Mythic Spells (O-P)
Table of Contents

Oath Of Peace

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

Obscure Object

The duration of this spell is increased to 24 hours, and you make the target object difficult to find by normal observation, with a penalty equal to your mythic tier on Perception checks to notice the object (including checks made to recognize a disguised or camouflaged object for what it truly is).

Obsidian Flow

The area of the obsidian flow remains searing hot for a number of rounds equal to your mythic tier. Creatures entering or remaining within the area take 1d6 points of fire damage per round (2d6 if prone). Creatures entangled by the spell are anchored to the spot and cannot move (though they are not paralyzed or helpless). One successful Strength check or Escape Artist check enables an immobilized creature to move again, but the creature retains the entangled condition until it succeeds on a second Strength check or Escape Artist check. The DC of these Strength and Escape Artist checks is increased by an amount equal to your mythic tier.

Ocean’s Army

In addition to the Huge water elementals, you also summon one greater water elemental. All water elementals summoned by this spell are considered mythic creatures and gain one use of mythic power and the surge ability, which they can use to add 1d10 to a single die roll. The elementals gain no other mythic abilities.

Augmented (8th): If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template to the water elementals summoned by this spell, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Ocularum

You can attune yourself to any glyph you have created within a range of 10 miles/caster level. You gain the benefits of darkvision and mythic detect magic when you look out of that glyph. The Perception DC to notice the glyph is 20 + your tier.

Of Two Minds

You add your tier to all the bonuses provided by this spell. Non-mythic divination spells that allow a save automatically fail against the protected creature.

Ogrekobold

The spell’s duration increases to 1 min./level. For the duration of the spell, any enlarged item that leaves the creature’s possession retains its size, allowing the creature to deal more damage with thrown and projectile weapons. Mythic ogrekobold counters and dispels mythic giant to kobold.

Old Salt’s Curse

The target becomes fatigued whenever he has line of sight to a body of water more than a mile across. If the target is immersed in that body of water or in a ship or other aquatic vehicle or mount in, on, or under such a body of water, the target must succeed on a Fortitude save once per minute or become nauseated for 1d4 rounds.

One Of Us

A creature you transform with this spell must succeed at a Will save against the spell’s DC or become dominated by you rather than charmed, as dominate person or dominate monster. Add one-half your mythic tier (minimum 1) to the DC of the target’s Will save to temporarily break free of your dominate effect whenever a critical hit is confirmed against it or it succeeds at a saving throw against a mind-affecting effect.

One With The Cosmos

You gain the effects of mythic true seeing and mythic freedom of movement. You gain an additional bonus to all Knowledge skill checks equal to your tier, and you can take 10 on Knowledge checks. You can expend one use of mythic power to take 20 on a Knowledge check.

Ooze Shape I

If the ooze form you assume deals acid damage, you deal an additional 2 hp damage. If the ooze form you assume has a climb or swim speed, you gain that movement type at 20 ft. or the ooze’s speed, whichever is slower. You are immune to critical hits, poison, sleep effects, paralysis, polymorph, and stunning.

Ooze Shape II

If the ooze form you assume deals acid damage, you deal an additional 4 hp damage. You are immune to critical hits, poison, sleep effects, paralysis, polymorph, and stunning. You gain a +2 bonus to all ability score bonuses, and you take no penalties to abilities scores.

Augmented (2nd): If you expend two uses of mythic power, the ability score bonuses increase by another +2. If you split into two or more oozes, as a standard action, you can transfer your intelligence to one of the split oozes.

Ooze Touch

The pseudopod deals additional acid damage equal to your tier. The spell’s target can wait until its turn to attack with the pseudopod, which allows it to take a full-attack action to make iterative touch attacks with the pseudopod. Any additional effect with a duration has its duration increased by 1 round.

Ooze Touch, Lesser

The pseudopod deals additional acid damage equal to your tier. If you expend one use of mythic power when you cast this spell, paralysis lasts for 1 extra round, or other additional effects increase the save DC by +1.

Oozy Transparency

The spells duration increases to 10 min./level. The penalty to Perception checks increases by an amount equal to your tier.

Open/close

Increase the weight of the object you can affect to 50 pounds per mythic tier. In addition, you can use this spell to assist a creature trying to open a closure, granting a +2 circumstance bonus to their Strength check or Disable Device check, or that is trying to close (or hold closed) an opening held open by another creature, granting a +2 bonus to their opposed Strength check to push or hold the door closed. This bonus increases by 1 for every 3 mythic tiers you have.

Oppressive Boredom

If the target fails its initial save, the ennui it experiences can be broken only by the expiration of the spell or by succeeding on its Will save in two consecutive rounds thereafter.

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

Oracle’s Burden

You may select one oracle’s curse you do not possess per 2 mythic tiers (minimum 1). When you cast mythic oracle’s burden you may inflict your own oracle’s curse or one of these additional curses. If you choose to inflict your own oracle’s curse, the target must roll twice and take the lower result when making its saving throw.

Oracle’s Vessel

The target treats the class skills for your oracle mystery as class skills and also gains one revelation you possess. This revelation functions as if the target were an oracle whose level was equal to your mythic tier +1, and the revelation must be one that is available to oracles of that level.

Orb Of Light

The orb deals 1d8 + 1 hp damage per caster level (maximum 15d8 + 15) to undead creatures and 1d8 hp damage per caster level (maximum 15d8) to other creatures. A creature struck by the orb is blinded for 1d4 rounds. A creature that succeeds at its Fortitude save is instead dazzled for 1d4 rounds.

Orb Of Light, Lesser

The orb deals 1d8 hp damage to undead creatures (maximum 10d8). A creature struck by the orb is dazzled for 1 round per mythic tier, unless it succeeds at a Fortitude save.

Orb Of The Void

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

Orchid’s Drop

The alchemical bonus on saving throws granted by this spell is increased to +3, and taking a dose of cognatogen or mutagen heals the imbibing alchemist 4d10 points of damage. An alchemist can also use the orchid drop to heal ability damage by sacrificing 1d10 points of healing for each point of ability damage he wishes to heal. He can heal ability drain by sacrificing 2d10 points of healing per point of ability drain he wishes to heal.

Orgiastic Rite

Whenever creatures affected by this spell are adjacent to one another, they gain the grappled condition. You may affect an additional number of targets equal to one-half your mythic tier, and the targets need not be within 30 feet of each other.

Outflanking Boon

A double can grant its flanking bonus to any other affected target. The Will save DC to disbelieve the illusory doubles increases by your tier. The flanking bonus granted by a double increases by +1.

Overland Flight

The fly speed increases to 60 feet (or 40 feet if wearing medium or heavy armor, or if carrying a medium or heavy load), with an additional bonus on Fly checks equal to your mythic tier. If you cast this spell on a mount, its rider gains a bonus equal to your mythic tier on Ride checks to avoid being dismounted. The subject can cover 96 miles in an 8-hour period of flight (or 64 miles at a speed of 40 feet). The subject is treated as one size larger than its actual size for the purpose of being checked or blown away by strong winds.

Overwhelming Grief

If the target fails its initial save, the grief and sorrow it experiences can be broken only by the expiration of the spell or by succeeding on two consecutive Will saves thereafter.

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

Overwhelming Presence

You add one-half your mythic tier to the number of creatures you may affect, and the targets need not be within 30 feet of one another. In addition, if the target fails its initial save, its awestruck adulation for you can be broken only by the expiration of the spell or by succeeding on two consecutive Will saves thereafter.

Owl’s Wisdom

Your target gains a bonus to Wisdom checks equal to half your mythic tier, and once during the spell’s duration the target can elect to reroll a Wisdom-based skill check or Will save. This reroll must be used immediately after the result of the first roll is determined, and the reroll must be used even if it is worse than the original roll.

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

Owl’s Wisdom, Mass

As mythic owl’s wisdom, but affecting one creature per level, no two of which can be more than 30 ft. apart.

Pain Strike

You add one-half your mythic tier to the nonlethal damage you deal each round, and you add your mythic tier on Intimidate checks against the target. In addition, non-mythic creatures are affected for 1 round even on a successful save.

Pain Strike, Mass

This spell functions as mythic pain strike, 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.

Pain Wave

The pain wave deals 1d6 hp nonlethal damage per caster level and leaves the target stunned for 1d6 rounds. A successful Will save leaves the target staggered for 1 round and reduces the damage by half.

Pains Of The Past

The damage increases to 2d6 hp per Hit Dice of the target. On a failed save, the target is also dazed for 1 round.

Painted Form

A subject in the first form can use non-weapon magic items that do not require it to move from its location. A subject in the second form can recall everything visible and audible within 30 feet. The second form’s effect ends when the triggering conditions are met, or when targeted by mythic dispel magic, mythic break enchantment, mythic freedom or similar mythic spell or effect.

Paladin’s Sacrifice

After triggering this spell, it remains in effect for a number of rounds equal to your mythic tier. Once per round, you can trigger its effects as an immediate action. You can trigger its effects on a different ally each round.

Paradox

You can cast this spell as an immediate action, allowing you to exchange the effect of one spell, spell-like ability, or magic item effect affecting you with a different one to which you have access of the same spell level or lower (and no greater than 5th level in any case), such as replacing a protection from energy (fire) spell effect with protection from energy (cold) or displacement. Choose one spell, spell-like ability, or magic item effect affecting you to replace. A new spell you choose to replace it must be a spell you know but it need not be one that you have prepared; the paradox allows you to retroactively prepare it and to have already cast it on yourself in place of the previous spell effect. You must have any required components for the spell on your person. A spell-like ability or use of a magic item counts as one use of the new ability or item function; the use of the previous spell-like ability or item function is restored. A consumable item such as a potion or scroll is restored to its unused state, while the newly chosen potion or scroll is expended in its place. The remaining duration of an effect created with mythic paradox is equal to the remaining duration of the previous effect or one-half the normal duration of the new effect, whichever is less. Mythic paradox cannot be used to replace or create instantaneous effects or effects that affect other creatures; its only affects you. When changing a magic item function, you must have the new item on your person.

Paragon Surge

You gain a +2 enhancement bonus to Strength, Constitution, Wisdom, or Charisma, in addition to the spell’s normal +2 enhancement bonus to Dexterity and Intelligence. In addition, instead of gaining any one bonus feat for which you meet the prerequisites, you may choose to gain two bonus feats for which being an elf, half-elf, or human is a prerequisite, such as Elven Accuracy, Fearless Curiosity, or Sociable. You must meet all non-race-based prerequisites for these feats, though you may choose to gain two feats in a feat chain, such as Defiant Luck and Inexplicable Luck, using one as the prerequisite for the other.

Pass Without Trace

When in natural surroundings (not urban or constructed dungeon areas), the subjects of this spell take no penalty to Stealth while moving faster than half speed, though they cannot use Stealth while attacking, running, or charging.

Augmented: If you expend two uses of your mythic power, all targets of the spell gain a bonus equal to one-half your mythic tier to saving throws against divination spells while in natural surroundings.

Passwall

You can create a mythic passwall through walls made of metal, treating each inch of thickness as 5 feet of stone. Add 5 feet times one-half your mythic tier to the depth of the passage you create. Rather than increasing the passage’s depth, you can add a number of feet equal to your mythic tier to its height and width.

Path Of The Winds

You can designate a number of creatures equal to your mythic tier who can move normally within the path of the winds without penalty. During the first round of the spell, the winds sweep away anything of Medium or smaller size, and on the second and subsequent rounds the wind walls that bound the area of effect are considered mythic wind walls. The miss chance for ranged weapons other than arrows and bolts that pass through these wind walls is increased to 50%. Giant-thrown boulders, siege engine projectiles, and similar massive ranged weapons passing through the wind walls have a 20% miss chance.

Patron’s Aspect

A target failing its Reflex save takes 3d8 hp damage and is stunned for 1d4 rounds and then panicked. This spell bypasses a non-mythic creature’s spell resistance.

Peacebond

The DC of the Strength check to draw the affected weapon is increased by an amount equal to your mythic tier. In addition, any attacks of opportunity provoked by trying to draw the weapon gain a bonus on attack and damage rolls equal to one-half your mythic tier (minimum +1).

Peacock Pose

You fascinate additional HD of creatures equal to your tier. You improve the attitude of all creatures affected by this extract by one step with respect to you. A non-mythic creature that succeeds on its Will save is immune to this effect for 1 hour.

Pellet Blast

The pellet blast can bypass an amount of damage reduction (of any type) or hardness equal to your mythic tier.

Pendulum

You choose whether the affected creature starts with a result of 1 or 20. If you choose to start with a result of 1, the subsequent results follow this sequence: 20, 2, 19, 3, 18, etc.

Perceive Cues

You add one-half your mythic tier (minimum +1) to the bonus this spell grants on Perception and Sense Motive checks. You also gain the same bonus on Will saves to disbelieve illusions.

Augmented (4th): If you expend two uses of your mythic power, you are automatically entitled to a Sense Motive check to notice when a creature is affected by a charm or dominate effect. Likewise, you are automatically entitled to a Will save to disbelieve an illusion when you perceive it; you are not required to interact with it before making an active attempt to disbelieve it.

Permanency

A mythic permanency (and any spell it makes permanent) cannot be dispelled by non-mythic means, up to and including non-mythic mage’s disjunction, and you add your mythic tier to DC of caster level checks made to dispel your mythic permanency even with mythic effects. If you use mythic permanency on yourself, it can be dispelled only by a mythic creature, and only if their caster level plus their mythic tier exceeds your caster level plus your mythic tier.

Augmented: You can reduce the gp cost of casting mythic permanency by 500 gp per use of mythic power you expend while casting the spell.

Augmented (3rd): If you expend two uses of mythic power, you can target a magical item with mythic permanency while spending 1,000 gp times the item’s caster level. That item gains immunity to having its powers negated or suppressed by any non-mythic effect, including a non-mythic antimagic field, dispel magic, mage’s disjunction, rod of cancellation, or rod of negation.

Permanent Image

Increase the area to one 20-foot cube per caster level. A mythic permanent image is not disrupted by being attacked or interacted with, and it does not detect as magical or illusory to any form of non-mythic divination 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 DC of caster level checks made to dispel a mythic permanent image, and if dispelled by a non-mythic effect the mythic permanent image returns 24 hours later.

Augmented (6th): If you expend two uses of mythic power, increase the area to a 200-foot-radius emanation, and it cannot be detected or revealed as an illusion by non-mythic effects, including senses like blindsight and tremorsense.

Pernicious Poison

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

Persistent Image

This functions as mythic major image, but it follows a script determined by you, including intelligible speech. In addition, the illusion adapts to changing conditions. Illusory creatures and objects show damage if attacked and appear to react naturally, apparently “dying” and falling to the ground if dealt damage. You may include a number of specific triggered variations equal to your mythic tier wherein the scripted illusion changes if the trigger action you stipulate occurs. Each triggered variation in your programmed script lasts one minute, and can be set to trigger as a magic mouth spell.

Persuasive Goad

You add one-half your mythic tier (minimum +1) to both the nonlethal damage dealt by this spell and on Intimidate checks you make against the target for 1 minute.

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

Phantasmal Revenge

If the target of mythic phantasmal revenge fails its Will save to disbelieve and its Fortitude save, it takes 15 points of damage per caster level if it is a mythic creature. If the target is a non-mythic creature that fails both saves, it dies of fright regardless of its hit points. If the target fails its Will save but succeeds on its Fortitude save, it takes damage normally but the phantom persists in its mind, causing it to be dazed until your next turn. On your next turn it must make a second Fortitude save, with the same effects on a successful or failed save as on the first round.

Augmented (6th): If you expend two uses of your mythic power, the mythic phantasmal revenge can affect a living creature that is immune to fear.

Phantasmal Web

Each time a creature fails its Fortitude save against the mythic phantasmal web, it takes 1d2 points of Strength and Dexterity damage from neural feedback from their body’s intense reaction to believing itself to be poisoned and ravaged by the illusory spiders.

Phantom Chariot

The phantom chariot gains a deflection bonus to AC equal to your mythic tier, and it gains additional hit points equal to twice your mythic tier. If you use the chariot’s scythes to attack, they gain an enhancement bonus equal to one-half your mythic tier (minimum +1). If the enhancement bonus is at least +2, you may choose to exchange one point of enhancement bonus to grant the scythes the keen or ghost touch property. You may grant both properties to the scythes, as long as this does not reduce their enhancement bonus below +1.

Phantom Dragon

You make the creature appear as a mature adult dragon of a type of your choosing. If the target is an adult or older dragon, you make the target appear up to two age categories older than its age. The spell’s target receives an additional bonus to Disguise checks equal to your tier.

Augmented (4th): If you expend two uses of mythic power when you cast the spell, you change the change the spell’s subschool to shadow. The target creature gains an illusory damaging breath weapon it can use once. Creatures caught in the breath weapon’s area of effect that fail a Will save to disbelieve the illusion take damage as if struck by the breath weapon (a Reflex save with the same DC allows the creature to take half damage). If the breath weapon is disbelieved, the breath weapon deals one-fifth of its damage.

Phantom Driver

The phantom driver gains a deflection bonus to AC equal to your mythic tier, and it gains additional hit points equal to twice your mythic tier. It makes all driver skill checks with a bonus equal to your mythic tier.

Phantom Steed, Communal

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

Phantom Trap

A mythic phantom trap cannot be detected as illusory by non-mythic divinations unless the caster succeeds at a caster level check with a DC equal to 15 plus your caster level plus your mythic tier. In addition, any creature who “finds” the phantom trap becomes obsessed with figuring out how to disarm it, becoming fascinated for a number of minutes equal to your mythic tier (Will negates). This is an illusion (pattern) effect.

Augmented: If you expend two uses of mythic power, when a mythic phantom trap is discovered the creature that finds it and any of their allies become shaken as long as they remain within 10 feet of the object upon which the spell was cast (Will negates). a creature that “finds” the illusory trap becomes obsessed with figuring out how to

Phase Door

You extend the length of the mythic phase door by 5 feet per mythic tier, and you add your mythic tier to the number of times the mythic phase door can be used. You can take creatures larger than Medium through a mythic phase door, spending one additional use per size category above Medium.

Philosopher’s Brew

You affect one or more metallic objects of the same metal with a combined weight no more than 10 lbs./caster level. If you transform a precious metal or special substance into a precious metal, the transformation lasts for 10 min./level. A precious metal or special substance transformed into a base metal lasts 1 hour./caster level. A special substance transformed into another special substance lasts 1 min./level.

Pick Your Poison

You can affect a poison that is already in effect in a target’s body with a successful caster level check, adding a bonus equal to your mythic rank or tier, against a DC equal to the poison’s save DC. If the target is poisoned while this spell is in effect, she takes only a ─1 penalty on attack rolls, saves, and checks unless the poison is from a mythic creature or effect.

Pied Piping

You can specify a number of identifiable groups to be attracted to your mythic pied piping equal to your mythic tier. If you pass out of range or out of hearing (including if you or affected creatures enter an area of magical silence), the effects of the mythic pied piping persist for a number of rounds equal to your caster level plus your mythic tier.

Piercing Shriek

The target is deafened as well as staggered. You can target a creature within a non-mythic silence effect if you succeed on a caster level check against a DC of 11 + the caster level of the silence effect. You add your mythic tier as a bonus on this check.

Augmented (3rd): If you expend two uses of mythic power, the save for this spell changes to Fortitude: partial and the target takes nonlethal sonic damage equal to your mythic tier regardless of whether it saves against the spell. If the target fails its save, it takes additional nonlethal sonic damage equal to one-half your mythic tier (minimum 1 point) each round at the end of its turn.

Pilfering Hand

Add your mythic tier on combat maneuver checks or Sleight of Hand checks made against non-mythic creatures with this spell, or one-half your mythic tier against mythic targets. Add one-half your mythic tier on Disable Device checks you make with the careful maneuver version of this spell.

Pillar Of Life

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

Plague Bearer

Creatures that end their turn adjacent to the target become contagious as if affected by mythic contagion, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures. The plague bearer spell is difficult to detect or discern for what it is. Add your mythic tier to the DC of Spellcraft checks to identify the spell. In addition, divination effects that would normally reveal the nature of the spell, such as detect magic or greater arcane sight, do not reveal the spell or any information about it unless the caster succeeds on a caster level check against a DC of 11 + your caster level + your mythic tier. If the effect is not a mythic effect, the DC is increased by 4. If the caster is a mythic creature, she adds her mythic rank or tier to the result of her caster level check.

Plague Carrier

You add one-half your mythic tier to the save DC of the target’s filth fever, including both the initial saving throw as well as saving throws to recover from the disease. This also applies to the DC of Heal checks to treat the disease or caster level checks to remove the disease.

Plague Storm

The ability damage dealt by the mythic plague storm’s disease on a failed save is increased by 1, and as long as the disease persists the target is fatigued, and non-mythic creatures within the cloud must roll twice on saving throws, using the worse result. As a move action, you can move the cloud 10 feet in any direction.

Augmented (6th): If you expend two uses of mythic power, the spell bypasses the disease immunity of living creatures.

Planar Adaptation

Each time you move from one plane to another while this spell is in effect, you can shift the spell’s effects as a swift action to adapt you to the new plane. When you adapt yourself to a plane, you may choose to gain energy resistance 30 to one type of energy associated with that plane, energy resistance 20 to two forms of energy associated with that plane, or energy resistance 10 against acid, cold, electricity, fire, and sonic. You must make this choice when you enter a new plane and you may not change the selected resistance(s) unless you shift to a new plane.

Planar Adaptation, Mass

This spell functions as mythic planar adaptation, 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.

Planar Ally

As mythic lesser planar ally, but you can call one or more non-mythic outsiders or extraplanar creatures whose Hit Dice total no more than 12 plus half your mythic tier, or one or more mythic outsiders or extraplanar creatures whose Hit Dice total 12 or less.

Planar Ally, Greater

As mythic lesser planar ally, but you can call one or more non-mythic outsiders or extraplanar creatures whose Hit Dice total no more than 18 plus half your mythic tier, or one or more mythic outsiders or extraplanar creatures whose Hit Dice total 18 or less.

Planar Ally, Lesser

You can call a non-mythic outsider or extraplanar creature whose Hit Dice are up to 6 plus half your mythic tier, and the payment required for such a creature is reduced by half. Alternatively, you can call a mythic outsider or extraplanar creature of 6 Hit Dice or less. You cannot call creatures with class levels or templates except for the celestial, entropic, fiendish, or resolute simple templates. Creatures to which you apply one of these templates are treated as having 1 Hit Die more than normal for the purpose of your Hit Die limit.

Planar Binding

As mythic lesser planar binding, but you can call one or more non-mythic outsiders or extraplanar creatures whose Hit Dice total no more than 12 plus half your mythic tier, or one or more mythic outsiders whose Hit Dice total 12 or less.

Planar Binding, Greater

As mythic lesser planar binding, but you can call one or more non-mythic outsiders or extraplanar creatures whose Hit Dice total no more than 18 plus your mythic tier, or one or more mythic outsiders whose Hit Dice total 18 or less.

Planar Binding, Lesser

You can call a non-mythic outsider or extraplanar creature whose Hit Dice are up to 6 plus half your mythic tier. Alternatively, you can call a mythic outsider of 6 Hit Dice or less. You cannot call creatures with class levels or templates except for the celestial, entropic, fiendish, or resolute simple templates. Creatures to which you apply one of these templates are treated as having 1 Hit Die more than normal for the purpose of your Hit Die limit.

Add your mythic tier to the DC of Charisma checks a trapped creature uses to try to break free and on your opposed Charisma checks to negotiate for the creature’s service, as well as on caster level checks made to overcome a trapped creature’s spell resistance if it attempts to break free from your binding.

Planetarium

You may choose for the area within the planetarium to become dim and shadowy, as if in dim light. The light provided by the figmentary stars is sufficient to enable creatures with low-light vision to see normally within it, but otherwise creatures within the planetarium have concealment against attackers or observers lacking darkvision. If you cast an illusion (pattern) spell of 3rd level or lower within the planetarium, the caster level and save DC of that spell are increased by 1; for spells that affect an area, this applies only to the portion of the spell’s area that overlaps with the planetarium.

Planetary Adaptation

You can cast this spell with a range of touch. If you cast it on yourself, increase the duration to 1 day/level.

Planetary Adaptation, Mass

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

Plant Growth

When you use this spell to cause enrichment, plants’ potential productivity over the next year is doubled within a radius of one mile per two mythic tiers.

When you cast it to cause overgrowth, you affect a circle with a radius of 100 feet times your mythic tier (150 feet per tier for a semicircle, 200 feet per tier for a quarter-circle), and the increase to save DC for plant-enhancing spells lasts 1 year. Non-mythic diminish plants and blight do not affect plants within the area unless the caster makes a caster level check with a DC of 11 plus your caster level plus your mythic tier.

Augmented: If you expend two uses of your mythic power, you can cast this spell on a Gargantuan or smaller creature of the plant type, granting that creature the same benefits an animal gains from animal growth.

Augmented (6th): If you expend two uses of mythic power, you can increase the radius of overgrowth to one mile times your mythic tier (1.5 miles per tier for a semicircle, 2 miles per tier for a quarter-circle).

Plant Shape (All)

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

Mythic plant shape increases any ability score bonuses and reduces any ability score penalties granted by the standard version by 2 and increases the natural armor bonus the spell provides by 1 (granting a +1 bonus if the spell normally grants no bonus).

In addition, you may change the range of this spell to touch and target one creature you touch rather than yourself. The subject of this spell can resume its normal form and then shift back into the same assumed form without ending the spell; however, the spell’s duration continues to elapse while the target is in its own form. If the subject is a mythic creature, it can spend one use of its own mythic power as a full-round action to shift into a different form allowed by the spell.

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

Play Instrument

You can play the instrument of your choice as if you had a number of ranks in the appropriate Perform skill equal to your mythic tier. Alternatively, you can cast this spell with a range of touch, affecting a number of targets equal to one-half your mythic tier (minimum 1). If you are trained in the Perform skill for the instrument you are playing, each target is treated as if it had a number of ranks in that Perform skill equal to one-half your mythic tier (minimum 1).

Point The Way

When you cast the spell, you can make a Knowledge (geography) check about the location in question. If you succeed, the arrow will reveal the direction to a feature or landmark whose location is not common knowledge. If you expend one use of mythic power when you cast the spell, the arrow points to a feature or landmark that is deliberately hidden.

Poison

The poison you create deals 1d4 points of Constitution damage per round for a number of rounds equal to 6 plus one-half your mythic tier, and ending the poison’s effect requires two consecutive successful saving throws. In addition, you can choose for your poison to deal Strength or Dexterity damage rather than Constitution damage. Non-mythic delay poison, heal, neutralize poison, and similar effects have no effect on mythic poison unless the caster makes a successful caster level check with a DC equal to the poison’s save DC plus one-half your mythic tier.

Poisoned Egg

The poison you create is more virulent than normal, increasing its maximum duration by a number of rounds equal to one-half your mythic tier, and requiring two consecutive successful saving throws to end the poison’s effect. Non-mythic creatures take a penalty equal to one-half your mythic tier on their saving throw against a mythic poisoned egg. In addition, you can try to force a mythic poisoned egg into the mouth of a Small or larger creature with a successful dirty trick combat maneuver. You take a ─2 penalty for each size category that the target is different than your size.

Augmented (3rd): If you expend two uses of your mythic power, a creature that fails a Fortitude save against the mythic poisoned egg is sickened for as long as it remains poisoned and for a number of rounds thereafter equal to your mythic tier.

Augmented (6th): If you expend three uses of your mythic power, a creature that fails a Fortitude save against the mythic poisoned egg is nauseated for as long as it remains poisoned and for a number of rounds thereafter equal to your mythic tier.

Polar Midnight

Illumination in the area is dropped by three steps, to supernatural darkness, and all creatures in the area take 5d8 points of cold damage and 1d6 points of Dexterity drain. A successful save reduces the Dexterity drain to 1 point of Dexterity damage but does not reduce cold damage. Any creature in the area that does not move on its turn is encased in an icy prison but cannot breathe.

Pollen Cloud

A successful save only negates the fatigued condition. Additionally, a creature that failed its initial save must make a Fortitude save at the beginning of its turn. If it fails this save, it cannot act on this turn as it sneezes and coughs. Succeeding at this save allows the creature to act as normal, albeit with the conditions still applied to it.

Polymorph

In addition to the usual forms, you can polymorph the target into a monstrous humanoid (as monstrous physique I), undead (as undead anatomy I), or vermin (as vermin shape I), and at the GM’s option into other forms allowed by similar spells of the polymorph subschool of 4th level or lower that allow polymorphing into a single specific creature type.

Mythic polymorph increases any ability score bonuses and reduces any ability score penalties granted by the standard version by 2 and increases the natural armor bonus the spell provides by 1 (granting a +1 bonus if the spell normally grants no bonus).

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

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

Polymorph, Greater

As mythic polymorph, but in addition to the listed forms the subject can also be polymorphed into a monstrous humanoid (as monstrous physique IV), undead (as undead anatomy III), or vermin (as vermin shape II), and at the GM’s option into other forms allowed by similar spells of the polymorph subschool of 6th level or lower that allow polymorphing into a single specific creature type.

Polymorph Any Object

Add one-half your mythic tier to the duration factor of objects or creatures you target with this spell. You can polymorph a suit of magical armor into a different type of armor, a magical shield into a different type of shield, or a magical weapon into a different type of weapon. A magical rod that functions as a magical weapon can be affected in this way, though this affects only its properties as a weapon, not its other magical abilities. Any magical abilities that are invalid for the new item type are lost permanently. If the new form has a higher price than the item’s original form, crushed gemstones equal in value to the difference in price must be added to the material component of the spell.

At the GM’s option, mythic polymorph any object also may be used to transmute wearable wondrous items into items with the same ability but that can be worn in a different body slot. This spell has no effect on artifacts.

By expending two uses of mythic power, you may use mythic polymorph any object to duplicate the mythic versions of baleful polymorph, greater polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.

Polypurpose Panacea

You can cast this spell with a range of touch, allowing another creature to benefit from your polypurpose panacea, though it must be consumed within a number of hours equal to your mythic tier or its effect is wasted. If you use the polypurpose panacea yourself, you may choose to gain two effects or you may choose a single effect but gain twice the normal benefit while halving any penalties.

Porevit’s Mantle

The subject gains a +6 circumstance bonus to Stealth checks, and a +3 circumstance bonus to Disguise checks to appear as a specific type of tree or collection of plants found in that terrain.

Augmented: If you expend two uses of mythic power, the subject gains immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Portal Jaunt

The spell’s range increases to long (400 ft. + 40 ft./level). You may allow a number of willing creatures equal to your tier to pass through the portal, but they must do so before the spell’s duration expires. If you spend one use of mythic power when you cast this spell, you increase the duration to 2 rounds, and the spell is dismissible by you.

Possess Object

You can possess an object even if it is protected by a non-mythic effect that would normally block possession, including a non-mythic antimagic field. When you animate an object while you possess it, you may grant the object a +4 enhancement bonus to its Strength or Dexterity score (or +2 to each), and the object gains 1-1/2 times the normal number of construction points. You can speak through the possessed object, but you cannot cast spells or trigger magical items with your voice.

Potency Of The Pack

The spell’s duration increases to 10 min./level. If you spend one use of mythic power when you cast this spell, you allow the targets to choose two effects granted by the spell.

Powerslave

The maximum ability score penalty for failing to follow the terms of the geas/quest imposed by your mythic powerslave is increased by an amount equal to your mythic tier. The spell can be removed by a non-mythic limited wish, miracle, or wish only if the caster’s level is equal to or higher than your caster level. Non-mythic remove curse has no effect. The profane bonus you provide to the enslaved creature is increased by 1, as is their penalty on saving throws against your mind-affecting spells and their Madness gained.

Powerslave, Lesser

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

The maximum ability score penalty for failing to obey a geas laid with mythic lesser powerslave is increased by an amount equal to one-half your mythic tier. Add your mythic tier to the DC to remove your mythic lesser geas with non-mythic break enchantment or remove curse. The profane bonus you provide to the enslaved creature is increased by 1, as is their penalty on saving throws against your mind-affecting spells and their Madness gained.

Pox Pustules

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

Prediction Of Failure

If the target fails its save, it is cursed as if you had cast major curse. If the target is a spellcaster, you can instead inflict one major or two minor spellblights (as described in Chapter 2 of Pathfinder Roleplaying Game Ultimate Magic).

Prehensile Beard

You may use your beard as a whip, which has a 10-foot reach, deals damage as if you were one size category smaller, cannot perform a trip, and does not provoke an attack of opportunity when you use it.

Prehensile Beard, Greater

Your beard can carry a shield, but you must be proficient with the shield to gain any benefit. Using your beard to wield a weapon does not incur any penalties for two- or multi-weapon fighting. You may use your beard as a normal whip, but you cannot avoid being tripped during a trip attempt with your beard.

Prehensile Pilfer

The target can use its tail to make a dirty trick or steal combat maneuver, or to make a Sleight of Hand check, as a swift action during any round in which he uses the attack or full attack action or attempts another combat maneuver that requires a standard action. The target cannot use this bonus action during any round in which it takes an additional attack on a full attack action (such as from a haste spell or monk using ki to gain an additional attack) or uses amazing initiative to gain an additional standard action.

Prestidigitation

You can affect an area up to 1 cubic foot per mythic tier or move an object up to 1 pound per mythic tier. Using mythic prestidigitation to rapidly shift the color and appearance of small objects on or around your person grants you a competence bonus equal to one-half your mythic tier on Disguise, Perform, and Sleight of Hand checks. In addition, you can discharge this spell as part of making a Craft or Profession check to provide you a +2 competence bonus on that check. This ends the spell.

Primal Scream

You can cast this spell as an immediate action when you would be affected by a harmful enchantment or paralysis effect, or when subjected to a curse or other magical effect that specifically affects your hearing or your ability to speak, dispelling or removing such effects as break enchantment. This does not remove general conditions such as petrification, polymorph, or death that prevent you from speaking. Your primal scream can dispel a magical silence effect if you are its target or in its area as well as effects that cause you to become dazed, deafened, nauseated, or stunned as if they were enchantment effects. If these effects are not spells or spell-like abilities, the DC to remove them is equal to the effect’s save DC or, if the effect allowed no save, a DC of 11 plus the Hit Dice of the creature that created the effect. If you cast mythic primal scream as a standard action, add your mythic tier to the caster level check to remove the effect.

Primeval Interdiction

The effect of this spell depends on which version you choose:

Area Interdiction: Add your mythic tier to the caster level check DC required to cast non-mythic divine spells, and add one-half your caster level (minimum 1) to the caster level check DC required to cast mythic spells.

Divine Dispelling: The spell functions as mythic greater dispel magic but affects only divine magic. Targeted Interdiction: You add your mythic tier on your caster level check to block the target from using divine magic. If the target saves, add your mythic tier to your caster level to determine the reduction in the target’s effective caster level when using divine spells or spell-like or supernatural abilities.

Augmented (3rd): If you expend two uses of mythic power, you can expand an area interdiction to a radius of 10 feet times your mythic tier, doubled if the area contains a permanent desecrated or unhallowed shrine or altar of Tanoth-Gha.

Augmented (7th): If you expend two uses of mythic power, you can extend the area of an area interdiction to a radius of 20 feet times your mythic tier or the duration of a targeted interdiction to one week.

Augmented (10th): If you expend five uses of mythic power, you may expand an area interdiction to a radius of 1 mile or you may increase the duration to permanent. If you expend ten uses of mythic power, you may expand its radius to 1 mile and make it permanent.

Prismatic Fist

You need not continue concentrating to generate the yellow, green, indigo, and violet rays in the following round, but instead you must spend a swift action to fire the rays at your targets.

Augmented (6th): You can expend an additional two uses of mythic power to generate up to three rays of your choice each round. On the first round, you generate the rays when you cast the spell. In subsequent rounds, you can generate the rays as a swift action. You can only generate each of the different types of rays once.

Prismatic Meteor

Each meteor created by this spell deals 3d6 hp fire damage. The meteor’s threat range is doubled (19–20). The dazzled and blinded effects last for additional rounds equal to your tier.

Prismatic Ray

Damage-dealing effects inflict 1d8 hp damage per level. A successful save against non-damage-dealing effects reduces the duration of the inflicted condition to 1 round. On a critical hit with the ray, you may choose two colors for the beam.

Augmented (4th): You can expend two uses of mythic power to create one ray per 4 caster levels that must each target a different creature. Each ray bypasses the target’s spell resistance and spell immunity.

Prismatic Wall

The size of the wall increases to 10 ft./level wide, 3 ft./level high and the duration increases to 1 hour/level. Creatures with fewer Hit Dice than 8 plus your mythic tier who look at a mythic prismatic wall from within 20 feet are blinded permanently. When you cast the spell, you can designate one creature per mythic tier to share your immunity to the wall’s effects.

Augmented (4th): If you expend two uses of mythic power, creatures beginning their turn within 5 feet of a mythic prismatic wall are affected as prismatic spray. The save DC of this prismatic spray is the same as the DC of the mythic prismatic wall.

At 8th mythic tier, you may instead expend three uses of mythic power to increase the range of this effect to 10 feet.

Prison Without Walls

The spell ignores armor bonuses granted by non-mythic spells and effects such as mage armor, bracers of armor, and elf lord’s battle armor. The DCs to escape or break free of the tether are increased by your tier.

Augmented (2nd): You can expend two uses of mythic power to have the tether deal your choice of energy equal to 1d6 hp damage per caster level (maximum 15d6) when the target attempts to move beyond the tether’s limit.

Produce Flame

The damage dealt increases to 1d10 points of fire damage +1 point per caster level (maximum +10). In addition, the target’s square is filled with flames until the beginning of your next turn. Any creature within or entering that square catches on fire (DC 15 Reflex negates).

Augmented: If you expend two uses of mythic power, the spell creates a 5-foot-radius burst of flames (at least one square must be occupied by the target of your ranged touch or melee touch attack). Creatures within this burst take splash damage equal to one-half your caster level and all squares in this burst are filled with flames as above.

Programmed Image

Increase area to one 20-foot cube per caster level, and your mythic programmed image can be triggered a number of times equal to your mythic tier. If a mythic programmed image is dispelled while the illusion is active, only that activation is dispelled. It can still be triggered again the next time its triggering condition is met. The spell can be permanently dispelled while the illusion is not active, but only if the dispeller’s caster level exceeds yours.

Project Image

Your image can persist for a number of rounds equal to one-half your tier when you do not have line of effect to it. You cannot direct its actions during any round during which you lose line of effect, but if you re-establish line of effect before the above number of rounds elapses you can again make use of it. These rounds do not need to be consecutive.

Augmented (2nd): If you expend two uses of mythic power, you can cause your image to become semisolid for a number of rounds equal to one-half your mythic tier. In this form, your image can manipulate objects as if it had a Strength score equal to your mythic tier. During a round in which your image is semisolid, as a move action you can try to hand a magical object or item to another creature; this has a 50% chance of delivering the real item, causing it to disappear from your person. If this roll fails, the item remains on your person and you hand over an illusory duplicate that dissolves at the end of your turn. You can make physical attacks in this form, though your attacks are only quasi-real, dealing 20% normal damage.

Protection From Arrows, Communal

See Mythic Communal Spells. The mythic version of protection form arrows is described in Pathfinder Roleplaying Game Mythic Adventures.

Protection Form Chaos, Communal

See Mythic Communal Spells. The mythic version of protection from chaos is described in Pathfinder Roleplaying Game Mythic Adventures.

Protection From Energy

The spell absorbs 20 points per level of energy damage of the selected type before being discharged. In addition, if the target of the spell is a mythic creature and takes damage of a different energy type than the type chosen when the spell was cast, it may spend one use of its mythic power as an immediate action to switch the energy type of the protection from energy spell to the type of energy used in that attack.

This reduces the remaining damage-absorbing capacity of the protection form energy spell by 50%; this reduction is applied before applying the damage from the attack.

Protection From Energy, Communal

See Mythic Communal Spells. The mythic version of protection from energy is described above.

Protection From Evil, Communal

See Mythic Communal Spells. The mythic version of protection from evil is described in Pathfinder Roleplaying Game Mythic Adventures.

Protection From Good, Communal

See Mythic Communal Spells. The mythic version of protection from good is described in Pathfinder Roleplaying Game Mythic Adventures.

Protection From Law, Communal

See Mythic Communal Spells. The mythic version of protection from law is described in Pathfinder Roleplaying Game Mythic Adventures.

Protection From Outsiders

The bonuses to AC and on saves increase by 1, plus 1 per 3 mythic tiers after 1st. A creature of that outsider racial subtype attempting to possess or exercise mental control over the target must attempt a Will save against this spell. If it fails, it takes 1d8 points of damage per 2 caster levels (maximum 5d8) plus 1d8 points of damage per 2 mythic tiers (maximum 5d8) from mental feedback. A creature of the chosen outsider subtype that uses spell resistance to bypass the spell’s protection against contact must successfully save or take this damage once each round that it attacks the protected target.

Protection From Lesser Dragons

The bonuses to AC and on saves increase to +4. Any lesser dragon attempting to exercise mental control over the target must attempt a Will save against this spell. If it fails, the lesser dragon takes 1d6 hp damage per 2 caster levels (maximum 5d6) from mental feedback. A lesser dragon that uses spell resistance to bypass the spell’s protection against contact must successfully save or take this damage once each round it attacks the protected target.

Protection From Spells

The targets of this spell can attempt saving throws against spells that normally allow no save, though resistance bonuses to saving throws (including from this spell) do not apply to such saving throws. A successful saving throw halves any hit point damage, ability damage, ability drain, or negative levels; any other effects of the spell are negated.

Augmented: If you expend two uses of mythic power, choose one type of saving throw: Fortitude, Reflex, or Will. If a protected creature would normally suffer a reduced effect when it successfully saves against a spell requiring a save of that type, the spell has no effect instead.

Protective Penumbra

You can increase the duration to 1 hour per level, or you may affect a number of creatures equal to your mythic tier for the standard duration.

Protective Spirit

Your protective spirit gains a bonus on its attack rolls equal to your mythic tier. If attacked, it gains a bonus to its touch Armor Class equal to your mythic tier.

Prying Eyes

The duration increases to 2 hours/level and add your mythic tier to the Armor Class of your mythic prying eyes. The mythic prying eyes gain darkvision with a range of 20 feet plus 10 feet per mythic tier.

Augmented: If you expend two uses of mythic power, you can send a number of eyes equal to your mythic tier back out after that eye has returned to you and reported.

Prying Eyes, Greater

This spell gains the benefits of mythic prying eyes, but you also add your mythic tier to the hit points of each eye.

Augmented: If you expend two uses of mythic powers, whenever one of your mythic greater prying eyes makes a Perception check, roll twice and take the higher result.

Puddle Jump

The range you can move between bodies of water increases to long (400 ft. + 40 ft./level). Each body of water must have a surface area to accommodate the passage of your body as if you were two size categories smaller. If you spend one use of mythic power when you cast this spell, you can take one willing creature with you.

Puff Of Smoke

An affected creature that succeeds at its Reflex save is dazzled for 1 round. If the creature has scent, this spell reduces the range a creature can detect opponents by half.

Augmented: You can expend two uses of mythic power to grant total concealment (50% miss chance) to any opponent attacked by the affected creature.

Pugwampi’s Grace

In addition to being forced to roll twice and select the lower result on d20 rolls, the target must also roll twice and select the lower result on any damage roll, including weapons, spells, and exceptional, supernatural, and spell-like abilities.

Pup Shape

If the target is injured while in pup shape, any of its allies that are adjacent must succeed at a Will save against the spell’s DC or be affected as compassionate ally for a number of rounds equal to your mythic tier. An ally that saves is immune to this effect for the remainder of the spell’s duration.

Augmented: If you expend two uses of mythic power the duration becomes permanent.

Purge Pests

If used against a swarm comprised of vermin, this spell deals 1d6 hp damage per caster level (maximum 4d6), as if the spell did not target a specific number of creatures.

Purging Finale

When you end a bardic performance, you can remove one of the following conditions from a number of creatures within 30 feet equal to one-half your mythic tier (minimum 1): blinded, cowering, dazzled, deafened, exhausted, fatigued, frightened, paralyzed, shaken, staggered, or stunned. You may remove a different condition from each target.

Alternatively, you may remove a number of the above-listed conditions equal to one-half your mythic tier (minimum 1) from a single creature.

Purified Calling

When you summon your eidolon after casting this spell, you can remove all ability drain from one ability score, one negative level, or one other permanent negative condition. If the condition is the result of a mythic effect (including the special attack of a mythic creature), you can remove the condition only if your mythic tier exceeds the mythic rank or tier of the creature that inflicted the condition.

Augmented: If your eidolon has ability drain from multiple ability scores, multiple negative levels, or multiple other permanent negative conditions, you can remove each of them by expending an additional use of your mythic power for each such condition beyond the first. If these negative conditions are a result of mythic effects or were created by mythic creatures, you can remove those conditions by expending two uses of mythic power for each condition you wish to remove, even if your mythic tier does not equal or exceed the mythic tier or rank of the creature that inflicted the condition.

Purify Food And Drink

The food and drink affected by this spell are so nourishing and refreshing that creatures need to eat and drink only half the normal amount to be fully sustained. In addition, creatures eating and drinking this food gain a +1 bonus to saving throws against becoming exhausted, fatigued, nauseated, or sickened for a number of hours equal to your mythic tier.

Putrefy Food And Drink

You can target an alchemical item, alchemical extract, poison, or the alchemical reagents in an alchemist’s mutagen or bomb, forcing a Will save to avoid destruction as if it were a potion. A creature that eats or drinks an item that has been putrefied with this spell must make a Fortitude save against the spell’s save DC or become sickened for a number of rounds equal to your mythic tier.

Pyrotechnics

You can cast this spell without a fire source. If you have a fire source, increase the radius of blinding from your fireworks or of the smoke cloud you create by 5 feet times your mythic tier. You can extinguish magical fires with this spell if the level of the fire spell is lower than your mythic tier. A fire creature used as the fire source for this spell takes 1d6 points of damage per 2 caster levels.

Augmented: If you expend two uses of mythic power, change the saving throw to Will partial and Fortitude partial. Creatures succeeding on their saving throw against blindness from your fireworks are dazzled instead for 1d4+1 rounds. Creatures succeeding on their saving throw against your smoke take a -2 penalty to Strength and Dexterity for 1d4+1 rounds. If creatures fail their saving throws, add one-half your mythic tier to the number of rounds they are blinded or take a penalty to Strength and Dexterity.

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