touch creatures in order to affect them. In addition, if you target creatures with the stench ability or a similar odor-based ability, you reduce the DC of their odor-based ability by an amount equal to one-half your mythic tier even if the targets succeed on their Fortitude save. Rather than targeting creatures or objects as normal, you can also use this spell to counter or dispel a stinking cloud spell, as if it were dispel magic.

Negative Reaction

The duration of the spell does not elapse immediately but instead is delayed up to a number of hours equal to your mythic tier, triggering the first time the target makes a Bluff, Diplomacy, or Intimidate check or performance combat check. If the target is a non-mythic creature, you add your level to the penalty it takes on checks affected by this spell.

Nereid’s Grace

You gain the ability to breathe water as well as air, and you become transparent in water, making you invisible (as invisibility). If you attack, you become visible for the remainder of the spell’s duration; otherwise, you can become visible or invisible as a free action.

Net Of Comets

A mythic net of comets dispels any non-mythic darkness spell or effect of 4th level or lower that it touches, in addition to increasing the illumination in the area by one step. You add your tier to the damage dealt, regardless of whether an affected creature saves. A creature that fails its initial Reflex save is dazzled until the spell expires. Undead creatures suffer triple damage from the net.

Neutralize Poison

You automatically neutralize non-mythic poisons, including poisons created by non-mythic spells, poison on non-mythic traps, or the poison of non-mythic creatures. If you cast this spell on a non-mythic creature, it receives no saving throw to resist having its poison neutralized.

Night Of Blades

Increase damage to 1d6 per caster level (maximum 10d6). When cast in an area of dim light or darkness, a night of blades is virtually invisible. Creatures lacking darkvision take a ─4 penalty on their Reflex save, and take additional damage equal to your mythic tier regardless of the result of their save.

Nine Lives

Using one of the abilities provided by this spell is a free action, which the target can take even when it is not its turn, rather than an immediate action. If the target uses an immediate action, it gains the following additional benefit:

Cat’s Luck: Adds one-half your mythic tier (minimum +1) as a luck bonus on the reroll of the saving throw.

Fortitude: The target converts a number of points of damage from the chosen attack equal to twice your mythic tier to nonlethal damage.

Rejuvenate: The target adds your mythic tier to the number of points of damage healed by this effect.

Shake Off: The target can end two of the listed conditions.

Shimmy Out: The target escapes the grapple and can also take a 5-foot step. This does not affect the target’s movement in the following round.

Stay Up: The target gains a dodge bonus to its AC equal to one-half your mythic tier (minimum +1) against the creature that would otherwise have tripped it or caused it to fall prone. This bonus lasts until the beginning of the target’s next turn.

Nixie’s Lure

Increase duration by a number of rounds equal to your mythic tier, and add your mythic tier to the number of Hit Dice of creatures you can affect. You may choose which creatures within range are affected first, though you must have line of sight to the creatures you choose. Creatures failing their saving throws can hear nothing other than the nixie’s lure and are otherwise treated as deafened for as long as the nixie’s lure persists and for a number of rounds thereafter equal to your mythic tier. Creatures fascinated by your nixie’s lure must succeed on a Will save each round they remain adjacent to you or take 1d2 points of Wisdom damage.

Nondetection

A non-mythic divination spell whose level is lower than your mythic tier minus 1 automatically fails if its caster level is lower than your caster level. If its caster level is equal to or higher than your caster level, add your mythic tier to the DC to overcome your mythic nondetection.

Augmented: If you expend two uses of your mythic power, you can target a number of creatures and objects equal to your mythic tier.

Nondetection, Communal

See Mythic Communal Spells. The mythic version of nondetection is described above.

Not So Fast

Your effective caster level to determine how much you reduce the target’s speed equals your caster level + your tier. Creatures affected by this spell cannot run.

Not There

The spell is not ended by attacking. Instead, each attack reduces the remaining duration of the spell by 1 minute and causes the target of the spell to become visible until the end of his turn. Thereafter, he can become invisible (and incorporeal, if desired) as a standard action.

Not This Day!

The protected creature also gains a +4 luck bonus to AC against the specified danger. If you expend one use of mythic power when you cast this spell, you can choose two types of harm from which the rune protects the target.

Nova

When you release the spell’s energy, it deals d8 damage instead of d6. The spell deals double damage to undead creatures. You can choose to deal 20d8 hp force damage to all creatures (including yourself ) in a 30-ft. radius if you fail to release the energy at the end of 4 rounds.

Nova Strike

You deal additional fire damage equal to your tier. A creature that survives the strike catches on fire. A creature destroyed by this spell cannot be brought back to life by the non-mythic version of raise dead, but more powerful spells will still work.

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